Author Topic: Joltima in C Remake  (Read 5676 times)

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Athlor

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Joltima in C Remake
« on: July 13, 2006, 01:23:00 am »
I've put aside Ultima DR temorarily to work on a remake of Joltima in C. It's been 8 years since Justin Karneges created and released Joltima and I'd like to make a sequel, Joltima II and a sci-fi rpg off this same engine. Yeah, I know about the Joltima II version then changed into 'Infinity' rpg for the Gameboy color Justin did. I wish that source was released! The sequel will be an all new story, more refined maps and graphics and a little extra code.
I'm about 80% through it and should finish within a month. It is a remake as opposed to a port because the code is all new from scratch. It even uses the same RLE16 compressed versions of the maps. The sequel will work with the original TI-83 assembly code.
So all together there will be TI-83, TI-89, Blackberry 957 & 857 and Cybiko versions.
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Joltima in C Remake
« Reply #1 on: July 13, 2006, 01:41:00 am »
Those screenies are awesome... O_Oshocked2.gif

For a game like that, I doubt that you will be able to get it to fit in the 27K RAM that the 83 only has, unless you meant the 83 plus series of calcs.
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Athlor

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Joltima in C Remake
« Reply #2 on: July 13, 2006, 02:15:00 am »
No, the screenies are from the Blackberry 957 version. But when I finish it, the data for the sequel and the sci-fi rpg can be compiled with the original Joltima asm source and be used on a regular TI-83. I've chop out 400 bytes in the original source so far.  o.oblink.gif

Liazon

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Joltima in C Remake
« Reply #3 on: July 13, 2006, 03:10:00 am »
 O_Oshocked2.gif wow  I wish I could finish games in a month.

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Joltima in C Remake
« Reply #4 on: July 13, 2006, 03:13:00 am »
O_Oshocked2.gif you'r playin with my life man...
too many awesome screensots ^^

Offline DJ Omnimaga

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Joltima in C Remake
« Reply #5 on: July 13, 2006, 12:37:00 pm »
wow you made my day again O_Oshocked2.gif so true to the game, Joltima rocked! Maybe once finished someone could port it to 68k calcs ^^
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Zeromus

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Joltima in C Remake
« Reply #6 on: July 13, 2006, 02:52:00 pm »
He is, to the TI-89 ^^ as mentioned above the pics

Offline Ranman

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Joltima in C Remake
« Reply #7 on: July 13, 2006, 03:31:00 pm »
Do I hear an Ultima revival coming on? :)smile.gif

This is great news.

Athlor, do you ever visit Dino's webpage?
Ranman
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Liazon

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Joltima in C Remake
« Reply #8 on: July 14, 2006, 01:12:00 am »
xlibman: did you mean z80 calc?

Zeromus

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Joltima in C Remake
« Reply #9 on: July 14, 2006, 05:07:00 am »
@Liazon - it is also on the 83, so it is both z80 AND 68k!

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Joltima in C Remake
« Reply #10 on: July 14, 2006, 02:37:00 pm »
I meant 68k, I said this because since we alerady have joltima for z80 i dunno if there would be much point to port it to those model again :Ptongue.gif but it would be cool with all the new gs spritez XDsmiley.gif
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Athlor

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Joltima in C Remake
« Reply #11 on: July 15, 2006, 01:39:00 am »
You may have noticed the dungeon pics have no line-of-sight code. That will be the hardest part, I think. The source even had a pregenerated array in c. I haven't a clue yet how to implement it as yet.
I'm also not sure I have the exact sequence of combat down right. I'm going to use animget to study it better. I added the wiggling when struck code part in last night. ;)wink.gif
It's technically playable but not really right yet.

Offline Ranman

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Joltima in C Remake
« Reply #12 on: July 15, 2006, 02:13:00 am »
QuoteBegin-Athlor+Jul 15 2006, 07:39 AM-->
QUOTE (Athlor @ Jul 15 2006, 07:39 AM)
You may have noticed the dungeon pics have no line-of-sight code. That will be the hardest part, I think. The source even had a pregenerated array in c. I haven't a clue yet how to implementing it as yet.
I'm also not sure I have the exact sequence of combat down right. I'm going to use animget to study it better. I added the wiggling when struck code part in last night. ;)wink.gif
It's technically playable but not really right yet.

I use a pregenerated array in C to accomplish the LOS algorithm. It is so much faster than actually trying to calculate it. I had to have an intermediate tile grid of 17x17 tiles, because Ultima V has light sources, which really complicated the LOS algorithm. Would you like some help implementing it?

I also need to add the "wiggling" algorithm for the Tremor spell among other things.

What exactly is "animget"?

Keep up the great work Athlor!
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Joltima in C Remake
« Reply #13 on: July 15, 2006, 09:49:00 am »
I wish joltima source was released, it would make the task even more easier if you understand the basic concepts of z80
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