Author Topic: Trio and Niko  (Read 122863 times)

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Ashbad

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Re: Trio and Niko: Falling
« Reply #480 on: March 29, 2011, 08:15:57 pm »
my battle engine takes up around 25K -- 15K for most elements, 10K for all the enemies.

The data is very compressed too, so 12K of each data page is for the tilemap data, and the other 4K is for strings, copying routines, and other stuff associated with the map quadrant/ dungeon buffer.

Thanks all for supporting this project so far!  I must admit that 33 pages and still more to go is very nice ;D
« Last Edit: March 30, 2011, 01:05:37 pm by Ashbad »

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Re: Trio and Niko: Falling
« Reply #481 on: March 30, 2011, 12:32:24 pm »
I love it. Also, 131072 bytes? I presume this is for the 84 series only?

As for the map-
Could you possibly include water features?

Ashbad

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Re: Trio and Niko: Falling
« Reply #482 on: March 30, 2011, 12:48:15 pm »
water features?  I have water and stuff, do you mean like boats and stuff?  I'm thinking a raft shop like in zelda: oracle of ages ;)  if that's what you mean :D

But no, this will be able to run on a 83+ SE or higher -- it WILL fit on a 83+BE, but it would be insanely slow, even in monomode 1 (just black and white display) or monomode 2 (3 level grayscale)

thanks for the input, btw ;)

And in case nobody picked it up, this will be done in mostly pure assembly.  There will be parts where complex assembly math will screw with my mind, where axe comes in, but about 75% of the coding will be assembly. ;)

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Re: Trio and Niko: Falling
« Reply #483 on: March 30, 2011, 12:55:38 pm »
Yes, I meant using the water.

Mostly assembly? I thought this was Axe. Then again, pure ASM is faster...

Anyway, nice work. I look forward to the next release.

Ashbad

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Re: Trio and Niko: Falling
« Reply #484 on: March 30, 2011, 12:58:46 pm »
yeah, water will be used like in zelda games ^-^ though hopefully this game will compare to link's awakening :)

yeah, mostly assembly, because since axe can't deal with more than one application page, disassembling and editing axe compiled code to do so will be much harder than just writing it out in assembly.  I was gonna do this in assembly at first, then I went to axe, then I'm back to asm again ^-^ funny how I run round and round like a whirling dervish

anyways, thanks for the support :D also I'm using your sprite for an enemy in the highlands, I'll put you in the credits ^-^

And, if you want, you can pick up a TaNF userbar to support the project ;D wait a second and I'll edit it into this post :)

use this code in your signature:


EDIT: sorry, here's the right tag:
Code: [Select]
[url=http://www.omnimaga.org/index.php?board=154.0][IMG]http://img707.imageshack.us/img707/1614/userbar2w.png[/img][/url]
« Last Edit: March 30, 2011, 01:11:28 pm by Ashbad »

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Re: Trio and Niko: Falling
« Reply #485 on: March 30, 2011, 01:02:04 pm »
Wait a second- that's a Pyyrix userbar...

Oops?


200 posts.  :D :) ;)
« Last Edit: March 30, 2011, 01:02:25 pm by c.sprinkle »

Ashbad

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Re: Trio and Niko: Falling
« Reply #486 on: March 30, 2011, 02:00:29 pm »
Here is the completed map for Trio and Niko: Falling: ;D (attached)

Also, I'll blow it up and add some red labels in later today so you can see what the different areas are.

« Last Edit: April 07, 2011, 09:34:48 pm by Ashbad »

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Re: Trio and Niko: Falling
« Reply #487 on: March 30, 2011, 03:32:53 pm »
There was another topic about the map but I didn't have time to reply. I love it so far, although you should make a version without the grid too to see how it looks like. I wonder if it would look better? (Maybe have the grid appearing and disappearing back and forth?)

Also I don't mind the large file size if it's for a game with lots of content. I also love large RPGs anyway. I'm glad to see new updates all the time. :D
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Re: Trio and Niko: Falling
« Reply #488 on: March 31, 2011, 03:14:31 am »
I have to tip my had to you, this is a massive under taking with loads of tiles. I'm interested in watching this progress.

water features?  I have water and stuff, do you mean like boats and stuff?  I'm thinking a raft shop like in zelda: oracle of ages ;)  if that's what you mean :D

But no, this will be able to run on a 83+ SE or higher -- it WILL fit on a 83+BE, but it would be insanely slow, even in monomode 1 (just black and white display) or monomode 2 (3 level grayscale)

thanks for the input, btw ;)

And in case nobody picked it up, this will be done in mostly pure assembly.  There will be parts where complex assembly math will screw with my mind, where axe comes in, but about 75% of the coding will be assembly. ;)

I'm curious though, why do you think it would run with such massive slowdown on the BE?

Ashbad

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Re: Trio and Niko: Falling
« Reply #489 on: March 31, 2011, 01:26:19 pm »
because it ran on 'Full' mode in 4 level grayscale.

Thing is, I WILL make a completely seperate version for the 83+BE, all I have to do is ONLY allow monomode 1 (black and white) and double the speed by not drawing to the back buffer.

In the 'Grayscale version', you can go in monomodes 0 (4 level), 1 (B&W) and 2 (3 level) at will.  This is due to the 83+SE's and higher having crystal timers ;)

Ashbad

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Re: Trio and Niko: Falling
« Reply #490 on: April 02, 2011, 09:52:09 am »
I was looking through the entire thread this morning, and I have to admit I'm impressed with myself right now -- over 300 completely original tiles and 20K of coding, this is still going strong, even though I've killed it at least 5 times :) nothing can stop me now.  I can't believe I was able to keep a project more than a month.

Well, with that being said, if my periods of stress and no motivation still can't kill this, then this will be finished.  15% done, only 85% to go!

I actually think that this can be done just in time for next school year, realistically.  Kids will then have a week to figure out how to load it onto their calcs and set it up before math class dull drums kick in.

Anyways, I did set up the assembly environment today, with the main file containing pages 0 and 1 and a data file containing 7 pages of data, which are all filled with 0s :)

By next week, I'll hope to be done 10% of the coding.

Ashbad

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Re: Trio and Niko: Falling
« Reply #491 on: April 03, 2011, 07:57:09 am »
Got quite a few routines done, including my very own grayscale routine!  It's quite similar to quigibos but still very different.

I also got a 4 level tiles drawing method done, almost done with a tile mapper, and made many math routines I know I'll need :)

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Re: Trio and Niko: Falling
« Reply #492 on: April 03, 2011, 10:28:28 am »
Nice to hear progress, and I hope the assembly isn't too much of a pain :)

Ashbad

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Re: Trio and Niko: Falling
« Reply #493 on: April 03, 2011, 10:56:39 am »
Nah, it's actually proving to be fun :)

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Re: Trio and Niko: Falling
« Reply #494 on: April 04, 2011, 03:20:54 pm »
Awesome to hear progress and I hope you finish this. :D Just looking at the map makes me even more impatient to explore the game.

EDIT: Btw I was bored and this happened:
« Last Edit: April 04, 2011, 03:33:27 pm by DJ_O »
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