- Contra for TI-83+
- 07 Nov 2010 10:28:10 pm
- Last edited by Deep Toaster on 22 Apr 2011 02:08:13 pm; edited 3 times in total
Apparently no one's made a port of Contra to the TI-83 Plus yet, so I've decided to make one. It's going to be written in Axe, and I'm going to try to make it as close to the original NES game as possible. Thankfully, Contra maps aren't that big
Right now I'm still working on the sprites and basic movement, and I still can't find my calc cable, so I can't post anything I have down yet, unfortunately.
EDIT: Finally got around to making a decent intro.
Bryan Thomas's Contra game is impressive as a BASIC program, but the fact is that TI-BASIC is too slow of a language to handle much more than that. So when I found out about Axe, I thought: since this language is so much faster than BASIC and still makes it very easy to make graphical games, why not try it again? The original NES game was one of my favorite games ever made for that platform. If we could have something like that for the calculator, wouldn't that be awesome?
I'm still only starting on this thing, and there's a lot left to be done before I can release it as the final version I wanted to make, so it's going to take a while. I want to make this as close of a port as possible, if not a clone (some stuff might get left out, like the vertical and "3D" Contra levels). Right now it's planned as a single-player game (no Lance, sorry) with as many of the enemies, powerups, and other parts of the original gameplay as possible.
So far, you can run, jump, and fire as Bill. Swimming is implemented partially, but sprites haven't been changed to match (in the demo, you "walk" on the water). Rifle box enemies can fire at you but don't take damage yet, thought I've reserved data space for their health. Soldiers can spawn, run, and jump all right, but I managed to glitch up the soldier-spawning engine right before the demo was released, so you won't see it here. Sorry.
Level engine is also pretty complete, at least in tilemapping. I'm planning to have this support external level packs so I can keep the actual game as small as possible. External level support is still at nil because I'm planning to add that after I finish more important parts of the engine. In the demo you can see a sort of mock-up of the classic Contra level 1, minus soldiers, powerups, bosses, and some other stuff. When you get to the end of the level it just glitches. Still got a lot of work to do.
No idea when the final version's gonna be released. Sometime this year or the next.
EDIT2: Bill and Lance mixed up, fixed.

Right now I'm still working on the sprites and basic movement, and I still can't find my calc cable, so I can't post anything I have down yet, unfortunately.
EDIT: Finally got around to making a decent intro.

Bryan Thomas's Contra game is impressive as a BASIC program, but the fact is that TI-BASIC is too slow of a language to handle much more than that. So when I found out about Axe, I thought: since this language is so much faster than BASIC and still makes it very easy to make graphical games, why not try it again? The original NES game was one of my favorite games ever made for that platform. If we could have something like that for the calculator, wouldn't that be awesome?
I'm still only starting on this thing, and there's a lot left to be done before I can release it as the final version I wanted to make, so it's going to take a while. I want to make this as close of a port as possible, if not a clone (some stuff might get left out, like the vertical and "3D" Contra levels). Right now it's planned as a single-player game (no Lance, sorry) with as many of the enemies, powerups, and other parts of the original gameplay as possible.
So far, you can run, jump, and fire as Bill. Swimming is implemented partially, but sprites haven't been changed to match (in the demo, you "walk" on the water). Rifle box enemies can fire at you but don't take damage yet, thought I've reserved data space for their health. Soldiers can spawn, run, and jump all right, but I managed to glitch up the soldier-spawning engine right before the demo was released, so you won't see it here. Sorry.
Level engine is also pretty complete, at least in tilemapping. I'm planning to have this support external level packs so I can keep the actual game as small as possible. External level support is still at nil because I'm planning to add that after I finish more important parts of the engine. In the demo you can see a sort of mock-up of the classic Contra level 1, minus soldiers, powerups, bosses, and some other stuff. When you get to the end of the level it just glitches. Still got a lot of work to do.
No idea when the final version's gonna be released. Sometime this year or the next.

EDIT2: Bill and Lance mixed up, fixed.