1

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.

2

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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3

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 ).

4

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.

5

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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6

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

7

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

8

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"!

10

sb1p_19.gif this is a mine, and sb1p_18.gif this what I'm talking about tongue
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11

(thanks for the sprites)

12

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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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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15

Congratulations, jfg, your game is sweeter day after day! Keep going! top

16

./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.

17

can you make one for lower level calcks.


ie:the ti 84 plus silver edition?

18

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. »

19

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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20

soooooooooooooooooo.

i have no idea what you just said

does that mean no?

21

Yes, that means no. [EDIT: I should say, "Well, that probably means no."]

An attempt (admittedly bad) to translate from Computer Programmer English to Layman English:
> the CPUs are different
The TI-83+ is fundamentally different from the TI-89. [EDIT: In particular, the two calculators use two different sets of commands to do computations, sort of like using two different languages. Imagine trying to use English to ask a Russian to add two and two and you'll quickly understand why even simple commands can be hard to change from one calculator to the other.]
> the C compilers available for the Z80 aren't powerful enough
Humans are smarter than calculators. TI-89's are smarter than TI-83's. Result: humans can make programs that the TI-83 can't understand. (...but that the TI-89 can understand.)
> all the other hardware (screen, keyboard, ...) [are different too]
Although they look similar, underneath the hood, every single part of the TI-89 is a lot different from its counterpart in the TI-83.
> Games are usually very hardware-near
Almost all games rely heavily on the specifics of the hardware, that is, on exactly how you access the keyboard, draw to the screen, use timers, change priorities, and a bunch of other technical details.
> so this is even more of a problem
Since games are programmed with exact hardware details in mind, and the hardware varies wildly from the TI-89 to the TI-83, it is especially hard to adapt a game from the TI-89 to the TI-83.

Now do you understand that there are pretty considerable troubles involved in trying to "make one for lower level calcks [sic]"?

~d

22

yah, like makn for windows x.p., and trying to play it on a window 95.

thanx for clearing that up.

23

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).