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 Slippy 68k: Discussion, Improved port of Grayscale Slippy 83+
Halifax
Posted: May 6 2009, 03:36 AM


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Slippy 68K
user posted image

Description: Slippy 68K is a full remake of Grayscale Slippy 83+, and more! Slippy 68K will ship with 101 levels, include a level editor with external file support, and timed levels.

Alright, so I started on this project about 2 days ago just to get back into the swing of 68K programming, and I had so much fun starting it I figured I should finish it. But now I plan to expand upon what Slippy for the z80 calculator didn't include.

Above is just an initial screenshot showing the functionality implemented so far on a modified first map. Wrapping around the map, objects falling off if you push them out of the map, etc. I remade the sprites as well, upping the resolution from 6x6 to 10x10.

I have already ripped the 25 levels from the original Slippy and plan to tack on an additional 76 levels for a grand total of 101 levels. Timing yourself can be enabled as well. I will be posting more updates as they come along.

Credits:
- Vincent Jünemann (author of Grayscale Slippy 83+)
- Lionel Debroux (Extgraph)

Miscellaneous:
user posted image
(original)
Fun Screenshot

Also, is there anyone else who uses CalcCapture? I can't seem to find any good settings that record how the actual colors look and the speed. dry.gif
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tifreak8x
Posted: May 6 2009, 10:48 AM


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oh sweet, looking forward to throwing this at one of my 68ks =]

As to calc capture, haven't used it in a looooong time, so yeah, not sure how to help ya with that. >.<
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super speler
Posted: May 6 2009, 03:16 PM


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Looking awesome! I still haven't played the original though...
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Lionel Debroux
Posted: May 6 2009, 04:29 PM


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That's a nifty little brain exerciser smile.gif
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Halifax
Posted: May 6 2009, 06:15 PM


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QUOTE ("tifreak8x")

oh sweet, looking forward to throwing this at one of my 68ks =]

I hope you will like it. I know I sure did.

QUOTE ("super_speler")

Looking awesome! I still haven't played the original though...

Thanks. You should definitely play it, it's a classic in my mind.

QUOTE ("Lionel Debroux")

That's a nifty little brain exerciser

Yeah, it certainly is.

I still haven't even made it past level 4 on Slippy 83, haha. But I have the map data, so I can remake them.
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Lachprog
Posted: May 6 2009, 06:42 PM


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The game looks nice, Halifax smile.gif

BTW, i see from the screenshot that you are using Vista. Did you get TIGCC to work properly under Vista? How?

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Halifax
Posted: May 6 2009, 09:59 PM


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QUOTE (Lachprog @ May 6 2009, 06:42 PM)
The game looks nice, Halifax  smile.gif

BTW, i see from the screenshot that you are using Vista. Did you get TIGCC to work properly under Vista? How?

Thanks.

Yeah, I got it working under Vista like a breeze. I don't know if it matters or not, but I'm only running Windows Vista Basic. But anyways, this is what I did: I downloaded TIGCC v0.96 Beta 8, installed that, then downloaded the recompiled IDE.EXE and GCC.EXE update. I extracted those into the Bin directory like the directions said, and then simply ran the IDE no problems. Later I downloaded the latest TiEmu and that integrates as well. I've had no problems with my UAC or anything.

I hope that helps.
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Lionel Debroux
Posted: May 7 2009, 04:12 AM


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Yeah, the TIGCC/GCC4TI IDE works for some people (including my Vista VM - well, the previous one, I rebuilt a Vista VM from scratch but I haven't yet tried to install GCC4TI on it) even with the UAC activated.

I have instructed someone who could reproduce the problem to make a capture with ProcessMonitor, and the capture shows what happens... but we're at loss about _why_ this happens.
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Halifax
Posted: May 7 2009, 04:30 AM


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QUOTE (Lionel Debroux @ May 7 2009, 04:12 AM)
Yeah, the TIGCC/GCC4TI IDE works for some people (including my Vista VM - well, the previous one, I rebuilt a Vista VM from scratch but I haven't yet tried to install GCC4TI on it) even with the UAC activated.

I have instructed someone who could reproduce the problem to make a capture with ProcessMonitor, and the capture shows what happens... but we're at loss about _why_ this happens.

Yeah, that's certainly weird. And I'm sure Kevin Kofler is happy about it since it is "Vi$ta". biggrin.gif

Just a small update today. The gameplay code is finished:
user posted image
Also I noticed a little discrepancy between my first level and the real first level and corrected it so that it is actually solvable.

Now, with regards to gameplay, the only thing left to do is to abstract it so that it can go through multiple levels, then tweak the settings with regards to key pressing and animation. All 25 levels have been ported over by the way.

I'm considering a Slippy 68K (with just the original 25 levels) and then a Slippy 68K:Expansion Pack for the 101 levels? Does anyone agree with this, or would they rather it ships with 101 levels by default?
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Lionel Debroux
Posted: May 7 2009, 06:13 AM


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> And I'm sure Kevin Kofler is happy about it since it is "Vi$ta". biggrin.gif
Oh please, don't lower the quality of this board by introducing Kevin's endless rants wink.gif

> I'm considering a Slippy 68K (with just the original 25 levels) and then a Slippy 68K:Expansion Pack for the 101 levels? Does anyone agree with this, or would they rather it ships with 101 levels by default?
Well, how much space do the 76 additional levels require ?
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Halifax
Posted: May 7 2009, 06:27 AM


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QUOTE (Lionel Debroux @ May 7 2009, 06:13 AM)
Well, how much space do the 76 additional levels require ?

Close to ~11 KB. That's uncompressed of course. RLE compression would help a little bit, but I don't think it would be too effective on the levels where it gets quite difficult.
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Lionel Debroux
Posted: May 7 2009, 07:51 AM


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Will the level editor you were writing about in the first post be an on-calc editor ?
If so, since anyway, you'll have to add code that handles external files, making the 76 additional levels an external file won't cost much.
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Halifax
Posted: May 7 2009, 06:21 PM


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QUOTE (Lionel Debroux @ May 7 2009, 07:51 AM)
Will the level editor you were writing about in the first post be an on-calc editor ?
If so, since anyway, you'll have to add code that handles external files, making the 76 additional levels an external file won't cost much.

Yeah, I was going to make it an on-calc editor. And alright, I'll ship all 101 levels by default in an external file.
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Lachprog
Posted: May 7 2009, 06:30 PM


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QUOTE

Close to ~11 KB. That's uncompressed of course. RLE compression would help a little bit, but I don't think it would be too effective on the levels where it gets quite difficult.


If the level editor is PC based, ttarchive could be a little more effective wrt compression rate i guess..

If it's on-calc, i'd recomend you to give the Lempel-Ziv algorithm a try. PowerCompress and Egypt uses it form on-calc compression. You could have a look at them for source code and example wink.gif

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Halifax
Posted: May 8 2009, 02:24 AM


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Will do Lachprog, thanks. I'll definitely check out Lempel-Ziv.
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