Zilak Ex
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Zilak Ex
Compatible on TI-82 / 83 series / 84+ series / 85 / 86:
http://zilak.calcgames.org/projects/zilakex/
Also read the newsletter for the story:
http://zilak.calcgames.org/archives/vol1iss1.pdf
http://zilak.calcgames.org/projects/zilakex/
Also read the newsletter for the story:
http://zilak.calcgames.org/archives/vol1iss1.pdf
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Bleh basic
Bleh its basic anything's possible
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Hehe
Ya, I saw his sig... but since this is one of my favorite smileys anyway..
Hopefully I can be able to set aside time to work even with the computer programming job I have... then it can be done sooner than I thought, because who knows how much trouble it might be to port to the other version, though I think not, because with an 82 and 86 version done by me, i think an 83 and 84+ versions are very possible...
I know 86 asm, but unfortunately I need to learn more about the VAT and other things before I can start doing some hardcore games... and I need to step away from certain annoying rom-callc before I can hit compatibility to other calcs...
Hopefully I can be able to set aside time to work even with the computer programming job I have... then it can be done sooner than I thought, because who knows how much trouble it might be to port to the other version, though I think not, because with an 82 and 86 version done by me, i think an 83 and 84+ versions are very possible...
I know 86 asm, but unfortunately I need to learn more about the VAT and other things before I can start doing some hardcore games... and I need to step away from certain annoying rom-callc before I can hit compatibility to other calcs...
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LOL
Well, I call it a 3D engine cuz I can't think of another word and it sounds cool
It takes an input: Left avaiable, Right available, and Forward available... Based on that it generates lines that make it look like a hallway with certain directions to go...
Its oddly fast, (on my 86 even) and works well
Hehe, I need to get back to ASM programming, or get an 84+ to program using ASM libraries
It takes an input: Left avaiable, Right available, and Forward available... Based on that it generates lines that make it look like a hallway with certain directions to go...
Its oddly fast, (on my 86 even) and works well
Hehe, I need to get back to ASM programming, or get an 84+ to program using ASM libraries
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Yes
Most likely screenies, but no demos.
Since it's only mostly ASCII graphics (when you make a prog cross-compatible, that happens) it wont be too much eye-candy, but hopefully a long and challenging game for the user.
Since it's only mostly ASCII graphics (when you make a prog cross-compatible, that happens) it wont be too much eye-candy, but hopefully a long and challenging game for the user.
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In a way
There will be no need for "raycasting" in this game, as all the action is text based. The only reason I have the 3D engine is to give a more realistic labyrinth feeldysfunction wrote:Ummm... this isn't going to be one of those 1 fps BASIC "raycasters", is it?
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Meh
I am writing this on the 86 and 82 for the first versions, so I could not use Xlib
I would not even call it a 3D engine too much because it is just about 10 or so lines drawn depending on input. This is the only reason it is a little fast, however there is no texture or design on walls. This will be countered by the constant battling and possible traps set in the levels.
I need to release screens soon, and as soon as this is done, back to ASM!
I would not even call it a 3D engine too much because it is just about 10 or so lines drawn depending on input. This is the only reason it is a little fast, however there is no texture or design on walls. This will be countered by the constant battling and possible traps set in the levels.
I need to release screens soon, and as soon as this is done, back to ASM!