Résultats des 7 Days CPC #23

Bienvenue à vous ! Aujourd'hui, on bat le record des tests de CPC rendus avec le délai le plus abusif. Il est donc inutile de vous faire patienter plus. Le grand gagnant du CPC #23 selon les tests que Totoyo et moi-même avont conduits est... http://www.planet-casio.com/files/program_images/3330-Calc_Wars.png Calc Wars de Zezombye ! Félicitations à lui pour avoir remporté son premier CPC ! Il gagne une Graph 75+E généreusement offerte par Casio Education. ;) 7 autres candida...

Venez participer à Galactik !

https://i.imgur.com/H8oYpjy.png Pour cette rentrée 2017, TI-Planet et Planète Casio s'associent afin de vous proposer un concours de rentrée qui sort de la routine, et pour la première fois dans toute l'histoire de nos communautés, multi-constructeurs : en effet, CASIO, Texas Instruments, Hewlett Packard et NumWorks se sont associés à la démarche ! Contrairement aux CPC qui reprendront plus tard cette année, le concours Galactik consiste en l'obtention du meilleur score à une Ã...

CASIO a 60 ans !

Et pour cette occasion, jusqu'au trois septembre à 23 heures, CASIO organise un concours sur sa page Facebook pour tenter de gagner une Graph 90+E (ou autres produits japonais) ! Si vous avez un compte Facebook, déjà, désolé, et il vous suffit de donner les cinq différences entre ces deux images de CASIO 14-A, et de commenter l'image dont le lien est ci-dessus. L'énoncé précise qu'aimer et partager ce post augmente ses chances, mais c'est vous qui voyez ;) https://scontent-lht6-...

La revue des projets - 102

Bien le bonjour à tous et toutes ! Nous voici rassemblé (autour de la table) pour ce rendez-vous dominical hebdomadaire. En effet, la tradition se perd néamoins elle demeure dans le coeur de grands et valeureux programmeurs, qui nous montrent leurs progrès, leurs nouveaux projets ! Et voici un projet, sorti de presque nulle part, qui avance au fil de ces RDP. BIDE v3.2 est sorti - version finale, je doute que j'ajouterai d'autres features. La feature principale est la possibilité...

Améliore ta Graph 25+ Pro/E même en mode examen

Si tu disposes d'une vieille Graph 25+Pro SH3, il est possible de la reprogrammer avec un OS de Graph 35+USB. https://tiplanet.org/forum/gallery/image.php?mode=thumbnail&album_id=494&image_id=7699 Le tutoriel n'est disponible qu'en anglais, mais vous pouvez très bien le traduire si vous estimez qu'il y a encore des gens utilisant des Graph 25+Pro SH3 : https://tiplanet.org/forum/viewtopic.php?f=96&t=19592 Il s'agit d'une extension plus générale du tutoriel de transformation de...

Les 7 Days CPC n°23 commencent !

Bonsoir à tous et bienvenue sur le site 213.186.33.2 ! Vous êtes prêts à partir pour la grande aventure du concours 7 Days CPC ? Vous vous sentez prêts à vous engouffrer dans une semaine de programmation avec d’autres 213.186.33.2iens déchaînés ? Alors c'est parti, la 23 ème édition des 7 Days CPC est lancée dans l’allégresse partagée de tous les programmeurs pour calculatrices 213.186.33.5 ! Ce concours de programmation de jeu en Basic Casio dure une semaine dès maintena...

La revue des projets - 101

Bonnes vacances – STOP – Dimanche soir – STOP – Revue des Projets n°101 – STOP – Présentation premier et seul projet de programmation de la semaine – STOP – Cause probable : vacances, indisponibilité des programmeurs – STOP – Zezombye – STOP – Pour les CPC, j'ai terminé BIDE 3.0 :D L'ajout principal est la mise en place de la RSyntaxTextArea, ce qui apporte : - Une meilleure gestion du texte, dont le Ctrl+Z, et la meilleure gestion des tabulations - U...

La revue des projets - 100

Welcome everybody ! On se retrouve pour fêter la 100eme Revue Des Projets avec votre rédacteur préféré qui va vous raconter une petite histoire ! C'est l'histoire d'une idée, venue de loin, depuis quelques temps à fait son bonhomme de chemin, passée par différents chemins, s'est vue modifiée au fil du temps et dont la réalisation est presque terminée : Bien le bonjour à vous ! Comme prévu la semaine dernière, j'ai finalement publié gint et le fxSDK : vous pouvez ...

La revue des projets - 99

Bonjour à vous tous, qui êtes en vacances, en stage, en cours, en révision, au taf, en pause café ou ailleurs, mais tout de même suffisamment assidus pour lire cette revue des projets, rédigée avec amour. Aujourd'hui, pas de beau screenshot du nouveau jeu à la mode, ni du crack du mode examen tant attendu par de nombreux lycéens. Mais ce n'en est pas moins intéressant puisque c'est Lephenixnoir qui nous parle de son projet, gint. Pour rappel, gint est, à la base, un gestionnaire d'...

Un serveur mumble pour Planète Casio !

Depuis quelques temps, l'ancien serveur TeamSpeak de Planète Casio, hébergé grâce à Eltoredo n'était plus disponible. Toutefois, afin de conserver ce canal de discussion VoIP, CreativeCalc a décidé d'héberger un serveur Mumble sur ses serveurs. Vous pouvez y accéder à l'adresse `creativecalc.fr`, il n'y a pas de mot de passe. Le serveur est public, mais si des abus se font fréquents, nous restreindrons son accès aux membres ayant plus de 30 points. Le choix de Mumble par rappo...

Welcome Back

At long last, we've got another news post. This one serves to declare that at this moment, I have three active projects, Star Trek Multiplayer, Slender, and Polynomials AIO. All of these are for the TI-84+ CE. I was forced to discontinue development on my TI-84+ versions of these programs after mine broke.

The program with current priority is Slender. Within the next few days, you will see an updated project page. After that, I hope to release an alpha version with the ability to walk around and see the environment. To that will be added page collection, Slenderman's AI, and more.

The finished product will combine multiple maps from some of the more known PC Slenderman titles, including Slender the Arrival, Slender's Woods, and Slender Mansion into a gaming experience that adds new options alongside some of the known and loved mechanics, including an alternate ending.

Head over to the Slender Project Page to follow progress, post comments, and download new releases.

Workaround

Ever since I installed this website, we’ve got numerous complains the feed list, stored on the drive as an OPML file you can download on the site, would clear itself once in a while, leaving the website empty… “No news, good news”, yeah, more like bad news. I have no idea what causes this, but I’ve made it read-only, so that shouldn’t happen. Of course, it will cause an additional step when I’ll want to add a new feed (unlocking/relocking the OPML file with a chmod 444), but eh, it won’t delete itself now.

Welcome to calc.news!

Well, it’s been a while I wanted to do that, but I never really found the right software to do so… I present to you on this fine day of June a new news aggregator with a quite memorable URL that will put all the news from all your favourite calculator websites together on the same site! We already added the most popular ones, CodeWalrus, Omnimaga, Cemetech, TI-Planet, TICalc.org, and a few of the most popular user blogs such as ClrHome and ndlessly, if you want to add yours (as long you have a working RSS feed), or if you have a suggestion for a feature, feel free to tell us, although we’ll want to KISS (keep it simple, stupid)…

Speaking of the software, it runs on moonmoon, which does that function pretty well. We will keep you updated on this blog as we change some stuff and add features! You guys like this? We run on CodeWalrus’ server, so show them some love if you want to keep calc.news alive :)

Star Trek to CE Project

Yup, another update about Star Trek!

First, some bad news. My old, trusty TI-84+ SE no longer has linking capabilities, rendering me incapable to test CALCnet, which is integral to this game. This means this project will no longer be coming to the TI-83+/84+. But do not fret. I have offered the code to anyone wishing to complete it, or to fork the CE version once it's done. So you old-school calculator users might still get this game eventually.

I have created a repository for the new version of the program, which targets the TI-84+ CE, which is available on request. In addition, I have released the first image related to this game, a screenshot of the new title screen, in all its 8-bit palette goodness.



An Identity Crisis

I am pleased to announce the reboot and near completion of the first installment of an original Slender series for the TI calculator. This game, titled 'Identity', provides a different take on the Slender storyline, while preserving the Slender-man gameplay mechanics.

Rendered in 4-level greyscale, grab your TI-83+/84+ and work your way through a dark forest at night, while being pursued by the seemingly paranormal entity. Just like in the classic PC games, don't sprint for too long or you'll lose speed for a while and won't be able to run away when you need to. Also, look at him for too long and you start seeing static and will eventually die.

Want to be a part of the development team? Comment below! Want to try out the game before the official release? Join the beta team by commenting below!

Project Page: http://clrhome.org/slender

Slend-Trek

As some of you know and many more don't, Slender-TI hasn't been the only project I've been working on of late. I've been actually brainstorming ideas for my own original Slender-TI series, and simultaneously working on Star Trek. This time, I've decided to bring the gCn server online first with basic functionality and then bring the client together, so I can test it as I go. Monkey has kindly offered to set me up with a skeleton and assist conceptually as my learning of socket programming advances. Anyone who wants to help on any part of this project can comment here with a method of contact and I'll be in touch.

The gCn server will be hosted on my own private server (at least for now). At my request, Deep Thought pointed a ClrHome subdomain to it. :p

In addition, I'm creating a control panel (http://sthub.clrhome.org) that will allow you to administrate your user account for the game from the computer as well. When completed, this page will allow you to change your username, password, and email address, as well as view (but not change) the server configuration file. Admins will be able to monitor and alter the users database and the loaded objects database (which is essentially the gamestate) and the server config file. It will also let them pass commands to the game server, Minecraft style, and also let them stop and start the server.

FYI: This project is my first EVER attempt at using MySQL, and so far, it is going very well!!

Slender Project Page: http://clrhome.org/slender
Star Trek Project Page: http://clrhome.org/startrek

Slender beta testers

I am pleased to announce that my long-in-the-works "port" of the hit game Slender: The Eight Pages to the Texas Instruments graphing calculator is almost in beta stages. As such, I am opening the floor to anyone wishing to beta test...please comment below. Please read the Disclaimer below and understand the risks inherent.

I am currently finishing two final routine corrections, while Eiyeron assists in finishing the last few sprites. Additionally, I am holding the game pending an official granting of permission from Blue Isle Studios.

Disclaimer

The term "beta" applies to a full version of a piece of software that may have undiscovered glitches, glitches that may vary in severity. The purpose of beta testing is to remove the glitches, but please be aware that, if you are testing on a live calculator, unstable assembly code can cause data loss (RAM clears), Archive or OS corruption, or even in extreme cases, render your device permanently unusable, an event termed "bricking" by the community. Please use beta software with caution, and if you have reservations about testing, wait for a later beta or a stable release.

A heartfelt thank you to everyone who contributed to this project, including Zeda, Sorunome, and Eiyeron in particular, and to the entire Cemetech and Omnimaga community for their support and assistance developing this game, and of my developer career in general!

Update on Slender

Slender: The Eight Pages is nearing completion. There are two bits of coding left to be completed, two sprites, and a map and then we are ready to beta test. As of a week ago, Slender's code has been pushed onto a private Git repository, currently only accessible to Xeda, Deep Thought, and Soruome. This has been done for the purpose of syntax spot-checking and optimization.

Unfortunately, coding on Slender is paused. I injured my hand a day ago and it is very hard to type due to the location of the injury and the bandaging on it. I hope to heal soon and resume Slender work within a few days.

Additionally, the Slender project page has been completed and is located at http://clrhome.org/slender. Please follow this blog, Cemetech, and Omnimaga for news on Slender progress. I should have a beta out soon. Anyone wishing to beta test, please comment below or on Cemetech or Omnimaga. Slender will start as a closed beta and then move into a community beta. If the game is well received, I will then port Slender: The Arrival and possibly Slender Mansion to the TI.

Last but not least, any Z80 programmers who develop for the color screen calculators are welcome to fork this project into a color version. Comment on here, Cemetech, or Omnimaga and I'll be in touch regarding Git access.

Coming Soon

Coming soon from me, as a skill builder along the way to Star Trek, and my first step into the horror game genre as a TI developer, is a clone of Slender: The Eight Pages for the TI-83+/84+. Start off in a dark woods at night, and wander through the trees as you try to collect all eight pages before the mysterious entity called the "Slenderman" catches you.

Game based on the Slenderman creepypasta, and is a port of the game by the same name released for Mac and PC. This game is not affiliated with the makers of the original Slender in any way, but I do hope we get an official granting of permission from Parsec.

Z80 Assembly, 4-level greyscale.

Moving and downtime

That's right—ClrHome is moving to a new host, yet again. Expect some downtime as we get stuff up and running on the new server!

On less exciting news, I accidentally left my working graphing calculator (TI-84 Pocket.fr) in a different city and will not have access to it again until the end of December, which is exactly why there haven't been any updates to Maximum Security recently. Expect some fresh downloads near the end of the month!

EDIT (2014-12-14 10:03 PST): If you can read this, welcome to the new server! We're bound to have some bugs still lying around (turns out not all servers are identical), so if you see any, please don't hesitate to contact us or comment below.

Star Trek progress

Progress on Star Trek has been coming nicely and seems to be nearing the 50% mark. Help from the programming community has been very valuable.

This game started as a passing idea for something that the CALCnet protocol could accomplish and evolved into a large-scale real-time strategy game that is nearing completion. Aspects of gameplay continue to evolve by whim as progress continues, as do ideas for seamlessly integrating server and client task management to create a pleasant gaming experience and a networking masterpiece, something previously considered impossible on a Texas Instruments graphing calculator.

Already done are most of the Main Menu and Connect Menu windows, and their related subroutines...relaying login, registration, and change info packets to the game "hub", the server-based interface that enables calc-to-calc and calc-to-server interaction. Additionally, you may file a bug report directly from your calculator. Game saves are stored server-side, not on your calculator.

Remaining to be done is the remainder of the networking, 3D motion, and the combat system, as well as the programming of the server. At the current rate of progress, I have no doubts that the game will be ready for beta testing within a few months. Stay tuned to ClrHome for the latest news on this project.

Return to Star Trek

After some personal issues and a filled summer, I have found some time to get back to programming. Since this was my most interesting/promising project, I have decided to return to it. This article will refresh anyone reading it on the planned features of the game, and allow a forum to suggest more features, volunteer to assist in the making of the game, and so on.

Features:

Star Trek Multiplayer will be a fully-functional first person space shooter for the Texas Instruments graphing calculator, in the style of Star Trek combat. The view screen allows you to see directly in front of you, but hotkeys on the calculator allow you to access such things as sensors, weapons and shields controls, power configuration, communications, and much more.

To add more flair to the game, the core of gameplay is built around the DCS7 CALCnet/global CALCnet protocols, enabling unit-to-Internet communication. Every calculator running this program and DoorsCS7 may join the game and play against other players on the server. Each player creates a ship, outfits it with basic weapons and enters the server's game world.

Through gameplay, players earn three types of points. For defeating players in combat, you earn combat points which may be used to upgrade weapons systems. For rescuing other players or allying with other players, you earn diplomacy points which can be used to upgrade ship armor and shielding systems. For defeating opponents with minimal combat, you earn stealth points which can be used to buy stealth equipment, such as stronger sensors, cloaking devices, EMP guns, and the like.

An additional feature to the game...shields and weapons may be calibrated with a number, called a modulation factor. Let us assume a player's shielding systems were calibrated to 123. This means that, should a player have weapons calibrated to 123 as well, their weapons will completely breach the shields, raised or not.

Terrain on the server includes bases (neutral zones where players may go to buy upgrades and repair their ship), stars, nebulae, black holes, and other space terrain. Relevant terrain will have gravity, cause collision damage, or even heat damage.

Players may attack with more than simple weapons. Viruses may be loaded into other player's "computers" that will shut down systems, redirect power, etc. You may beam crew members into opposing ships. There are remote override commands.

The power system utilized in the game will be Star Trek realistic. The warp core will produce main power as a certain rate. That rate is proportional to the current health of the warp core system. That power is stored in the power reserve, and is depleted by systems. The backup generator also provides power, but at a much slower rate. Should the warp core be destroyed, you will need to switch to backup power. Each system works at an efficiency equal to the percentage of power available. So when the power reserve is full, all systems operate at 100%. When the power reserve is at 70%, all systems work at 70%. When the power reserve is empty, all systems fail. To conserve power, or boost your attack or defense strength, individual systems may be configured to use more or less power. For example, a phaser that is set to 150% power deals 50% more damage than normal, but also consumes 50% more power.

Sensor systems are required to lock onto ships for firing, obtain data about a ship, and track a ship at warp (up to a certain range), whether it be fleeing or coming to attack. The more upgraded your sensors, or the more power to them, the better they work. Should your sensors be knocked offline, you will need to manually find your target by steering around to bring them into focus, instead of them being automatically hit.

Firing a weapon at an enemy does not occur on a point-to-point basis. In many PTP systems, if the weapon is fired the transmission is sent directly to the opponent. However, in this game, a fired weapon becomes an entity and its speed and position are handled by the server. Should the target change speed or direction, your shot may miss and hit something else.


Technical Information:

Here I'll give a basic synopsis of how a gameplay session would work, so people interested in playing it will know what to expect, and developers will have an idea on the vision for this game.

You start the game. After moving through the title screen, you get presented with the Login or Register interface. To log in, type in your password. To register, type in a username, a password, and an email address (to send updates/file bug reports). After successfully completing one of these two actions, two small (under 100 byte) AppVars are created, one with information about your player account, the other with ship configuration data. You will then get the Connect, Settings, About, Credits, or Quit menu. Changing credentials lets you reset your username or change passwords. Settings lets you change your frame rate (how long your client waits before refreshing the map). Connecting enters the game.

When you join the game, your player account gets a one-byte ID associated with it. This ID becomes associated with your calculator's 5-byte client ID on the server (which also caps total number of players at 256). Each client saves the list of connected players into a third AppVar, with the one-byte ID for that player first and the username second (coordinates of players near you stored separately). This comes to a maximum of 2304 bytes for a full server, which is not bad at all.

In sync with your client's frame rate, the calculator will pull map data from the server and redraw the view screen (stuff directly in front of you) as well as show other things on sensors that are near you. This list of objects near you includes only objects within sensor range and nothing else, and is stored in RAM (saferam2).

There are hotkeys associated with certain actions like firing, switching equipped weapons, raising and lowering shields, changing speed, and much more. It is planned for a later release to allow you to change the default key binds within your settings (by cross-associating the default key bind to the new key bind).

When you are done playing, you press the key to disconnect from the server. At this point, the contents of the player save AppVar and the ship configuration AppVar are sent to the server for saving. Once the server indicates that you are successfully disconnected, the client destroys the local copies of those AppVars. From there, you can Connect again or exit the program.

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This and more is planned for this game. Anyone willing to help or test please comment below. Needed: Z80 Assembly programmers or python programmers.

Calling level designers

So I was too optimistic in my timeline for Maximum Security. Ah well, it's still pretty close to the end.

You can download the current version of the program as well as a level pack I've been working on, with two levels. (Also, here's a screenshot of a really dumb level that just demonstrates the physics engine.)

In particular, the level editor and main menu are now integrated into the program, and loading level packs and saving progress all work splendidly. It's all essentially complete, with the exception of a simple way to go from the level editor to a testing environment for the level being worked on. (Of course, you can always just load the level pack normally and test it from there.)

But now that the core program is finished, what remains (besides documentation) is to make some levels, and this is where I make other people do my work for me. If anyone is interested in making levels for Maximum Security, you can do it now!

As we've said before, Maximum Security will depend on level packs. Anyone can create a level pack using the main program as follows:

  • Select Maker from the main menu
  • Choose the option "Create new level"
  • Enter the name of the level pack and then its password for editing
  • Use the following controls to manipulate levels:
    • + creates a level
    • – deletes a level
    • × moves a level down in sequence
    • ÷ moves a level up in sequence
    • 2nd enters the actual level editor, for which the controls are as follows:
      • MODE to enter the tile selection menu
      • TRACE/GRAPH to quickly switch to the previous and next tiles in sequence
      • 2nd to set down a tile
      • DEL to delete a tile (same as pressing 2nd when the blank tile is selected)
      • ENTER to save
      • CLEAR to quit


This is all much more complicated than it really is; you can see an actual screenshot of the level editor in a previous post. If you create a level pack you're particularly proud of, email it to me to showcase it in an upcoming gallery!

So close to the end

Maximum Security is. (There's already a demo here for those interested, but in any case I don't expect the final game to take more than a few days!)

More Maximum Security

It's been a while since I've posted an update on an actual calculator game (and to be honest, it's been a while since I've worked on one). Well, thanks to a combination of (unfortunate?) events, I'm back to calculator game design for the summer!

First item of business: Maximum Security, the new, haphazardly awesome puzzle platformer I started working on after Fruit Ninja was finally released. I've posted screenshots of it before, and though there hasn't been any updates on the actual game engine (which is basically complete anyway), here's are some new updates on the progress of the rest of the program.

As you can see above, the menu as described in the mockup in the previous post is completely implemented. Apparently I've never gotten around to posting screenshots of the level editor, so here they are, from a year ago.

Expect the game to be released soon—all that's left is to clean up the level editor, create some default levels, and publish! I'm really glad I picked up this project again; it feels great to finish things.