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Author Topic: Lost Legends II -  (Read 4100 times) Bookmark and Share
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Halifax
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« Reply #120 on: 21 November, 2007, 16:08:00 »
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Hmm that is really cool. So this game is all formed around being dynamic? I like that idea.
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Liazon
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« Reply #121 on: 22 November, 2007, 11:29:00 »
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that sounds cool.  i like the idea of having the main dungeon span multiple worlds.
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grendel
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« Reply #122 on: 23 November, 2007, 04:53:00 »
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user posted image

I did a mock-up to see how the dialogue window would actually appear in the middle of a scene. It still tends to cover up most of what's going on, but it's a bit better than the original.
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DJ Omnimaga
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« Reply #123 on: 23 November, 2007, 10:52:00 »
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not too bad. Do you think you could make it detect if there is more characters/npcs at bottom of screen than the top so if there's more at bottom it will show the text box at top of the screen or stuff like this? In some of my old games I had text routine show up at top of screen instead of bottom when character was walking on the bottom half or vice-versa

Also I would make that floor white or white with castle rocky feature  
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grendel
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« Reply #124 on: 23 November, 2007, 11:16:00 »
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Well, I plan to execute each dialogue window in a given position, depending on how the event itself handles it, so it's not always going to appear on the bottom.
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Liazon
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« Reply #125 on: 23 November, 2007, 18:53:00 »
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QuoteBegin-DJ Omnimaga+23 Nov, 2007, 9:52-->
QUOTE (DJ Omnimaga @ 23 Nov, 2007, 9:52)
not too bad. Do you think you could make it detect if there is more characters/npcs at bottom of screen than the top so if there's more at bottom it will show the text box at top of the screen or stuff like this? In some of my old games I had text routine show up at top of screen instead of bottom when character was walking on the bottom half or vice-versa

Also I would make that floor white or white with castle rocky feature  

 i guess that'll depend on how the text stuff gets recoded.
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grendel
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« Reply #126 on: 24 November, 2007, 07:23:00 »
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EDIT: Another question, before I forget it. Can ASM handle multiplication algorithms such as "(value) multiplied by 0.00050"? I want damage formulas to be more complex so certain things don't fall out of use. This is namely with spells, because having a spell cause "16 + (base intelligence value) = damage" wouldn't mean much when your enemies have a defense rating of like 199, and the highest intelligence score a character can have is 99.

So, what is this problem I keep hearing about with grayscale flickering? Obviously, there is a lot of grayscale going on here:

user posted image

Tonguetongue.gif

I guess we'll have to include a driver update along with the game, in case anyone attempts to play it on models with said problem. Otherwise, I would really HATE to tone the grayscale down just to compensate for hardware problems.
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« Reply #127 on: 24 November, 2007, 10:46:00 »
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you see diagonal scanlines in grayscale, but it isn't very noticeable, not bad enough to make it look bad. In fact, it's a lil like an old TV in antenna mode but much better. Play Desolate by tr1p1ea on this website if you want an example. Flickering may be more on the TI-84+ though, because the LCD refresh rate is too high, but if i remember they managed to make it look almost as good as on the other models

For complex damage formulas (assuming decimals) you need to use floating points because with integers you can't have decimals if i remember, unless you do some calculations.  
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« Reply #128 on: 24 November, 2007, 20:18:00 »
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Yes, you would have to use TI's API for decimals which are BCD. These things are quite memory consuming(9 bytes), so if there aren't that many decimal values, then I suppose we could do this.
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« Reply #129 on: 24 November, 2007, 20:32:00 »
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Lot of people use floating points in RPGs actually, because not much speed is needed in them.


Btw are signed/unsigned long int and long long int possible in z80 ASM or is it just on 68k calcs?
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« Reply #130 on: 24 November, 2007, 22:03:00 »
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Yes they are possible if you write your own routines to manipulate them.

long int = 32 bits
long long int = 64 bits

And it is not the fact that decimals are slow, it is the fact that they take a lot of memory.
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« Reply #131 on: 24 November, 2007, 22:28:00 »
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oh, I thought they were slow, since it's what TI-BASIC uses
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« Reply #132 on: 24 November, 2007, 22:40:00 »
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Yeah, well that isn't exactly a good comparison since TI-BASIC goes through a lot more things than directly manipulating them.
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« Reply #133 on: 24 November, 2007, 23:09:00 »
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QuoteBegin-DJ Omnimaga+24 Nov, 2007, 19:32-->
QUOTE (DJ Omnimaga @ 24 Nov, 2007, 19:32)
Lot of people use floating points in RPGs actually, because not much speed is needed in them.


Btw are signed/unsigned long int and long long int possible in z80 ASM or is it just on 68k calcs?  

 you could probably get away with just using logical shifts (divisions by powers of two) since damage would probably get rounded/truncated anyways.

like i mean, most of pokemon's damage formulas are a result of such bitwise manipulation anyways.  they didn't put the truncation in there to mess with you, it's just kinda built into how bits and bytes work.

that being said, that's still how they do them in the GB, GBC, GBA, and maybe even NDS generations, because it's not worth bothering w/ fp.  besides the fact the new processors probably already have mult/div as instructions.
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grendel
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« Reply #134 on: 27 November, 2007, 16:40:00 »
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user posted image

So, I decided to touch-up the item icons a bit. Given the limited space, I wonder if these are decently legible. In order, they should appear as:

 - a sword
 - an axe
 - a bow
 - a staff
 - a shield
 - a helmet
 - a suit of armor
 - a ring
 - a potion
 - a key
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