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Mlc -- Multi-platform Language For Calcs


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#41 4nic8

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Posted 07 January 2005 - 04:01 PM

MHO running speed shouldn't be adjusted to the slowest calcs...

The slowest calcs would be TI using z80 (like TI83(+)/84, TI 86/85). MLC on TI 86 works pretty good, speed is similar. So MLCafx probably won't need slowing down (maybe a little bit if it's really needed).
As I said before Al Borowski will make MLC for HP (a few models which can run C programs). Those models have 75 MHz 32 bit processor, ablaut 0.5 MB of RAM and tones of MBs in flash memory. Without slowing down MLChp and MLCafx wouldn't be compatible.

@Orwell: <span class=tan' /> / [->] change the conrtast

#42 CrimsonCasio

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Posted 07 January 2005 - 05:09 PM

dont worry alph, we'll preserve multi-calc compatiblity. if we didnt we'd have a whole bunch of games that didnt run as intended, and that would be bad.

#43 Roeoender

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Posted 07 January 2005 - 10:23 PM

To Aleph:
ugh, you probably didn't understood me. Ofcourse portability is the main aim of the project, but allowing some parts of code executed at full calculator's speed doesn't contradict that. Example: all programs (not games) for MLC would probably prefer to turn timing-compatibility off completly because it would speed up calculations, drawing functions etc. thus user interface would run faster.
All games that don't depend on user reaction time (rpg, adventures, strategy) would benefit from this too.

Moreover making really faithfull timing-compatibility between platforms may be *really* difficult and can consume computing time by itself ;)

Finally I am too for denying any noncompatible features (like "native code" ;) ) in MLC.

Roeoender.

#44 4nic8

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Posted 09 January 2005 - 09:22 PM

I've just uploaded MLCafx v 1.15 to the File Sharing
DOWNLOAD

MLCafx.exe is not longer integrated with any shell you can run a MLC program executing MLCafx.exe [name of a file BASIC file with MLC code]

There is also MLCshell.exe, a MLC files explorer which run MLCafx.exe to run a MLC program.

#45 Andy.Davies

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Posted 10 January 2005 - 01:21 AM

nice one again :)

#46 CrimsonCasio

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Posted 10 January 2005 - 04:11 AM

ok, my latest MLC game is in the file sharing:

Bounce is a MLC remake of one of my old Basic games, though since its now a MLC game its not only retained all its original features, but now its also 20x faster and has way more features.  There are currently 10 levels but at least 5 more are planned (but, they will be insanely hard)

Controls:
[Arrow Keys]: Move (you can leave the bottem of the screen)
<span class=Shift' />: Rotate Paddle
<span class=CTRL' />: Double Paddle Speed

Object:
Use your paddle to place the ball in the goal without it falling off the screen.

Posted Image



#47 huhn_m

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Posted 10 January 2005 - 05:43 AM

I like roes suggestion. In some cases turning of the timing would really be good but you should make sure in some way that this does only affect menus and not the games speed itsself.

#48 CrimsonCasio

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Posted 10 January 2005 - 06:20 AM

i dont like this, first, its more complicated than it needs to be, second, it puts to much responsibility in the hands of the programmer to make a game compatible (even if its just a menu you want to run fast, it still takes away from gameplay if it looks crummy on some calcs, also, how is MLC supposed to know its just a menu your using it for), third, the AFX is not going to be the fastest and most powerfull calc to use MLC and i dont want to get the short end of the stick when people ignore our suggestions and do whatever they want... and so on...

#49 CakkuZ[FIN]

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Posted 10 January 2005 - 09:04 AM

This is great, now people like me who don't know how to code ect. c++ can make games which run fast and look good. :D
I used basic for about 2 years but couldn't make a simple adom looking rpg that would run fast enough. but now i'm starting to learn mlc programming :lol:

btw how can i set the resolution prog uses, mlc games at file sharing use 96x64 but from readme i found that i should also be able to get my prog use 128x64 screen? of course it won't be compatible with calcs with lower resolution but i make my game mainly for fx/afx.

#50 4nic8

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Posted 10 January 2005 - 12:55 PM

You should make your game compatible with other calculators. It's not difficult just use 96x64 of the screen size and the "extra" space use for some info like lives, score etc. You should add also a pause when all info from the extra space will be displayed in 96x64 part of the screen. It won't be difficult for you and your game will have more players ;).

Screen sizes of calculators supporting MLC: :rolleyes:
Casio AFX: 128x64
TI 86: 128x64 (but MLC86 interpreter allows to use only 96x64 of the screen)
TI 83(+): 96x64
HP49G+: 131x80
TI 89: 160x100 (there will be needed a stretching mode ;) )
TI 92+: 240x128 :huh:

BTW. MLC programming hints:
Crimson will write a MLC programming tutorial. Because MLC programming is a bit different then BASIC programming.

There is syntax list in the readme.txt and in MLCafx.txt are a few hints about MLC on-calc programming. There is also MLC on-calc Sprites Editor ;) if you want to use sprites (they are recommended to use because they are faster then using normal graphics commands).

You have to get used to a few things in MLC programming:
e.x. You make a loop as a function:
#FNCT LOOP
...
code
...
%I=%I+.1     (it increases %I)
#IIFF %I<.10 (if the condition isn't true it skips the next line)
#FGOB        (goes to the beginning of the function)
#FEND

Example of using LOOP in an other function:
#FNCT MAIN
....
code
....
%I=.0        (sets the initial value of %I)
#FRUN LOOP   (runs function LOOP)
#FEND

In fact there are various ways to do loops. You just have to use FGOB command and IIFF as you want. B)

#51 Deimos

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Posted 10 January 2005 - 03:28 PM

Since new version of MLC is public, i present You Phalanx:
Posted Image
Right now, it's availible here:
http://65.254.50.194...mes/phalanx.zip
I'll try to add it to file sharing later, i don't have to do it now.
I don't think it requires much explanation afetr looking at screenshot - move the fighter using arrows, shoot using shift and don't let yourself to get killed.
Also, kep in mind that ship needs some time to accelerate to its maximal speed, and it's the same with decelerating. The more enemies you shoot, the deadlier (faster) they get (there are 8 kinds of enemies). They don't shoot back, but it doesn't make everything as easy as it seems.

#52 CrimsonCasio

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Posted 10 January 2005 - 05:36 PM

ok, im going to start writing the tutorial now ;)

#53 Andy.Davies

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Posted 11 January 2005 - 12:17 AM

dont forget there is a sprite editor for the pc that crimson wrote, which is ver easy to use :)

#54 CrimsonCasio

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Posted 11 January 2005 - 01:04 AM

heh, i started it but you finished it, give yourself some credit ;)

#55 CrimsonCasio

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Posted 11 January 2005 - 01:10 AM

ok, the MLC tutorial is ready, its got everything you need to start programming in MLC!

http://dysfunction.e...on/tutorial.txt

please note that a few of the things in the "Sprites in detail" section are not yet done, but will be soon ;)

#56 c@sioworld

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Posted 11 January 2005 - 11:32 AM

Really good work !
i would like to know if the games can bi faster ? they are a little bit slower thant gif animation !
UnGame is very fast and goog but phalanx is very slow and copter too ? why ?
maybe i will translate your tutorial... maybe

#57 CrimsonCasio

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Posted 11 January 2005 - 11:43 AM

i dont think they are slower than the gif's, if anything the gifs should be slower... Phalanx is probably the most complex game for MLC there is right now, and as a result we've adopted some of its features into the language, once those are in it will most likely run much faster (but the ship is meant to have inertia, so accelertion wont be instant still)

and of course, nobody knows all the tricks of making the games faster yet ;)

#58 Deimos

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Posted 11 January 2005 - 01:11 PM

The main problem of phalanx is tha enemy coordinates are stored in arays and i have to go throuh the entire array and place all the enemies at each cycle. In copter it's similiar, but there enemies only have their x and y coordinates stored, afaik, so it supports more enemies, but in phalanx, i store x position, yposition, vertical sped and horizontal speed. Also, i need to do some math calculations for each enemy. Now they'll be handled more directly by MLC so i think i should be able to make the game work a bit faster. Also, phalanx has quite complicated movement engine now (new MLC version should improve that as well).
The enemies You see on phalanx screenshots are harder ones than those You meet at the beggining, You'll see the fastest ones after 150 kills.

#59 CakkuZ[FIN]

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Posted 11 January 2005 - 01:26 PM

This might sound stupidbut i didn't understand what mlc readme sayd about keycodes, i know they are different from basic codes but how can i find out what code is what button? :blink:
Readme says "to find the keycode use 10*row+column, but note that some keys are not in the correct place." maybe i'm stupid but didn't understand that. :banghead:
Maybe the reason is that my english isn't very good :lol:

Omg about 10sec after posting i relized that f1=11 f2=12 shft=21 and so on... :greengrin:
in that way <span class=MENU' /> should be 24 but i think left arrow is 24 and same with <span class=ESC' /> and down arrow, so u can't use them in mlc programs?

#60 Orwell

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Posted 11 January 2005 - 02:16 PM

Btw, I was just thinking that "send()" and "receive()" functions (which are not available with Basic) could be great too... :)
There are several programmers who have work on this kind of functions now ^_^

#61 4nic8

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Posted 11 January 2005 - 03:46 PM

@CakkuZ[FIN]: you're right we haven't explained it so far ;)

MLC AFX key codes:
+------+------+------+------+------+
| [F1] | [F2] | [F3] | [F4] | [F5] |
| (11) | (12) | (13) | (14) | (15) |
+------+------+------+------+------+
+------+------+------+  /^^^[UP]^^^\  
|[SHFT]|[CTRL]|[OPTN]| /    (25)    \ 
| (21) | (22) | (23) ||[LEFT] [RIGHT]|
+------+------+------+\ (24)    (26) /
|[ALPH]|[VARS]| [^]  | \   [DOWN]   / 
| (31) | (32) | (33) |  \___(34)___/
+------+------+------+-------------+
| [A]  | [B]  | [C]  | [D]  | [E]  |
| (41) | (42) | (43) | (44) | (45) |
+------+------+------+------+------+
| [G]  | [H]  | [I]  | [J]  | [K]  |
| (51) | (52) | (53) | (54) | (55) |
+------+------+------+------+------+
| [7]  | [8]  | [9]  | [DEL]| [AC] |
| (62) | (63) | (64) | (61) |      |
+------+------+------+------+------+
| [4]  | [5]  | [6]  | [x]  | [/]  |
| (72) | (73) | (74) | (71) | (75) |
+------+------+------+------+------+
| [1]  | [2]  | [3]  | [+]  | [-]  |
| (82) | (83) | (84) | (81) | (85) |
+------+------+------+------+------+
| [0]  | [.]  | [EXP]| [(-)]| [EXE]|
| (91) | (92) | (93) | (94) | (95) |
+------+------+------+------+------+
http://65.254.50.194...CafxKeyCode.txt

A MLC KeyTest program is here B)

@c@sioworld: Did you try Copter 0-5 or 0-7 ??

#62 Andy.Davies

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Posted 11 January 2005 - 07:45 PM

Crimson, could you post a link here for the sprite maker and put it in the file sharing please :) oh and it was your project, i just 'helped' ;)

#63 CrimsonCasio

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Posted 11 January 2005 - 09:54 PM

well, i need you to fix the little problem first before i release it (check your PM's), then were good to go ;)

#64 Andy.Davies

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Posted 11 January 2005 - 11:55 PM

cool, il have a look at the problem tomoro (its getting to 1am here) :) and iol PM you when ive fixed it :)

PS: Love your new sig :D

#65 CrimsonCasio

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Posted 12 January 2005 - 12:01 AM

thanks, thats one of my favorite quotes ;)

#66 CakkuZ[FIN]

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Posted 12 January 2005 - 07:44 AM

Again i have a question: How to use sprites dx dy vx vy?
After i didn't get it work in by game I tried just typing like this in new prog:
MLC:
#fnct main
^bllt.bmp=[bllt
^bllt.x=.64
^bllt.y=.32
^bllt.dx=.0
^bllt.dy=.0
^bllt.vx=.2
^bllt.vy=.2
#fend
#data
(bllt bitmaps data)
#dend

but it gives error 6 for the ^bllt.dx=.0 :rant:

#67 4nic8

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Posted 12 January 2005 - 10:05 AM

dx dy vx vy aren't supported yet.... :(

I'll release it with 16x16 bitmap support. I've already upgrade MLC-SE - it can edit 16x16 bitmaps + has zoom in / out tool.

new version of MLCafx is comming soon :)

#68 4nic8

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Posted 12 January 2005 - 11:50 AM

OK MLC AFX 1.2 is uploaded to the File Sharing

What's new?

MLC AFX:
----> v. 1.2 b1:
	- 16x16 sprites support
	- vx/y, dx/y work now
	- MLCafx.exe <name of a file BASIC file with MLC code> [shell]
MLCafx.exe is not longer integrated with any shell you can run a MLC program executing MLCafx.exe <name of a file BASIC file with MLC code> [shell]
e.x. MLCafx GAME - will run MLC program GAME
MLCafx GAME MLCSHELL.exe - will run MLC program GAME and go back to MLCSHELL.exe

MLC ON-CALC SPRITES EDITOR:
----> v. 0.8 b1:
	- 16x16 sprites support
	- zoom in/out

HAVE FUN :)

#69 4nic8

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Posted 12 January 2005 - 01:08 PM

I've uploaded 1.2 beta 2 version. If you downloaded 1.2 you should redownload it now ;)

#70 Deimos

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Posted 13 January 2005 - 09:38 AM

New version of Phalanx, using all newest MLC features:
http://65.254.50.194...phalanx_1_1.zip
It seems to work a bit faster now :)

#71 CrimsonCasio

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Posted 13 January 2005 - 11:24 AM

that was pretty quick ;)

#72 Exca

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Posted 19 January 2005 - 08:12 AM

Uuh, I need to find my cable :)

#73 CrimsonCasio

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Posted 19 January 2005 - 11:47 AM

yeah... my com port broke the other day :( im trying desperately to fix it or find a new afx... :( :(

#74 4nic8

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Posted 19 January 2005 - 01:52 PM

yeah... my com port broke the other day :( im trying desperately to fix it or find a new afx... :( :(

<{POST_SNAPBACK}>

Are you sure that it's about the com port. Maybe your cable is broken or you have weak batteries. I guess that it's not too easy to damage the com port :huh:

#75 Brazzucko

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Posted 19 January 2005 - 02:04 PM

Hi guys... :D

I?m very impressed whit the MCL. :)

I don?t have (for now) a regular access to the internet, so I ask to you Crinsom if you can send by mail, the links of programs and documentation whit all I need to start programming in MCL, I was working in Gang Fight 3 I already have done all the graphics, (in gray scale), this game will have more enemies, more movements, and brand new special movements, just wait?. :lol:

I will release as soon as possible my latest game Little Adventure, it?s my latest BASIC game, I don?t send it to the UCF competition, because I didn?t finished it before the dead line.. :angry:

Anyway, for a BASIC game it?s very impressive, for what I know no one have done such game before, I hope that you guys love it.. B)


If the MCL is so impressive like you guys say, we will see brand a spectacular games each week? :D

I hope I can contribute whit some very coolest graphical and fun games. :P

#76 Deimos

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Posted 19 January 2005 - 07:51 PM

Combining Your graphic skills with possibilities of MLC can mean only awesome games ;)
And yes, MLC IS as good as we say, if You try it, You'll love it. Because it was meant to be used for game coding, it has many functions that make writing games much easier.
Btw, please remember about using only 94x64 screen, not entire area supported by AFX - we want our friends with TI calcs to be able to play these games too after all.

#77 CrimsonCasio

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Posted 19 January 2005 - 10:51 PM

yes, im 90% sure its my com port... ive tested my cable using my CFX and it works fine, i think that my AFX is simply falling appart from over-use :( (the screen is starting to fail as well)

#78 4nic8

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Posted 19 January 2005 - 11:16 PM

@Deimos: 96x64 :P

#79 CrimsonCasio

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Posted 19 January 2005 - 11:30 PM

he cant seem to remember that can he ;)

#80 Orwell

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Posted 20 January 2005 - 08:41 AM

It is true that many basic programmers will like MLC's possibilities: I have talked about it with SRM, which has made many great basic games, and now he really loves it... I think he will be able to make some nice MLC games too :D




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