The Mr. Video #1 Posted July 14, 2015 Hi! I'm working on a game in TI Basic that requires some of the stuff on the screen to scroll down without leaving behind a trail. Problem is, I don't know how to do that. I know it's possible because I've seen some other TI-basic game do it! Quote Share this post Link to post Share on other sites
sometimes99er #2 Posted July 14, 2015 (edited) Off the top of my head, you only got PRINT and HCHAR, VCHAR & GCHAR to manipulate stuff on screen in TI Basic. That's really not efficient for any scrolling down (PRINT scrolls up). Extended Basic (XB) has the more powerful DISPLAY AT. With the right amount of manipulation (string variables comes to mind), you might get some scrolling down. Of course one may add Assembly Language routines with the XB cartridge, memory expansion and/or one of a few cartridges (E/A, Mini Memory and more), or use the later TI Basic "sandbox escape". Edited July 14, 2015 by sometimes99er Quote Share this post Link to post Share on other sites
S1500 #3 Posted July 14, 2015 Idea: Depending on how complex or simple the graphics in question are, only redraw what needs to be redrawn? Quote Share this post Link to post Share on other sites
The Mr. Video #4 Posted July 14, 2015 Idea: Depending on how complex or simple the graphics in question are, only redraw what needs to be redrawn? Well, the graphics are pretty simple with all objects only being one character. But there's going to be a ton of different types objects on the screen at once. Quote Share this post Link to post Share on other sites
sometimes99er #5 Posted July 14, 2015 In an ice cold world of frozen planets, the empty space suddenly fills with descending aliens. We're being invaded ! 100 CALL SCREEN(2) 110 CALL CLEAR 120 CALL COLOR(2,15,1) 130 CALL CHAR(40,"003C7E7E7E7E3C") 140 FOR I=1 TO 50 150 CALL HCHAR(1+RND*23,1+RND*31,40) 160 NEXT I 170 CALL COLOR(1,13,1) 180 P$="10387CD6FE284482" 190 CALL CHAR(32,P$) 200 P$=SEG$(P$,15,2)&SEG$(P$,1,14) 210 CALL SOUND(50,110,30) 220 GOTO 190 7 Quote Share this post Link to post Share on other sites
Vorticon #6 Posted July 14, 2015 In an ice cold world of frozen planets, the empty space suddenly fills with descending aliens. We're being invaded ! 100 CALL SCREEN(2) 110 CALL CLEAR 120 CALL COLOR(2,15,1) 130 CALL CHAR(40,"003C7E7E7E7E3C") 140 FOR I=1 TO 50 150 CALL HCHAR(1+RND*23,1+RND*31,40) 160 NEXT I 170 CALL COLOR(1,13,1) 180 P$="10387CD6FE284482" 190 CALL CHAR(32,P$) 200 P$=SEG$(P$,15,2)&SEG$(P$,1,14) 210 CALL SOUND(50,110,30) 220 GOTO 190 Wait what??? I really did a double take when I first ran this one! Nicely done! The illusion is absolutely perfect And what a simple idea of simply rotating the last 2 values of the character definition. Brilliant! 2 Quote Share this post Link to post Share on other sites
ti99iuc #7 Posted July 14, 2015 (edited) wow, very nice TI-Basic example sometimes99er ! Edited July 14, 2015 by ti99iuc 1 Quote Share this post Link to post Share on other sites
globeron #8 Posted July 15, 2015 Cool. TI-BASIC-IN-OUT-Vaders I like the smoothness 1 Quote Share this post Link to post Share on other sites
Asmusr #9 Posted July 15, 2015 In an ice cold world of frozen planets, the empty space suddenly fills with descending aliens. We're being invaded ! 100 CALL SCREEN(2) 110 CALL CLEAR 120 CALL COLOR(2,15,1) 130 CALL CHAR(40,"003C7E7E7E7E3C") 140 FOR I=1 TO 50 150 CALL HCHAR(1+RND*23,1+RND*31,40) 160 NEXT I 170 CALL COLOR(1,13,1) 180 P$="10387CD6FE284482" 190 CALL CHAR(32,P$) 200 P$=SEG$(P$,15,2)&SEG$(P$,1,14) 210 CALL SOUND(50,110,30) 220 GOTO 190 It would be interesting to see a version with 2x2 tiles. Quote Share this post Link to post Share on other sites
sometimes99er #10 Posted July 15, 2015 It would be interesting to see a version with 2x2 tiles. Well, I not sure it will be as smooth - with TI Basic that is (only capable of defining one character per statement). Another story with XB. Quote Share this post Link to post Share on other sites