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I already made a topic about it on the TICT, but I keep loosing my password. Still, I wan't to get feedback from the international community so here there I am:
I made some changes about bomber dude. They include implementing a 'teacher key', a round system, a much better interface, more tiles, memory optimisations (such as generating some sprites at the program launch), more bonuses, etc...
One funny thing happened: I removed 700 bytes worth of data, but the overall size of the ppg was reduced by 5 bytes !

The major changes are visible here:
bomberdude_menu.GIF bomberdude_menu2.GIF
bomberdude_play.bmp bomberdude_result.GIF

Download:
http://databob.free.fr/Upload/Bomber%20Dude.zip

I also was contacted by someone interested in improving the AI. I hope he won't give up after seing the source...


[EDIT:] Screenshots added; my post was looking a little bit empty... grin
[EDIT:] Thanks Vertyos for the faster alternative.

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Another bomberman, but this one is really great happy
Where did you rip the gfx ?

You should add some more bonuses, too ^^

(btw, ifrance is slooooow... what about using the link in my signature to upload it ?)
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I just tried it. It works flawlessly on my VTI and my HW1 (running AMS 2.03).
It's nice, especially the design (I like the animted stars above the character's head when I loose cheeky ).

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Vertyos >
Where did I rip the gfx ?
-For the bomberman:
http://www.retrogamezone.co.uk/images/Misc_Sprites/BombermanTournament/bombom.gif
-For the tiles:
I search for 'all' the bomberman screenshots available on the web with google/image
After that: (Paint + Image Studio) * Lot's of patience
That's why the graphics comes from lot's of different bomberman.

I'll probably add the remote explosion bonus.

spectras> Thanks. I hope the gameplay is good too.

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jfg :
http://www.retrogamezone.co.uk/images/Misc_Sprites/BombermanTournament/bombom.gif

Ok it's from bomberman tournament on GBA... I didn't try this one happy

What about adding the ... I don't remember the name, but it's a bomb with spikes on it, which explode when a player hit it.
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spectras> Thanks. I hope the gameplay is good too.
Is is. Well, it is on vti. On my real calc the arrow-keys are beginning to show their age, making all sorts of games more difficult that they would really be cheeky

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It looks very nice, great work on the game!

Vertyos >
What about adding the ... I don't remember the name, but it's a bomb with spikes on it, which explode when a player hit it.

I believe you are referring to a 'mine' smile

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no no, mine is another bonus : they bury beneath the surface once set, and so become invisible smile
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9

Oops! I think what you meant then was a "bomb-with-proximity-setting-off-spikey-thingies"!

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sb1p_19.gif this is a mine, and sb1p_18.gif this what I'm talking about tongue
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(thanks for the sprites)

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Vertyos :
Ok it's from bomberman tournament on GBA... I didn't try this one happy

we played it with MacIntoc at the failed open tongue
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© Marmotte Team : LaMarmotte, sBibi, Vark & sabrina

13

hu ? I don't remember that ... maybe it's because I don't *want* to remember that wink
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14

> One funny thing happened: I removed 700 bytes worth of data, but the overall size of the ppg was reduced by 5 bytes !
That's what compression yields. Decreasing the uncompressed size of the code (i.e. its memory requirements) lowers compression ratios.
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Congratulations, jfg, your game is sweeter day after day! Keep going! top

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./14 I wasn't complaining about the fact that the size of the ppg didn't decrease, I was merely saying that the compression doesn't encourage people to remove redondant data/code !

./15 Thanks.

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The TI-84+ and the TI-68k are really different. Porting programs between these calcs is not an easy task, especially since their operating systems are different.
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« Quand le dernier arbre sera abattu, la dernière rivière empoisonnée, le dernier poisson capturé, alors vous découvrirez que l'argent ne se mange pas. »

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Worse, the CPUs are different too (and the C compilers available for the Z80 aren't powerful enough to compile most C programs, even if they don't use 68k inline assembly), as is all the other hardware (screen, keyboard, ...). Games are usually very hardware-near, so this is even more of a problem than the OS.
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Just so you know, I decided to start working on an on-calc map editor.
Don't know yet if I'll ever manage to make it work though (started 10 minutes ago).