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oddemann

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About oddemann

  • Rank
    Chopper Commander
  • Birthday 08/11/1968

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  • Gender
    Male
  • Interests
    TI 99/4A, PC and games, but my main focus is photo and drawing digitally.

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  1. Yes, that is a great idea! But there are some challenges with "seeing" stuff. Or maybe signs? Could replace the overview? But a simple shoot em up is also a start! Slow speed and speeding it up. One bady and adding on badys for next level. Or a shoot em up that is a maze that you have to get to the end to get to the next maze. Dead ends and some of them has more amo, first aid kit and so on.
  2. Ugly? This "game" vs today's games... sure... UGLY! BUT... made on the TI a computer FROM 1983? !"Un-FUCKING-believable!!!"
  3. And the King of Snazzle debugging is Sometimes99er! Thx! (Should have gotten that one, copying out from the PDF, I did a lot od debugging 6 to 8, in that OCR! BUT, you go "blind" looking at it for a long time!)
  4. And today the King is Gip-Gip! And as you so nicely point out, the bug is so so tiny and in your face when you know about it. "I should have seen it!" Thx!
  5. Snazzle! A snake game. Think I got most bugs, but 580 is "bugging" me! (Book: "Zappers: having fun programming and playing 23 games for TI -99/4A") BAD VALUE IN 580 Any ideas? Sometimes99er got the bug, and now it is correct! Have fun playing it! 100 REM SNAZZLE 110 RANDOMIZE 120 DIM S(100,2),TABLE(26) 130 TABLE(5)=1 140 TABLE(4)=2 150 TABLE(24)=3 160 TABLE(19)=4 170 FOR LEVEL=1 TO 3 180 CALL CLEAR 190 PRINT " YOU ARE NOW ENTERING":::::::::: 200 PRINT "L EEEE V V EEEE L" 210 PRINT "L E V V E L" 220 PRINT "L EEE V V EEE L" 230 PRINT "L E VV E L" 240 PRINT "LLLL EEEE VV EEEE LLLL" 250 PRINT :::TAB(11);"# ";LEVEL 260 FOR T=1 TO 1000 270 NEXT T 280 CALL CLEAR 290 SCORE=0 300 FOR I=1 TO L 310 S(I,1)=0 320 S(I,2)=0 330 NEXT I 340 ON LEVEL GOSUB 1150,1160,1200 350 X =INT(RND*26)+2 360 Y =INT(RND*22)+2 370 CALL GCHAR(Y,X,T) 380 IF T<>32 THEN 350 390 D=INT(RND*4)+1 400 RC=31 410 CALL CHAR(128,"FFFFFFFFFFFFFFFF") 420 CALL COLOR(13,5,1) 430 CALL CHAR(136,"FFFFFFFFFFFFFFFF") 440 CALL CHAR(144,"00FF7E4C4C7EFF00") 450 CALL COLOR(14,7,1) 460 CALL HCHAR(1,1,128,RC) 470 CALL HCHAR(24,1,128,RC) 480 CALL VCHAR(1,1,128,24) 490 CALL VCHAR(1,RC,128,24) 500 L=4 510 GOSUB 1090 520 REM 530 FOR I=0 TO L 540 IF S(I,2)=0 THEN 560 550 CALL HCHAR(S(I,2),S(I,1),32) 560 S(I,1)=X 570 S(I,2)=Y 580 CALL GCHAR(Y,X,T) 590 IF T<>32 THEN 790 600 CALL HCHAR(Y,X,136) 610 CALL KEY(3,KEY,STATUS) 620 IF STATUS THEN 740 630 ON D GOSUB 660,680,700,720 640 NEXT I 650 GOTO 530 660 Y=Y-1 670 RETURN 680 X=X+1 690 RETURN 700 Y=Y+1 710 RETURN 720 X=X-1 730 RETURN 740 IF (KEY<65)+(KEY>90) THEN 630 750 KEY=KEY-64 760 IF TABLE(KEY)=0 THEN 630 770 D=TABLE(KEY) 780 GOTO 630 790 REM 800 IF (T=128)+(T=136)THEN 1010 810 CALL SOUND(50,1700,0) 820 CALL SOUND(50,892,0) 830 L=L+3 840 SCORE=SCORE+1 850 IF SCORE=10 THEN 920 860 SCORE$=STR$(SCORE) 870 FOR J=1 TO LEN(SCORE$) 880 CALL HCHAR(1,J+10,ASC(SEG$(SCORE$,J,1))) 890 NEXT J 900 GOSUB 1090 910 GOTO 600 920 FOR I=1 TO 16 930 CALL SCREEN(I) 940 CALL SOUND(50,I*110,0) 950 NEXT I 960 NEXT LEVEL 970 CALL CLEAR 980 PRINT "CONGRATULATIONS!" 990 PRINT " YOU HAVE WON":::::: 1000 END 1010 FOR I=4 TO 1 STEP -.25 1020 CALL SOUND(50,I*110,0) 1030 CALL SCREEN(15) 1040 CALL SCREEN(2) 1050 NEXT I 1060 FOR T=1 TO 1000 1070 NEXT T 1080 END 1090 RX=INT(RND*(RC-2))+2 1100 RY =INT(RND*22)+2 1110 CALL GCHAR(RY,RX,T) 1120 IF T<>32 THEN 1090 1130 CALL HCHAR(RY,RX,144) 1140 REM 1150 RETURN 1160 CALL HCHAR(4,4,128,22) 1170 CALL HCHAR(12,12,128,6) 1180 CALL HCHAR(20,4,128,22) 1190 RETURN ^ 1200 FOR I=5 TO 25 STEP 5 1210 CALL VCHAR(7,I,128,17) 1220 NEXT I 1230 CALL HCHAR(4,12,128,26) 1240 RETURN
  6. I knew I had seen it before... Found it: Latest jar: GraphiCV-1.0.zip Music is better, the graphic is much better and I think it is OK... BUT... Why dos the right foot and right upper body come out to the left and down???
  7. 9 SYMPHONIE - VON LUDWIG VAN BEETHOVEN NEW Program! The program itself works, some bad values here and there. #1 Fix graphics! - Better but still bad stuff! OK - #2 Fix values in CALL SOUND (Just a thing that takes time. Glasses and magnifiers on - THINK this is OK now??) I am now much older and I was reading User ref. Guide and I now understand Trace and Untrace. Played with it and it helped ed bug the sound. (Norwegian who learned English from doing TI stuff) I am looking for a program to display graphic code! I know some of the code is wrong, just by looking at it. Will be grateful for a pointing to a program to view graphic code. But #first I want to graphics to look right. Do you have a suggestion for a tool to look at graphics code? Here is the program so fare! 10 DIM S$(10) 20 S$(1)="010101030303071FFEFCF0C00000000080808080808000000000000000000000" 30 S$(2)="0000000000000001FFFFFF00000000000000002070E0E0C0C080000000000000" 40 S$(3)="0000000000000000FFFFFF00000000000000000000000000FCFCF80000000000" 50 S$(4)="01010101010100000000000000000000808080C0C0C0E0F87F3F0F0300000000" 60 S$(5)="000000040E07070303010000000000000000000000000080FFFFFF0000000000" 70 S$(6)="00000000000000003F3F1F00000000000000000000000000FFFFFF0000000000" 80 S$(7)="000307070707070703010F0F0F0F0F0F00C0E0E0E0E0E0E0C080F0F0F0F0F0F0" 90 S$(8)="0F0F0F0F0F0F0F0F1E1D1F1B17161616F0F0F0F0F0F0F0F078B8F8D8E8686868" 100 S$(9)="060606060606060606061E3E3E00000060606060606060606060787C7C000000" 110 S$(10)="00707060606060606060606060606060000E0E06060606060606060606060606" 120 CALL COLOR(9,2,11,10,2,11,11,2,11,12,2,11,13,2,11,14,2,11) 130 FOR I=100 TO 136 STEP 4 140 CALL CHAR(I,S$((I-96)/4)) 150 NEXT I 160 CALL CLEAR 170 DISPLAY AT(17,14):CHR$(128):CHR$(130) :: DISPLAY AT(18,14):CHR$(129);CHR$(131) 180 DISPLAY AT(19,14):CHR$(132);CHR$(134) :: DISPLAY AT(20,14):CHR$(133):CHR$(135) 190 CALL MAGNIFY(3) 200 CALL SPRITE(#1,124,2,113,121,0,0) 210 CALL SPRITE(#2,112,2,115,109,0,0) :: CALL SPRITE(#3,100,2,115,133,0,0) 220 CALL SCREEN(3) 230 CALL COLOR(1,2,11,2,2,11,4,2,11,5,2,11,6,2,11,7,2,11,8,2,11) 240 DISPLAY AT(9,9):"9.SYMPHONIE" :: DISPLAY AT(10,4):"VON LUDWIG VAN BEETHOVEN" 250 H=1000 :: Q=500 :: E=235 260 CALL SOUND(Q,659,0,523,2,262,2) 270 CALL PATTERN(#2,116,#3,104) 280 CALL SOUND(Q,659,0,523,2,330,2) 290 CALL PATTERN(#2,120,#3,108) 300 CALL SOUND(Q,698,0,587,2,440,2) 310 CALL PATTERN(#2,116,#3,104) 320 CALL SOUND(Q,784,0,659,2,392,2) 330 CALL PATTERN(#2,112,#3,100) 340 CALL SOUND(Q,784,0,659,2,262,2) 350 CALL PATTERN(#2,116,#3,104) 360 CALL SOUND(Q,698,0,587,2,220,2) 370 CALL PATTERN(#2,120,#3,108) 380 CALL SOUND(Q,659,0,523,2,196,2) 390 CALL PATTERN(#2,116,#3,104) 400 CALL SOUND(Q,587,0,484,2,247,2) 410 CALL PATTERN(#2,112,#3,100) 420 CALL SOUND(Q,523,0,440,2,330,2) 430 CALL PATTERN(#2,116,#3,104) 440 CALL SOUND(Q,523,0,440,2,262,2) 450 CALL PATTERN(#2,120,#3,108) 460 CALL SOUND(Q,587,0,494,2,175,2) 470 CALL PATTERN(#2,116,#3,104) 480 CALL SOUND(Q,659,0,523,2,220,2) 490 CALL PATTERN(#2,112,#3,100) 500 CALL SOUND(750,659,0,523,2,220,2) 510 CALL PATTERN(#2,116,#3,104) 520 CALL SOUND(E,587,0,494,2,196,2) 530 CALL PATTERN(#2,112,#3,100) 540 CALL SOUND(H,587,0,494,2,196,2) 550 CALL PATTERN(#2,116,#3,104) 560 CALL SOUND(Q,659,0,523,2,262,2) 570 CALL PATTERN(#2,112,#3,100) 580 CALL SOUND(Q,659,0,523,2,330,2) 590 CALL PATTERN(#2,116,#3,104) 600 CALL SOUND(Q,698,0,587,2,440,2) 610 CALL PATTERN(#2,120,#3,108) 620 CALL SOUND(Q,784,0,659,2,392,2) 630 CALL PATTERN(#2,116,#3,104) 640 CALL SOUND(Q,784,0,659,2,262,2) 650 CALL PATTERN(#2,112,#3,100) 660 CALL SOUND(Q,698,0,587,2,220,2) 670 CALL PATTERN(#2,116,#3,100) 680 CALL SOUND(Q,659,0,523,2,196,2) 690 CALL PATTERN(#2,112,#3,100) 700 CALL SOUND(Q,587,0,494,2,247,2) 710 CALL PATTERN(#2,116,#3,104) 720 CALL SOUND(Q,523,0,440,2,330,2) 730 CALL PATTERN(#2,120,#3,108) 740 CALL SOUND(Q,523,0,440,2,262,2) 750 CALL PATTERN(#2,116,#3,104) 760 CALL SOUND(Q,587,0,484,2,175,2) 770 CALL PATTERN(#2,120,#3,108) 780 CALL SOUND(Q,659,0,523,2,220,2) 790 CALL PATTERN(#2,112,#3,100) 800 CALL SOUND(750,587,0,484,2,196,2) 810 CALL PATTERN(#2,116,#3,104) 820 CALL SOUND(E,523,0,392,2,131,2) 830 CALL PATTERN(#2,112,#3,100) 840 CALL SOUND(H,523,0,392,2,131,2) 850 CALL PATTERN(#2,116,#3,104) 860 CALL SOUND(Q,587,0,494,2) 870 CALL PATTERN(#2,112,#3,100) 880 CALL SOUND(Q,587,0,494,2) 890 CALL PATTERN(#3,104) 900 CALL SOUND(Q,659,0,523,2) 910 CALL PATTERN(#3,108) 920 CALL SOUND(Q,523,0,440,2) 930 CALL PATTERN(#3,104) 940 CALL SOUND(Q,587,0,494,2) 950 CALL PATTERN(#3,108) 960 CALL SOUND(E,659,0,523,2) 970 CALL PATTERN(#3,100) 980 CALL SOUND(E,692,0,587,2) 990 CALL PATTERN(#3,104) 1000 CALL SOUND(Q,659,0,523,2) 1010 CALL PATTERN(#3,100) 1020 CALL SOUND(Q,523,0,440,2) 1030 CALL PATTERN(#3,104) 1040 CALL SOUND(Q,587,0,494,2) 1050 CALL PATTERN(#3,108) 1060 CALL SOUND(E,659,0,523,2) 1070 CALL PATTERN(#3,104) 1080 CALL SOUND(E,698,0,587,2) 1090 CALL PATTERN(#3,100) 1100 CALL SOUND(Q,659,0,523,2) 1110 CALL PATTERN(#2,116,#3,104) 1120 CALL SOUND(Q,587,0,494,2) 1130 CALL PATTERN(#2,112) 1140 CALL SOUND(Q,523,0,440,2) 1150 CALL PATTERN(#2,120) 1160 CALL SOUND(Q,587,0,494,2) 1170 CALL PATTERN(#2,112) 1180 CALL SOUND(H,392,0) 1190 CALL PATTERN(#2,116) 1200 CALL SOUND(Q,659,0,523,2,262,2) 1210 CALL PATTERN(#2,112,#3,100) 1220 CALL SOUND(Q,659,0,523,2,330,2) 1230 CALL PATTERN(#2,120,#3,108) 1240 CALL SOUND(Q,698,0,587,2,440,2) 1250 CALL PATTERN(#2,112,#3,100) 1260 CALL SOUND(Q,784,0,659,2,392,2) 1270 CALL PATTERN(#2,120,#3,108) 1280 CALL SOUND(Q,784,0,659,2,262,2) 1290 CALL PATTERN(#2,116,#3,104) 1300 CALL SOUND(Q,698,0,587,2,220,2) 1310 CALL PATTERN(#2,112,#3,100) 1320 CALL SOUND(Q,659,0,523,2,196,2) 1330 CALL PATTERN(#2,116,#3,104) 1340 CALL SOUND(Q,587,0,494,2,247,2) 1350 CALL PATTERN(#2,120,#3,108) 1360 CALL SOUND(Q,523,0,440,2,330,2) 1370 CALL PATTERN(#2,116,#3,104) 1380 CALL SOUND(Q,523,0,440,2,262,2) 1390 CALL PATTERN(#2,112,#3,100) 1400 CALL SOUND(Q,587,0,494,2,175,2) 1410 CALL PATTERN(#2,116,#3,104) 1420 CALL SOUND(Q,659,0,523,2,220,2) 1430 CALL PATTERN(#2,112,#3,100) 1440 CALL SOUND(750,587,0,523,2,196,2) 1450 CALL PATTERN(#2,120,#3,108) 1460 CALL SOUND(E,523,0,392,2,131,2) 1470 CALL PATTERN(#2,112,#3,100) 1480 CALL SOUND(H,523,0,392,2,131,2) 1490 CALL PATTERN(#2,120,#3,108) 1500 FOR I=1 TO 500 :: NEXT I 1510 CALL DELSPRITE(#2,#3) :: CALL SPRITE(#2,136,2,122,121,0,0) 1520 FOR I=1 TO 500 :: NEXT I 1530 FOR I=1 TO 5 1540 CALL LOCATE(#1,113+2*I,121,#2,122+I,121) 1550 NEXT I 1560 FOR I=1 TO 500 :: NEXT I 1570 FOR I=1 TO 5 1580 CALL LOCATE(#1,123-2*I,121,#2,127-I,121) 1590 NEXT I 1600 DISPLAY AT(24,5):"NOCHMAL (J/N)" 1610 FOR I=1 TO 100 1620 CALL KEY(0,K,S) 1630 IF K=74 THEN CALL HCHAR(24,1,32,32) :: GOTO 170 1640 IF K=78 THEN END 1650 NEXT I :: GOTO 1530
  8. I got myself a real IRON 2 days ago! A TI that started its "costumers life" in Asia and ended up in Norway. Been looking for a real TI for over 2 years. Finally got it! The person who sold it used it to send Morse Code. Was installing latest C99 and organising files. Fund this book and WITH Morse Code prog. Maybe this was the program it ran in the ship? And I was sorting stuff since I have another program I was debugging. Was looking for a program to display graphic code, I know some of the code is wrong. Will be grateful for a pointing to a program to view graphic code. (Will put out the prog, here! There are some bad sounds(wrong values), need to look at the code. But first I want to graphics to look right.)
  9. And with that... Lee Stewart saved the day, THX! (seeing the fix, it is... "Ohhh yes, that was logical... in so many ways!") Correct program: 100 REM MORSE CODE 110 CALL CLEAR 120 PRINT "THIS IS A MORSE CODE TRANSLATOR."::::::::: 130 CALL CHAR(46,"0000001818000000") 140 TL = 50 150 TONE = 2000 160 DIM CODE$(26) 170 FOR I=1 TO 26 180 READ CODE$(I) 190 NEXT I 200 INPUT "ENTER YOUR MESSAGE IN ENGLISH:":MESSAGE$ 210 PRINT :: 220 FOR I = 1 TO LEN(MESSAGE$) 230 X=ASC(SEG$(MESSAGE$,I,1))-64 240 LETTER_CODE$=" " 250 IF (X<1)+(X>26) THEN 270 260 LETTER_CODE$=CODE$(X) 270 FOR J=1 TO LEN(LETTER_CODE$) 280 TEMP$=SEG$(LETTER_CODE$,J,1) 290 PRINT TEMP$ 300 IF TEMP$=" " THEN 390 310 IF TEMP$="." THEN 420 ELSE 440 320 FOR T=1 TO TL*.5 330 NEXT T 340 NEXT J 350 PRINT " " 360 NEXT I 370 PRINT :: 380 END 390 FOR T=1 TO 25 400 NEXT T 410 GOTO 320 420 CALL SOUND(TL,TONE,0) 430 GOTO 320 440 CALL SOUND(TL*3,TONE,0) 450 GOTO 320 460 DATA ".-","-...","-.-.","-..",".","..-.","--.","....","..",".---","-.-",".-..","--","-.","---",".--.","--.-" 470 DATA ".-.","...","-","..-","...-",".--","-..-","-.--","--.."
  10. 250 in book: 250 IF (X(1)+(X>2b)THEN 270 - pretty sure it is 1
  11. Sorry, did not help. Tried different things on that line. So fare I am clueless to what it might be!
  12. Book: "Zappers: having fun programming and playing 23 games for TI -99/4A" 250 I cant get past! First test I deleted it and got problem in 260 Here is the program... 100 REM MORSE CODE 110 CALL CLEAR 120 PRINT "THIS IS A MORSE CODE TRANSLATOR."::::::::: 130 CALL CHAR(46,"0000001818000000") 140 TL = 50 150 TONE = 2000 160 DIM CODE$(26) 170 FOR I=1 TO 26 180 READ CODE$(I) 190 NEXT I 200 INPUT "ENTER YOUR MESSAGE IN ENGLISH:":MESSAGE$ 210 PRINT :: 220 FOR I = 1 TO LEN(MESSAGE$) 230 X=ASC(SEG$(MESSAGE$,I,1))-64 240 LETTER_CODE$=" " 250 IF (X(I)+(X>26)) THEN 270 260 LETTER_CODE$=CODE$(X) 270 FOR J=1 TO LEN(LETTER_CODE$) 280 TEMP$=SEG$(LETTER_CODE$,J,1) 290 PRINT TEMP$ 300 IF TEMP$-" " THEN 390 310 IF TEMP$="." THEN 420 ELSE 440 320 FOR T=1 TO TL*.5 330 NEXT T 340 NEXT J 350 PRINT " " 360 NEXT I 370 PRINT :: 380 END 390 FOR T=1 TO 25 400 NEXT T 410 GOTO 320 420 CALL SOUND(TL,TONE,0) 430 GOTO 320 440 CALL SOUND(TL*3,TONE,0) 450 GOTO 320 460 DATA ".-","-...","-.-.","-..",".","..-.","--.","....","..",".---","-.-",".-..","--","-.","---",".--.","--.-" 470 DATA ".-.","...","-","..-","...-",".--","-..-","-.--","--.."
  13. One thing... I think Master of of TI-tanic, sound better. So I am changing it from "Captain of TI-tanic!" to "Master of of TI-tanic!" IF OBJECTION=0 in 2 days THEN GOSUB CHANGE!
  14. Yes, that looks like a good engine for TI-tanic. Would it have capacity to do 60 + rooms? Or is 60 + rooms to much for a game? I think that with the "complexity" of 60 rooms, one has the space to make it "new" every time you play it. So that there is not ONE way only. So that when you played it ones, and you won. Then you can just repeat that. Would be best, I think with some randomness to the game. Right now I am doing some "mind training" and is a little "gone" for a week or two. Hope to get back with new and a fresh mind to do more brainstorming. PS! This game is free for anyone to make, I make it not mine. But, YOURS, if you want to have fun and make it
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