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Hi! I'm working on a game in TI Basic that requires some of the stuff on the screen to scroll down without leaving behind a trail. Problem is, I don't know how to do that. I know it's possible because I've seen some other TI-basic game do it!

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Off the top of my head, you only got PRINT and HCHAR, VCHAR & GCHAR to manipulate stuff on screen in TI Basic. That's really not efficient for any scrolling down (PRINT scrolls up).

 

Extended Basic (XB) has the more powerful DISPLAY AT. With the right amount of manipulation (string variables comes to mind), you might get some scrolling down.

 

Of course one may add Assembly Language routines with the XB cartridge, memory expansion and/or one of a few cartridges (E/A, Mini Memory and more), or use the later TI Basic "sandbox escape".

;)

Edited by sometimes99er
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Idea: Depending on how complex or simple the graphics in question are, only redraw what needs to be redrawn?

Well, the graphics are pretty simple with all objects only being one character. But there's going to be a ton of different types objects on the screen at once.

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In an ice cold world of frozen planets, the empty space suddenly fills with descending aliens. We're being invaded !

;)

100 CALL SCREEN(2)
110 CALL CLEAR
120 CALL COLOR(2,15,1)
130 CALL CHAR(40,"003C7E7E7E7E3C")
140 FOR I=1 TO 50
150 CALL HCHAR(1+RND*23,1+RND*31,40)
160 NEXT I
170 CALL COLOR(1,13,1)
180 P$="10387CD6FE284482"
190 CALL CHAR(32,P$)
200 P$=SEG$(P$,15,2)&SEG$(P$,1,14)
210 CALL SOUND(50,110,30)
220 GOTO 190

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In an ice cold world of frozen planets, the empty space suddenly fills with descending aliens. We're being invaded !

 

;)

 

100 CALL SCREEN(2)
110 CALL CLEAR
120 CALL COLOR(2,15,1)
130 CALL CHAR(40,"003C7E7E7E7E3C")
140 FOR I=1 TO 50
150 CALL HCHAR(1+RND*23,1+RND*31,40)
160 NEXT I
170 CALL COLOR(1,13,1)
180 P$="10387CD6FE284482"
190 CALL CHAR(32,P$)
200 P$=SEG$(P$,15,2)&SEG$(P$,1,14)
210 CALL SOUND(50,110,30)
220 GOTO 190

 

Wait what??? I really did a double take when I first ran this one! Nicely done! The illusion is absolutely perfect :) And what a simple idea of simply rotating the last 2 values of the character definition. Brilliant!

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In an ice cold world of frozen planets, the empty space suddenly fills with descending aliens. We're being invaded !

 

;)

 

100 CALL SCREEN(2)
110 CALL CLEAR
120 CALL COLOR(2,15,1)
130 CALL CHAR(40,"003C7E7E7E7E3C")
140 FOR I=1 TO 50
150 CALL HCHAR(1+RND*23,1+RND*31,40)
160 NEXT I
170 CALL COLOR(1,13,1)
180 P$="10387CD6FE284482"
190 CALL CHAR(32,P$)
200 P$=SEG$(P$,15,2)&SEG$(P$,1,14)
210 CALL SOUND(50,110,30)
220 GOTO 190

 

It would be interesting to see a version with 2x2 tiles.

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