Omnimaga

General Discussion => Technology and Development => Computer Projects and Ideas => Topic started by: ASHBAD_ALVIN on November 26, 2010, 05:37:25 pm

Title: Trio and Niko
Post by: ASHBAD_ALVIN on November 26, 2010, 05:37:25 pm
Latest screenies:

Spoiler For Old Axe version, deprecated:
Spoiler For Trio's humble beginnings...:
Here we see Trio's first steps...
(http://img.removedfromgame.com/imgs/ARPG.gif)

..and his first sword slashes!
(http://img.removedfromgame.com/imgs/1-wabbitemu1.gif)

Spoiler For His first explorations of Dalan:
first tilemapper and collision detection test:
(http://www.omnimaga.org/index.php?action=dlattach;topic=5459.0;attach=5438;image)

Added HUD and moveable blocks, along with health and a magic bar.
(http://www.omnimaga.org/index.php?action=dlattach;topic=5459.0;attach=5450;image)

First items test:
(http://www.omnimaga.org/index.php?action=dlattach;topic=5459.0;attach=5470;image)

Spoiler For enemies, spikes, and blocks, oh my...:
First Enemies test:
(http://www.omnimaga.org/index.php?action=dlattach;topic=5459.0;attach=5518;image)

Spoiler For Titles/Menus, and other non-engine related things:
First Title test:
(http://www.omnimaga.org/index.php?action=dlattach;topic=5459.0;attach=5686;image)
Title: Re: Trio and Niko: Falling
Post by: yunhua98 on November 26, 2010, 05:38:10 pm
is this a calc game?
if so, can I have a link?  ;)
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 26, 2010, 05:38:37 pm
this is the link.  http://ourl.ca/8056/145881

EDIT: yes a calc game.  Discuss.
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 26, 2010, 05:38:48 pm
Discuss.  If you don't know what the hell this game is, just know it's a 4 color RPG starring Trio the exiled prince of Crosspelin and Niko the commodore of thieves.

Discuss.




Discussing...
...

Four Colour? That means it's Asm...

Another game? You're making a lot lately, nice!
Title: Re: Trio and Niko: Falling
Post by: squidgetx on November 26, 2010, 05:39:35 pm
Is this your game that you have been working on for 7+yrs? ;)

If so you might want to rephrase the first post...i was a little confused at first :P
Title: Re: Trio and Niko: Falling
Post by: yunhua98 on November 26, 2010, 05:39:44 pm
oh... so you're working on this?
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 26, 2010, 05:40:07 pm
well, instead of RandC.  Yes, though axe to be precise.  By the time I get that silverlink cable I'll have like 5 game to upload to omni O.o

Discuss further.
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 26, 2010, 05:40:17 pm
Is this your game that you have been working on for 7+yrs? ;)

If so you might want to rephrase the first post...i was a little confused at first :P

7 years? That's just as long as... ohhh in family guy it loooks easier to make jokes like this
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 26, 2010, 05:41:01 pm
actually, 8+ years O.o

well in the progress bar...

Story: >9000%
Concepts: >900000000000%
Title: Re: Trio and Niko: Falling
Post by: squidgetx on November 26, 2010, 05:41:46 pm
RPG in Axe ==> good luck.

Does this make...what, 4 Axe RPG's in the making here? (Me, FinaleTI, ACagliano, and this one)
Title: Re: Trio and Niko: Falling
Post by: yunhua98 on November 26, 2010, 05:43:35 pm
actually, 8+ years O.o

well in the progress bar...

Story: >9000%
Concepts: >900000000000%

wow, so theres like a whole history?  sounds great!  although I hope you continue RandC, as this is a big project.  or maybe merge the two games?  your choice.  ;)

also, can you post some of the storyline?
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 26, 2010, 05:43:42 pm
well, this will be in many parts...  like verdante forest.  of course, probably a 16k flash app each O.o

I'll tell the story in a second, once I pull together my years-old notes.
Title: Re: Trio and Niko: Falling
Post by: squidgetx on November 26, 2010, 05:45:10 pm
well, this will be in many parts...  like verdante forest.  of course, probably a 16k flash app each O.o

Might I suggest many archived appvars and one 16k flash app? ;)

Idk, maybe a *bit* more user friendly, plus won't much of each app have the same code in it? (walking engine, title screen, battle engine, etc.)
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 26, 2010, 05:46:58 pm
yeah, true.

good idea.  I might as well take advice from you, as my specialty is in platformers, complex dungeon crawlers, and strategy games; your RPG-cranking skills are superior to mine.
Title: Re: Trio and Niko: Falling
Post by: squidgetx on November 26, 2010, 05:57:12 pm
Well actually I have not ever coded an RPG before; A:P will be my first lol. Conversely, my first major Axe project was a platformer of sorts (Space Dash) :P
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 26, 2010, 05:58:16 pm
I see.  Well, I admire your work on Ash:phoenix, and I guess I shall be coming to you for advice here and there, if you are okay with that.
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 26, 2010, 05:58:19 pm
Well actually I have not ever coded an RPG before; A:P will be my first lol. Conversely, my first major Axe project was a platformer of sorts (Space Dash) :P

I'd like to start a game of my own, but I can't because I know nothing about physics :(
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 26, 2010, 05:59:37 pm
I could helpz you with that, pyyrix doesn't have real physics, but my other older game wallball 83+ does.
Title: Re: Trio and Niko: Falling
Post by: squidgetx on November 26, 2010, 06:00:11 pm
I see.  Well, I admire your work on Ash:phoenix, and I guess I shall be coming to you for advice here and there, if you are okay with that.

Thanks. And no problem, I'm sure i'd be able to answer most of your questions ;)

I'd like to start a game of my own, but I can't because I know nothing about physics :(

You don't need physics to make a game :P I don't think *any* RPG's have one, and *most* platformers don't either
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 26, 2010, 06:00:51 pm
Platformers don't have physics? Even Game Maker platformers need physics!
Title: Re: Trio and Niko: Falling
Post by: yunhua98 on November 26, 2010, 06:01:02 pm
my current "platformer" has no physics whatsoever, you just jump up and then down  :P

dyou don't really need them.  ;)
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 26, 2010, 06:01:37 pm
I see.  Well, I admire your work on Ash:phoenix, and I guess I shall be coming to you for advice here and there, if you are okay with that.

Thanks. And no problem, I'm sure i'd be able to answer most of your questions ;)

wat it a battl enjin?  how do you mak 1?  also, how do u clr the screeen
Title: Re: Trio and Niko: Falling
Post by: squidgetx on November 26, 2010, 06:05:23 pm
wat it a battl enjin?  how do you mak 1?  also, how do u clr the screeen
soooper 3@$Y juss do Asm(C7)
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 26, 2010, 06:35:07 pm
aah ok. ;)

well, maybe if I get a silverling *TOMORROW*, then you might see a screenie of sorts.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on November 26, 2010, 08:20:25 pm
Sounds like an interesting project. Good luck! :)

Also I hope you get your silverlink soon. Did you get it from Ebay? I hope it works.
/me hopes ASHBAD ALVIN won't end up having to type entire source code by hand (or even hex) when he wants to share future releases...
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 27, 2010, 07:06:33 am
going today to all technology stores nearby like radioshack and best buy to see what they have.  if best buy doesn't have it, I'm sure radio shack will have something.  Thing is, if they just have a 3.5 to usb thing, I'll buy a 2.5 to 3.5 mm converter methinks.  so, 85% chance I can share progress with this and release pyyrix tonight. 

At least I really hope.
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 27, 2010, 07:12:32 am
going today to all technology stores nearby like radioshack and best buy to see what they have.  if best buy doesn't have it, I'm sure radio shack will have something.  Thing is, if they just have a 3.5 to usb thing, I'll buy a 2.5 to 3.5 mm converter methinks.  so, 85% chance I can share progress with this and release pyyrix tonight. 

At least I really hope.

Great day for you and for us, then, PYyrix!
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 27, 2010, 07:57:28 am
sneak attack news:  pyyrix is actually a trio and niko: falling character O.o

for real, too.
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 27, 2010, 09:44:49 am
sneak attack news:  pyyrix is actually a trio and niko: falling character O.o

for real, too.

I'm sorry, but I didn't understand a thing you said :s
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 27, 2010, 11:24:54 am
1. Pyyrix had his own game, but he is really a main character in Trio and Niko: Falling as well.

2. Radioshack failed.  I'll try office depot and best buy before eBay. 

3. Not much progress on Falling today.
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 27, 2010, 01:54:45 pm
here's a simple 5x5 map with 10 new sprites, only 10 so far, and no that's only a portion of a mock screenie.

hope you like them, I tried hard to detail them.
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 27, 2010, 01:56:51 pm
(http://www.omnimaga.org/index.php?action=dlattach;topic=5459.0;attach=4669;image)

Lots of detail, reminds me of Pokemon and RPGs, though
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 27, 2010, 01:57:56 pm
well, it's an RPG :)

actually, to tell the truth, that's my first time making 4 level 8x8 sprites, so yay.
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 27, 2010, 01:58:48 pm
well, it's an RPG :)

actually, to tell the truth, that's my first time making 4 level 8x8 sprites, so yay.

Saying it reminded me of RPGs is a  way of saying "Those are good sprites for the type of game". I thought you'd get it, though.

4level, so you used nemo's editor or another one?
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 27, 2010, 01:59:54 pm
ms paint, much better, I can easily edit the sprites and pass the size during editing, then cut off excess stuff.

and thanks for the compliment, sorry I didn't get it, I'm just out of it today with understanding things.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on November 27, 2010, 02:01:22 pm
Awesome! I like how the textures looks like and the quality considering it's 4 level of gray. Nice job! It's not easy to create good looking 8x8 sprites
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 27, 2010, 02:01:23 pm
ms paint, much better, I can easily edit the sprites and pass the size during editing, then cut off excess stuff.

and thanks for the compliment, sorry I didn't get it, I'm just out of it today with understanding things.

So am I, what a coincidence, you used MS paint to make sprites, then how you convert them for calculator? You copy them using your eyes to a sprite editor, or using Tokens?
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 27, 2010, 02:02:18 pm
using my personal sprite editor, I like it over all the rest, I built it for ASHBAD-friendliness, not general coder-friendliness. :)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on November 27, 2010, 02:05:35 pm
I wonder what does it do that others don't?
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 27, 2010, 02:07:34 pm
much more sensitive, more tools like changing the whole screen to one color by pressing "C" and then a numbar, move all pixels right/left/up/down and put the shifted out row/column as the first row/column, quick exporting, and reading Str1 for hex values that can be changed back into a pixel map.
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 27, 2010, 02:08:13 pm
I wonder what does it do that others don't?

Didn't you read it?

using my personal sprite editor, I like it over all the rest, I built it for ASHBAD-friendliness, not general coder-friendliness. :)

It's ASHABD-friendly! I like to use my own Dev tools to develop too, but I have none :'(
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 27, 2010, 02:08:53 pm
you should see some of my other tools... they are quite evil!  and cool.
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 27, 2010, 02:13:59 pm
you should see some of my other tools... they are quite evil!  and cool.

Evil reminds me of virus, so... no...
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 27, 2010, 04:31:40 pm
evil reminds me of the many antagonists in this story. 

the story actually isn't the full story of the Skyland war, it might take many games to tell the whole story.  Hopefully by the time I finish this one and get ready on the next chapter, we'll all be using the casio prizm to make games in 16 bit graphics.  Then I can totally make the next game >9000x more awesome.

but for now, I'll start by making the FIRST game and do daydreaming later :)
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 28, 2010, 11:56:41 am
Mock screenie using some of my more recently added/made better tiles, this is what would be seen on a calc screen pretty much:

(http://img525.imageshack.us/img525/9355/mocktrioandniko1.png)

the style I'm going with for the tiles is simular to my normal style for comp games.  Not to brag or anything, I think these are great.  :)
I'm impressed with myself, but then again, I have been doing pixel art for almost 2 years now so I would hope I could make decent tiles.

If you have not noticed, trio and niko will be very graphical, and I doubt I'll be using less than 255 tiles in it, probably closer to 1000 to be realistic. 
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 28, 2010, 12:00:29 pm
(http://img525.imageshack.us/img525/9355/mocktrioandniko1.png)

VERY WELL! I really like this
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 28, 2010, 12:01:08 pm
thanks, that's about 15 tiles right there O.o

only 985 to go! :D
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 28, 2010, 12:06:33 pm
thanks, that's about 15 tiles right there O.o

only 985 to go! :D

Always look on the bright side of life!

If you made them in computer (using MSPaint and then Tokens) it would be easier, but wAIT, sorry, this is grayscale :S
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 28, 2010, 12:07:46 pm
well, what I'm gonna hate most is making NCPs and such, my terraining skills are great but I suck making people.  though monsters are obscenely fun to create :)
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 28, 2010, 12:08:59 pm
well, what I'm gonna hate most is making NCPs and such, my terraining skills are great but I suck making people.  though monsters are obscenely fun to create :)

Monsters aren't hard because there is no such thing as 'monster's, you're free to do whatever you want. People? That will be harder because there are lines to follow :S
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on November 28, 2010, 02:15:55 pm
I wonder what does it do that others don't?

Didn't you read it?

using my personal sprite editor, I like it over all the rest, I built it for ASHBAD-friendliness, not general coder-friendliness. :)

It's ASHABD-friendly! I like to use my own Dev tools to develop too, but I have none :'(

I of course read it. I asked because his explanation was not clear to me, so I asked more details. "It's ASHBAD friendly" doesn't tell me much. I want to know what makes it ASHBAD-friendly. If your respect goes down here this is why.
Mock screenie using some of my more recently added/made better tiles, this is what would be seen on a calc screen pretty much:

(http://img525.imageshack.us/img525/9355/mocktrioandniko1.png)

the style I'm going with for the tiles is simular to my normal style for comp games.  Not to brag or anything, I think these are great.  :)
I'm impressed with myself, but then again, I have been doing pixel art for almost 2 years now so I would hope I could make decent tiles.

If you have not noticed, trio and niko will be very graphical, and I doubt I'll be using less than 255 tiles in it, probably closer to 1000 to be realistic. 

Looks nice! Try to not have too many tiles, though. I think 200-300 would be enough for the overworld. That's unless your maps get very complex. Also I'll do a fixed version of the screenshot above reflecting more the grayscale levels on-calc
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 28, 2010, 02:22:21 pm
yeah, for me, it looks like that second one on my calc..  I guess the 83+ just won't work great with the grayscale.  I'm fine with the second result, the first looks horrific, though.  thanks for that help, though!

Also, maybe I'll only need 255 tiles afterall, but that won't include NCPs and monsters and battle engine stuff. 

Well, since it's actually probably not gonna be in Axe, but rather a large asm flash app, I might try and make my own 4 level grayscale routines so that the tiles look closer to my ms paint pic. 
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 28, 2010, 02:23:21 pm
yeah, for me, it looks like that second one on my calc..  I guess the 83+ just won't work great with the grayscale.  I'm fine with the second result, the first looks horrific, though.  thanks for that help, though!

Also, maybe I'll only need 255 tiles afterall, but that won't include NCPs and monsters and battle engine stuff. 

Well, since it's actually probably not gonna be in Axe, but rather a large asm flash app, I might try and make my own 4 level grayscale routines so that the tiles look closer to my ms paint pic. 

TI-83+ doesn't look very well :S
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on November 28, 2010, 02:26:31 pm
Yeah sadly this is an issue we discovered with every grayscale game on the 83+. That screen contrast is just too weird. Grayscale looks much less flickery most of the time, but you barely distinguish one level of gray. Nothing we can do, really, though. I think it will still look ok nonetheless, plus it will look epic on other calcs.

I think you should also have varied shades of grayscale for those tiles, though, like grass, dirt or even dark ground. It might look great for some maps.
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 28, 2010, 02:28:38 pm
I think you should also have varied shades of grayscale for those tiles, though, like grass, dirt or even dark ground. It might look great for some maps.

Sorry, I didn't catch that.  Do you mean to draw certain tiles with a different shade of gray, or just to make sure everything isn't based off one shade?
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on November 28, 2010, 02:36:33 pm
Oh I mean for example if there's grass or sand that is a different tone of gray or even a snow or evil world. I was making a screenshot after my previous post to demonstrate an example. here is it:
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 28, 2010, 02:40:14 pm
Oh I get it!  Like if there's snow on the grass, it gets a shade lighter, if there's lava, the water gets darker.  Yeah, I've done that before in games, but I forgot about that.  Thanks for that tip, I guess that would be pretty cool overall!

Yeah, I'd probably do that.  Then, if later in the game it turns to winter and it snows, the grass just goes one shade lighter.  And the trees (still working on) go almost pure white.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on November 28, 2010, 02:41:19 pm
Yep that's what I meant. Another use can be if the game has dailight changes. Just don't go overboard with that, though, since you would need 2x more tiles X.x
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 28, 2010, 02:44:56 pm
yeah, that's right, unless if I could make a subroutine to darken and lighten the tiles in a way such that all dark gray turns black and the light gray goes dark gray etc.

I guess I could do that by switching buffers and then invert the back buffer.  Slow drawing, though.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on November 28, 2010, 03:20:41 pm
I've been wondering how to do that, actually. I know how to swap the light gray with dark, make white light gray/dark gray black or make white dark gray and light gray black, but not the others involving changing just one single shade at once.

Try to not lose too much speed either. If you lose too much speed it might be best to just sacrify some space and use additional sprites instead.
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 28, 2010, 04:18:00 pm
well, I'm thinking of only drawing once you enter the screen/room, and then store that to some place for quick redraw and better grayscale, so only slow at entering the room.
Title: Re: Trio and Niko: Falling
Post by: squidgetx on November 28, 2010, 04:20:55 pm
Axe or asm?

Zelda/Verdante Forest style scrolling or Pokemon/E:Sor/A:P style scrolling?
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 28, 2010, 04:26:55 pm
zelda style scrolling; in pure asm.
Title: Re: Trio and Niko: Falling
Post by: squidgetx on November 28, 2010, 04:29:26 pm
I hear RPGs in asm are fairly difficult (text, page swapping, etc.)...good luck :)

btw I like your grass tiles ;)
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 28, 2010, 04:51:59 pm
you can use them if you want, I don't care :P

and if you need any tiles done for you I could give you some.
Title: Re: Trio and Niko: Falling
Post by: squidgetx on November 28, 2010, 04:53:41 pm
nah i'm good; besides, I'm only using 3 lvl gray and 12x12 :P
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 28, 2010, 04:54:23 pm
oh, I see.  Good luck, and I personally hope I can handle the mighty but hard to use power of the app :)
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 29, 2010, 01:13:52 pm
working on some basic coding right now, it's going well so far.  yeah, making multipage apps in brass is insanely FUN
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 29, 2010, 05:37:18 pm
working on some basic coding right now, it's going well so far.  yeah, making multipage apps in brass is insanely FUN

Mixing basic with asm can be done?
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 29, 2010, 05:38:53 pm
basic coding as in I'm making some rudimentary grayscale and drawing and math subroutines in asm right now, not the actual coding of the game itself.
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 29, 2010, 05:40:13 pm
basic coding as in I'm making some rudimentary grayscale and drawing and math subroutines in asm right now, not the actual coding of the game itself.

Great, how do you make assembly images? The same way you make Axe?
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 29, 2010, 07:26:33 pm
you mean images in binary code that can be used in assembly programming?  Personally, I use MS paint and import them to calcGS, then export them in binary.
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 29, 2010, 08:19:06 pm
here's the template I'm using so far for sprites below.  I have the left and right parts done for Niko and Aurrian.

Niko is the one on the left, he's an elven brute trained to kill his enemy at all costs.  Before the start of the Hallonian war, he abandoned his job after a dishonorable discharge from the elven marines.  He then drifted into becoming the leader of a band of thieves in the Bon Stat desert.  I won't tell you guys what he's good at in battle, or how you meet him, maybe tomorrow when I actually have time.

I can't tell you much about the mysterious Aurrian right now;  I'll just let you know that the main character Trio, the prince of Crosspelin, thinks she's babe-raham lincoln.

tell me if you think my templates/beginning sprites are bad, and give me some suggestion if you do not like them.

EDIT:  also, it seems as if uploading the sprites kinda altered the grayscale colors from 4 to 8ish level grayscale.  Maybe next time I'll consider another picture format.  ignore that for now.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on November 30, 2010, 03:39:10 am
Looks nice, I'm not sure what caused the quality decrease, though. Maybe upload in GIF format?
Title: Re: Trio and Niko: Falling
Post by: shmibs on November 30, 2010, 04:28:10 am
i see only four levels there...

this whole thing sounds rather promising, alvin! the only thing i would do differently is make the ground on which your characters will be walking a bit lighter than it is in your demo tile maps so they will actually stand out. good luck with apps!
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on November 30, 2010, 04:29:20 am
I actually see more. SOmething like 6. It's hard to distinguish but on my monitor it's noticeable.
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 30, 2010, 06:13:44 pm
(http://www.omnimaga.org/index.php?action=dlattach;topic=5459.0;attach=4716;image)

4 colours, impressive sprites. No complaints. Is there a way to turn them around in a sprite editor dedicated to calculators? Or you do mirror effect in the computer and then make it alike in calc?
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on November 30, 2010, 09:04:11 pm
look at my avatar for progress update
Title: Re: Trio and Niko: Falling
Post by: Munchor on November 30, 2010, 09:04:28 pm
look at my avatar for progress updtate


Good idea!
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 01, 2010, 04:47:50 am
I assume your avatar progress update means you implemented character animations, right?
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on December 01, 2010, 05:43:19 am
yep!  only for niko so far, and only left and right walking
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 01, 2010, 05:45:50 am
Cool. I assume the next avatar will show smooth scrolling tilemapper with the char walking on it? ;D
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on December 01, 2010, 07:11:26 am
good guess, but no.  The screens are more zelda style, allowing better, less flickery grayscale.  As it is, I still am struggling with my show 4 level grayscale routine and even more so with my clipped sprite routine.  But I'll figure those out on my own.  Hopefully, next avatar will show all moves the character can possibly do.
Title: Re: Trio and Niko: Falling
Post by: Runer112 on December 01, 2010, 09:03:40 am
Just a note: Drawing your character sprites in 4-level grayscale will make drawing them as masked sprites more challenging than 3-level grayscale sprites.
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on December 01, 2010, 01:28:37 pm
well, they are 3 level -- white is the color I'm using to mask the characters.  I am doing that because I don't think my epic characters should resemble snow white :D
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 01, 2010, 02:54:58 pm
good guess, but no.  The screens are more zelda style, allowing better, less flickery grayscale.  As it is, I still am struggling with my show 4 level grayscale routine and even more so with my clipped sprite routine.  But I'll figure those out on my own.  Hopefully, next avatar will show all moves the character can possibly do.
Ah sorry to hear, good luck!
Just a note: Drawing your character sprites in 4-level grayscale will make drawing them as masked sprites more challenging than 3-level grayscale sprites.
I personally would just use multiple sprites for the masking, although that takes more space. OR the screen with a sprite where the black is the sprite area on both buffers, then display an inverted version of your character black/ligth gray layer on a buffer and the other layer on the other buffer, then you got masked sprites that are still 4 level grayscale.
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on December 02, 2010, 11:24:54 am
more progress, finished the grayscale routine (50% credit to quigibo to that axe commands.inc file, I had to borrow some chucks to align the grey update to the LCD's timer)
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on December 02, 2010, 02:48:55 pm
sorry for double post but...

MY 4 LEVEL GRAY ROUTINE WORKS PERFECTLY!!!  IT'Z BEUATIFUL!!

therefore, progress going good so far today :)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 03, 2010, 12:09:24 am
Awesome! I'm glad it works! Can't wait for screenshots. :D
Title: Re: Trio and Niko: Falling
Post by: Munchor on December 03, 2010, 02:27:38 pm
sorry for double post but...

MY 4 LEVEL GRAY ROUTINE WORKS PERFECTLY!!!  IT'Z BEUATIFUL!!

therefore, progress going good so far today :)

:D:D:D Screenshots?
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on December 04, 2010, 09:46:31 am
D: D: none yet

I wrote a batch file to compile and sign my That's an easy fix though

So later today

Here is the beginning of the story:

It begins in the secret briefing room of the Holy Termanian emipre in the capital city of Crosspelin.  The king, Herrna the Omnipotent has called together a band of his finest warriors and his son, the prince Trio.  THe king begun to arrange a large squadron of the best in his army to challenge his neighbor, king Mikhail the omnipotent of the swamplands.  Urging his son to assume his role until he returned victorious from battle, Trio is left at the throne as king Trio.

At the same exact time, a man named Niko pulls together his finest thieves to overrun Termanian cities during the abcense of the king.  Trio, discovering this plot, rides a ragtag army of villagers and remaining knights into a small city to defend against the thieves, and loses in battle.  Trio is then held captive at the hands of Niko and his band of mercenaries.  Even worse, the king and his squadron were annihilated by a suprise ambush sent by king Mikhail.  Crosspelin is up for grabs for anyone to take, and many people wsih to make it their own.

Trio, convincing Niko that he will give him power if he would help him win back his country, is let free, and Trio and Niko leave on their own to spy on recently captured cities in the crumbling empire.  And from there, the adventure begins...
Title: Re: Trio and Niko: Falling
Post by: Munchor on December 04, 2010, 09:48:16 am
Quote
It begins in the secret briefing room of the Holy Termanian emipre in the capital city of Crosspelin.  The king, Herrna the Omnipotent has called together a band of his finest warriors and his son, the prince Trio.  THe king begun to arrange a large squadron of the best in his army to challenge his neighbor, king Mikhail the omnipotent of the swamplands.  Urging his son to assume his role until he returned victorious from battle, Trio is left at the throne as king Trio.

At the same exact time, a man named Niko pulls together his finest thieves to overrun Termanian cities during the abcense of the king.  Trio, discovering this plot, rides a ragtag army of villagers and remaining knights into a small city to defend against the thieves, and loses in battle.  Trio is then held captive at the hands of Niko and his band of mercenaries.  Even worse, the king and his squadron were annihilated by a suprise ambush sent by king Mikhail.  Crosspelin is up for grabs for anyone to take, and many people wsih to make it their own.

Trio, convincing Niko that he will give him power if he would help him win back his country, is let free, and Trio and Niko leave on their own to spy on recently captured cities in the crumbling empire.  And from there, the adventure begins...

A team-based story! How good.

What country, or is it a non-existent dimmension, does this happen in? When i read it, for some reason, it looked like an Asian country, due to their names and the text itself remembers me of Asia.
Title: Re: Trio and Niko: Falling
Post by: ASHBAD_ALVIN on December 04, 2010, 09:49:40 am
It's toally imaginary, but you can pretend it is in part of asia if you liek it that way :3

it will involve a whole world, so it'll eb more than just asia involved IF IT WERE in this world
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 04, 2010, 04:11:21 pm
today I just compiled my first multipage app (4 pages of hello world code ;))

 :w00t: :w00t: :w00t: :w00t: :w00t: :w00t: :w00t: :w00t:
Title: Re: Trio and Niko: Falling
Post by: Munchor on December 04, 2010, 04:21:13 pm
today I just compiled my first multipage app (4 pages of hello world code ;))

 :w00t: :w00t: :w00t: :w00t: :w00t: :w00t: :w00t: :w00t:

AWESOME!!!

A small step for the community, a huge step for Trio and Niko: Falling.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 04, 2010, 08:35:04 pm
today I just compiled my first multipage app (4 pages of hello world code ;))

 :w00t: :w00t: :w00t: :w00t: :w00t: :w00t: :w00t: :w00t:
lolwut? Cool that you can now compile multiple pages app, though. Also your project story looks interesting, I can't wait for more updates. :)
Title: Re: Trio and Niko: Falling
Post by: Munchor on December 05, 2010, 10:07:08 am
I think he's done the sprites and the story. Any luck with the gameplay?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 05, 2010, 11:14:32 am
LOLWUT?  I'M ALREADY DONE THE SPRITES??? I'm only done the story so far, but the sprites are going well (20%), gameplay is still at 0% while I figure out exactly what and how to code the engine(s)

and, I still need to make a coolio userbar for the game, but maybe when I have some really beastly sprites done I shall.
Title: Re: Trio and Niko: Falling
Post by: Munchor on December 05, 2010, 12:46:27 pm
LOLWUT?  I'M ALREADY DONE THE SPRITES??? I'm only done the story so far, but the sprites are going well (20%), gameplay is still at 0% while I figure out exactly what and how to code the engine(s)

and, I still need to make a coolio userbar for the game, but maybe when I have some really beastly sprites done I shall.

Oh! I tought all of them were made but your avatar rules, so do the other ones like that one
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 05, 2010, 12:50:39 pm
well, my problem is getting the forward facing direction, the face is hard to do in a 8x7 space :P

the environment is much easier for me though ;D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 05, 2010, 07:26:47 pm
Well, this isn't a killing blow to the project, BUT:

I'm gonna wait for the casio prizm to come out to make this.  That supports 16bit color (in C/C++ I'm sure) and is gonna come out in a month, and I already have money saved for buying it on the day it comes out.  Coding trio and niko in z80 asm would TOTALLY be awesome, but that will take a LOOONNNGGG time, I crunched some numbars today and I estimated at least April/May 2011 to get a BETA/DEMO OUT.  That's really a long time. By then, my project will look insignificant to those on a casio prizm.  

With that being said, can anyone point me to a 16bit image editor that is free AND requires no setup executable?  just a normal .exe that runs the program, as my comp is on administrative restrictions and my dad won't put in the password to set something up UNLESS I have a long list of researched reason why I should have it on my comp.  I want this so I can not delay any further and I can start some sprite ideas so I can start coding *the first day* I get my casio prizm in january.  

In fact, this doesn't slow down the project one bit -- being able to draw in 16 bit color sprites will speed me up, as I can make bigger and more detailed sprites, my specialty!  And I can get all story elements straight and plan out my concept well without coding getting into the way for a while.

With that being said...

I am finally looking for a team for this project.  Not a ragtag of people that help a little and get 2% credit each, I'm looking for a full blown out team.

Types of people I'm looking for (you can sign up by PMing me or just simply responding to this thread post):
Lead Developer -- Ashbad
Environment spriting -- Ashbad
NCP spriting -- OPEN
Monster/boss spriting -- OPEN
Special effects coordinator -- OPEN
Storyboard 1 -- Ashbad
Storyboard 2 -- OPEN
Scripting 1 -- OPEN
Scripting 2 -- OPEN
Coding 1 -- Ashbad
Coding 2 -- OPEN
Coding 3 -- Qwerty.55
Public Affairs (posts updates, demos, etc.) -- OPEN

Come one, come all!  I want the community to be a part of this game, I really want this to be the most excellent RPG for a calculator ever!  AND I AM DETERMINED THAT WE AS A WHOLE CAN DO IT!
Title: Re: Trio and Niko: Falling
Post by: nemo on December 05, 2010, 07:31:26 pm
a good 16 bit image editor would be MS Paint, GIMP, Photoshop... your options are literally limited to the number of image editors there are for the computer. just find out what palette the Prizm uses and then create a palette in Paint, or literally any other image editor, identical to it. also, can you give a description of each of the positions?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 05, 2010, 07:37:04 pm
Lead Developer -- Me.
Environment spriting -- Makes the tiles such as grass, floor, lava, etc. the setting tiles
NCP spriting -- Sprites the characters and NCPs such as the party and the random people in the towns
Monster/boss spriting -- Sprites the monsters/bosses faced in the game, like the emperor in FF II or goblin in FF V
Special effects coordinator -- You know those lightning flashes, snow spells, and lazar blasts in the battle engine?  This person creates these in pictures for coders to add in
Storyboard 1 -- Writes the general story for the game
Storyboard 2 -- Helps with the story
Scripting 1 -- Writes the actual words the NCPs and characters say during cutscenes, etc.
Scripting 2 -- Helps with scripting
Coding 1 -- The general coder
Coding 2 -- Another general coder
Coding 3 -- Yet another general coder
Public Affairs -- This person is the voice of the project to the world - they post updates, screenies, files, propoganda, mockups etc.
Title: Re: Trio and Niko: Falling
Post by: AngelFish on December 05, 2010, 07:40:02 pm
I'd be happy to help with this if it's for the Prizm.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 05, 2010, 07:43:05 pm
you can always take a smaller position such as general coder 3, who only helps a little bit (like maybe 30-60 minutes a week)

coder 2 I would expect more from, maybe 60-120 minutes a wekk or more

I'll be doing an hour a day on this or more between all my positions I'm sure

ALSO-- I'll accept anyone into my list, be a n00b (not a complete one though), or a master like calc84mainiac or Kerm (or quigibo), so don't hesitate if you wanna be part in this great project (If I do say so myself)
Title: Re: Trio and Niko: Falling
Post by: AngelFish on December 05, 2010, 07:46:16 pm
Okay, I'll take general coder 3 if it's still open. Will this be in ARM assembly?
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 05, 2010, 07:47:00 pm
It would be nice but I am sad the z80 version is getting discontinued :(, I was really looking forward for it. Are you still gonna code for z80 calcs in the future? Some people might not get Prizm calculator right away. :S

Also to me, the z80 version being done by April doesn't sound too far away. Most z80 projects take 2 years. Couldn't you do a version for prizm and one for z80? It doesn,t matter if the Prizm one looks better, the z80 one will still be cool for a z80 calc and a lot of people will play it.
Okay, I'll take general coder 3 if it's still open. Will this be in ARM assembly?
Well we don't even know if the Prizm even use an ARM processor in the first place.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 05, 2010, 07:51:09 pm
To complete my previous post, we don't even know if the calc will even be open to 3rd party dev at all in the first place. Maybe C add-ons will be supported but only the ones made by Casio. Wouldn't it be better to wait before starting planning too far? Also I still think a z80 version would be cool. Also I don,t really like how you say the z80 version would look like a joke compared to the Prizm version, it almost sounds like you are saying all z80 projects would be worth nothing once the Prizm arrives...

Also you know if you have trouble coding in z80 ASM you can always ask on Cemetech and Omni or even in #cemetech, right? Cemetech is a great place to ask and Omni got some other good ASM coders as well.

Anyway good luck whatever you decide.
Title: Re: Trio and Niko: Falling
Post by: AngelFish on December 05, 2010, 07:54:58 pm
I think they'll probably include an SDK. What we do know for sure of the Prizm is that Casio is switching to a new file format and that it'll support color.

Ashbad: I don't think the 83+ series will be the Old man's calc anytime in the near future.
Title: Re: Trio and Niko: Falling
Post by: squidgetx on December 05, 2010, 08:38:59 pm
or just make it in axe ;)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 05, 2010, 09:08:13 pm
not enough room, I'd need a multipage app
Title: Re: Trio and Niko: Falling
Post by: nemo on December 05, 2010, 09:10:50 pm
not enough room, I'd need a multipage app

how many pages are you anticipating? if you did it in z80 that is
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 05, 2010, 09:11:28 pm
4
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 05, 2010, 10:07:10 pm
Wow that seems large. ANyway, good luck! I hope the Casio Prizm capabilities will be as great as we expect. I'm really curious what processor it has.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 06, 2010, 10:23:21 am
well, I thought about, and here's what I got so far:

I realize KOS is coming out with a developer's thingie on Jan 1, 2011.  With that, I can learn z80 asm KOS style, and while the team is working on Trio and Niko casio version, I can manually make the z80 one for KOS.  Sound fair?  But the team thingie is only for the prizm one, no z80 team, that'll be all me I'm sure.

KOS supports 65K programs, that'll work.

EDIT: and btw check the first post in the thread to see updates and find out what you can sign up for.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 06, 2010, 11:19:23 am
Hmm 65K programs sounds interesting, I wonder if it's possible with the hardware limitation or if Sir found a way around it? O.O

Anyway personally I did not like the way I was responded to when I am showing lots of interest in the z80 version, I was just sad to see yet another project delayed and I dislike the negative "z80 community will die" attitude you had lately. Of course I want to see a Prizm game arrive and I'm buying one in Jan if it comes out here, though.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 06, 2010, 11:31:12 am
I'm sorry If I've been rude, I'm in another one of those funks I get into again with my mood :(
but looks like I'm improving how I handle this mood! :D 

Again, sorry, and I'm sure the z80 family of calcs has many years before it dies, as I'm sure in the future a genius like calc84maniac will write some sort of z80 emu for the prizm or even it's later superior calc O.O

again, sorry.

Here's the casio prizm's palette:

(http://upload.wikimedia.org/wikipedia/commons/e/e0/RGB_16bits_palette_color_test_chart.png)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 06, 2010, 12:03:53 pm
It's ok, I personally noticed the improvement as well. Also that palette looks nice, I wish I knew a software that can create 16 bit images. I think Photoshop does, but it's not (supposed to be) free. Note that if you only use BASIC you would only have 8 colors, though (plus the LCD), but if Casio Prizm supports third-party C games dev, you would most likely have more freedom. I also hope they support multiple pages add-ons, since it only has 61 KB of user RAM.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 06, 2010, 12:12:14 pm
I'm really going on faith that they will allow multipage add-ins, but if they don't, I can try and jailbreak it or something and make a temporary shell that allows them or something :)

And, the user ram many people think is JUST for BASIC programs, and that the rest of the 16K is inhabited by places to store images and add-ins and such.
Title: Re: Trio and Niko: Falling
Post by: AngelFish on December 06, 2010, 12:14:53 pm
I'm sure in the future a genius like calc84maniac will write some sort of z80 emu for the prizm or even it's later superior calc O.O

Since they're presenting the Prizm as the Nspire killer, they're almost certainly going to give it at least the processing power of the Nspire and we already know that that's enough to write an z80 emulator.

EDIT: But I hope they don't pull a TI and force us to extract to boot code to exploit the flaws in their OS or factor some 1024 bit numbers.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 06, 2010, 12:21:15 pm
My worry is that the processor speed will roughly be the same as the old Casio flash models, causing BASIC to not gain a noticeable amount of speed over the 9860G, for example (although it was clocked down), but if it's really the same speed as older calcs, it will be more than enough to create amazing looking games.

My only worry is if a 16 bit game uses hundreds of sprites this would take a lot of memory compared to 8 bit sprites. I wonder if compression will be possible or something. Hopefully we are given more freedom than with TI.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 06, 2010, 01:35:41 pm
Hopefully.

I don't remember where I saw it, but I believe the casio runs on a reduced-instruction 32 bit processor of some sort.   Basically, a simpler version of that of a gameboy advance SP, a bit slower but it should have decent speed then.

EDIT: and also this link is pretty interesting, kinda random though http://en.wikipedia.org/wiki/List_of_monochrome_and_RGB_palettes
Title: Re: Trio and Niko: Falling
Post by: AngelFish on December 06, 2010, 01:50:31 pm
I'm still looking for hardware data, but I found out what they're using for flash memory. It's a Spansion S29GL256N10TF102 (http://spansion.com/Support/Datasheets/s29gl-n_00_b8_e.pdf). If the Prizm has 16Mb to play with, then the OS is taking up 16Mb of the total 32 Mb available. I smell a third party OS...
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 06, 2010, 01:59:04 pm
/me smells his progress so far in spriting some 16 bit grass tiles
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 06, 2010, 03:26:39 pm
I think the user has 10 MB of archive to himself, right? 10 MB should probably be enough. The OS seems big, though...
Title: Re: Trio and Niko: Falling
Post by: AngelFish on December 06, 2010, 04:02:15 pm
16 Mb to yourself, I believe. Keep in mind that most of that size is probably the result of the picture files that are in it.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 06, 2010, 04:32:33 pm
Nah it was 10, I checked on the site. (Unless it changed?)

Title: Re: Trio and Niko: Falling
Post by: AngelFish on December 06, 2010, 04:33:49 pm
Casio lists it as 16Mb max. That might include variables, though.

http://www.casio.com/news/content/51D7AC67-A2F7-479C-9250-926471B69BF9/ (http://www.casio.com/news/content/51D7AC67-A2F7-479C-9250-926471B69BF9/)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 06, 2010, 04:43:57 pm
though, variables look like they might be TI-OS style, 9 bytes large for regular and 18 for complex.  and there's only 28, so that's only a few hundred bytes at most out of 16 million bytes...

back on topic.  I'm looking for MANY other team members, those who missed the post can go to the first page to see what I mean.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 06, 2010, 04:46:17 pm
I would help but unfortunately I don't do C/ASM and am limited in my Casio BASIC knowledge. I hope eventually Axe is ported to the Prizm but that would occur way after you start working on Trio and Niko so Axe is out of the question. :(
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 06, 2010, 04:52:49 pm
well, maybe KOS will be graced with trio and niko :D

EDIT: no, main version still gonna be casio prizm
Title: Re: Trio and Niko: Falling
Post by: AngelFish on December 06, 2010, 04:53:41 pm
I would help but unfortunately I don't do C/ASM and am limited in my Casio BASIC knowledge.

I don't think it'll be in Casio BASIC, but that would be awesome if it was.
Title: Re: Trio and Niko: Falling
Post by: Munchor on December 06, 2010, 04:53:43 pm
well, maybe KOS will be graced with trio and niko :D

EDIT: no, main version still gonna be casio prizm

KOS will take a long time and I hope you are aware of that :S Don't plan KOS programs, though. Wait for Sir's announcements.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 06, 2010, 04:54:44 pm
well, maybe KOS will be graced with trio and niko :D

EDIT: no, main version still gonna be casio prizm

KOS will take a long time and I hope you are aware of that :S Don't plan KOS programs, though. Wait for Sir's announcements.

of course, I'm saying if I ever make a z80 version I would use KOS which I'm sure is gonna come out sometime in 2011 :)
Title: Re: Trio and Niko: Falling
Post by: Munchor on December 06, 2010, 04:55:10 pm
well, maybe KOS will be graced with trio and niko :D

EDIT: no, main version still gonna be casio prizm

KOS will take a long time and I hope you are aware of that :S Don't plan KOS programs, though. Wait for Sir's announcements.

of course, I'm saying if I ever make a z80 version I would use KOS which I'm sure is gonna come out sometime in 2011 :)

That's for sure, though.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 06, 2010, 04:56:18 pm
well, maybe KOS will be graced with trio and niko :D

EDIT: no, main version still gonna be casio prizm

KOS will take a long time and I hope you are aware of that :S Don't plan KOS programs, though. Wait for Sir's announcements.

of course, I'm saying if I ever make a z80 version I would use KOS which I'm sure is gonna come out sometime in 2011 :)

That's for sure, though.

hopefully not december 31st, 2011, though. ^-^
Title: Re: Trio and Niko: Falling
Post by: Munchor on December 06, 2010, 04:56:50 pm
I can do Public RelationShips and Boss Spriting...
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 06, 2010, 04:57:49 pm
Public relations I signed you up, I can sign you and me up for boss spriting.  I like making bosses too :3
Title: Re: Trio and Niko: Falling
Post by: squidgetx on December 06, 2010, 06:13:33 pm
4

Estimated size for A:P: 225384 bytes :P (hopefully will be less than that D: )

Not trying to push a z80 version on you, it's just that we don't know too much about the Casio, and making a large game with z80 isn't quite as hard as it may sound (especially with axe- i'm only using a single page app for the executable code in A:P and the rest is all data)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 06, 2010, 10:28:47 pm
That said, maybe there will be a Casio Prizm emu for the Nspire one day ;D

Also I'll repeat what I said on IRC earlier, in case the other team members missed it: Make sure the team is well managed for this project. 1) While being careful about code theft (using a SVN or something like that should probably prevent this), make sure everyone has two or three copies of the source code AND the graphics/story/info. On their computer and a portable storage medium or server, if possible. This is to prevent data loss. 2) The leader should maybe have some form of final decision. Even if it's a team project, I saw projects die because of disputes over which features should be added or removed. 3) Regularly monitor team member activity. Make sure they warn prior going to breaks and if they don't do anything at all for a considerable period of time, maybe it is time to re-assing tasks to other people.

Just making sure that this team project works, unlike most other team projects. I think since 1995 in the TI community, the only team project that ever got finished is Ndless 1.0.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 07, 2010, 01:38:08 pm
well, maybe I'll drop the team idea, and even the casio prizm idea: I thought about what I heard all over the web yesterday, and I think I'll keep it a z80 project.  HOWEVER, it shall still be a 4 page app for TIos.  This means that since I am switching back, I will need support from you guys in the coding, as long as I get that, I am fine.

screw the prizm, it won't get a good community following for at least a year.  at least methinks -- long live z80!

well, I'm back to work on the sprites, but should I make them 8 level gray, or keep going 4 level?  8 would be flickery, but that would be sweet.
Title: Re: Trio and Niko: Falling
Post by: AngelFish on December 07, 2010, 01:47:46 pm

screw the prizm, it won't get a good community following for at least a year.

That gives me plenty of time to finish what I'm doing.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 07, 2010, 01:49:09 pm
good idea, and even then, the first version of their SDK might be shit for all we know :P

So, it's z80 again. 
/me awaits some cheers...
Title: Re: Trio and Niko: Falling
Post by: AngelFish on December 07, 2010, 01:50:35 pm
As long as it includes a half decent emu and it lets you use Assembly, I'm good.

But yay!
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 07, 2010, 01:52:39 pm
yay
/me kicks the casio prizm topic from his thread F.O.R.E.V.E.R...A.N.D...E.V.E.R.
Title: Re: Trio and Niko: Falling
Post by: AngelFish on December 07, 2010, 01:54:01 pm
No needs to go that far...
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 07, 2010, 01:55:50 pm
/me is joking

but seriously, there's two pages about the casio prizm on this thread, it's a slight bit off topic it seems

so let's go back on topic, at last
Title: Re: Trio and Niko: Falling
Post by: Munchor on December 07, 2010, 03:57:39 pm
/me is joking

but seriously, there's two pages about the casio prizm on this thread, it's a slight bit off topic it seems

so let's go back on topic, at last

ALvin, I've been thinking. Need help with spriting? Just wondering, mine are not that good, though.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 07, 2010, 04:05:44 pm
I'm not sure, right now I'm fine, but maybe later.  I might get caught up with coding later, so we'll see ;)
Title: Re: Trio and Niko: Falling
Post by: Munchor on December 07, 2010, 04:07:02 pm
I'm not sure, right now I'm fine, but maybe later.  I might get caught up with coding later, so we'll see ;)

If you ever need a sprite, I can do it. I've been practising and renewing the taste and aptitude for it.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 07, 2010, 04:41:26 pm
cool! maybe i'll use you later on :D
Title: Re: Trio and Niko: Falling
Post by: TIfanx1999 on December 07, 2010, 11:45:43 pm
4 level gray should be more than enough. I'm not sure what all you're planning to include, but if it's going to be decent length and four level gray... 4 pages may be a very conservative size estimate. I think Spencer's black and white Zelda is about 4 pages.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 07, 2010, 11:56:23 pm
It depends. When adding grayscale you just multiply the amount of sprite data by 2. If you got about 500 8x8 sprite chunks this can be problematic, though.

IMHO I think it's best to stick to z80 for now because

1) The Prizm is not even out yet, let alone the SDK. What if the SDK only comes several months later? You would be forced to wait that long before coding anything, giving you time to finish the z80 version (or most of it) first.
2) Will the SDK be expensive? Will it even come out at all?
3) Not everyone will buy it right when it comes out. The bulk of buyers will be when school year starts. Prizm games may take a while before becoming very popular.

In other words, I think it might be best to do the z80 version first and if a Prizm version happens to be possible during development, then maybe it can be developed in the meantime as well.

Anyway good luck! Are you still planning the same team for z80?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 08, 2010, 07:14:00 am
maybe I'll keep the team, though I'm not entirely sure I'll need it anymore just yet.  Though, maybe like I said to scout, I'll ask for some help later on when I'm busier in school and have to do extreme coding stuff.
Title: Re: Trio and Niko: Falling
Post by: Munchor on December 08, 2010, 01:37:14 pm
maybe I'll keep the team, though I'm not entirely sure I'll need it anymore just yet.  Though, maybe like I said to scout, I'll ask for some help later on when I'm busier in school and have to do extreme coding stuff.

Also, school is ending (this term) for lots of people.

I think there will be many more project updates soon and posts too!

Also Ashbad I am here to help you :D
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 08, 2010, 03:55:34 pm
True, sometimes there are some more project updates around December and January. I hope you don't get too busy. X.x
Title: Re: Trio and Niko: Falling
Post by: AngelFish on December 08, 2010, 03:58:04 pm

Also, school is ending (this term) for lots of people.

You mean there are people who get breaks from school? The very thought...
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 08, 2010, 10:48:13 pm
That's pretty much everyone unless someone has full of homework to do during Christmas break.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 09, 2010, 02:31:24 pm
tons more sprites today, will post around 100 of them in about 2 hours

and here's my way to tilemap:

a room is basically the size of the tile data + 1, the extra byte determines which 256 tile "set" to draw from.  So tile 5 in set 1 migt be grass, tile 5 in set 2 might be part of a tree or a tiled stone pathway.
Title: Re: Trio and Niko: Falling
Post by: Munchor on December 09, 2010, 02:31:58 pm
tons more sprites today, will post around 100 of them in about 2 hours

w00000t!! Great!
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 09, 2010, 06:42:33 pm
here iz some

the second screenie is new
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 09, 2010, 08:15:24 pm
tons more sprites today, will post around 100 of them in about 2 hours

and here's my way to tilemap:

a room is basically the size of the tile data + 1, the extra byte determines which 256 tile "set" to draw from.  So tile 5 in set 1 migt be grass, tile 5 in set 2 might be part of a tree or a tiled stone pathway.

Nice idea. I thought about doing that if I ever made a huge game with maps. Tile palettes are nice too.

Quote
(http://www.omnimaga.org/index.php?action=dlattach;topic=5459.0;attach=4892;image)
Looks great! O.O Did you make all of these btw? It looks really nice and well layed out :D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 10, 2010, 09:29:11 am
yeah they're all mine, I was gonna nick a few from zelda 8x8 but then I said "nevermind"
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 12, 2010, 04:15:16 pm
MOAR SCREENIEZ

and yes everything here you see is all original and made by yours truly -- and I take pride in that.

(http://img545.imageshack.us/img545/8391/screenie3.png)


(http://img440.imageshack.us/img440/6705/screenie3l.png)

EDIT: I see imageshack has made the bottom one blurry, the top one is unchanged though.
Title: Re: Trio and Niko: Falling
Post by: matthias1992 on December 12, 2010, 05:16:15 pm
Ashbad, you can count me in for NPC sprites and Scripting1. Just PM me all the information I need (NPC sprite size, storyline etc).

edit: cool screeniez!!
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 12, 2010, 05:19:29 pm
well, I'm not really into a team mode right now, BUT I really do ned some help with NCP's :D

I tried 8x16 size before, but can you show me what wonders can be done with 8x8?  (4 level gray, but white is used as the transparent color)

As for scripting, I will type up some of the story tomorrow and PM it to you with more specs ;)

if possible, can you attach a pic of the guy in my avatar (8x16) in a 8x8 style?  Then I can judge to see if you should do 8x8 or 8x16 (just to see not only which you're better at, but which size produces better sprites overall)

But yeah, welcome to the team, mate :)

Title: Re: Trio and Niko: Falling
Post by: JosJuice on December 13, 2010, 08:45:16 am
MOAR SCREENIEZ

and yes everything here you see is all original and made by yours truly -- and I take pride in that.

(http://img545.imageshack.us/img545/8391/screenie3.png)


(http://img440.imageshack.us/img440/6705/screenie3l.png)

EDIT: I see imageshack has made the bottom one blurry, the top one is unchanged though.
Is that... 666-bit green? :w00t:
Title: Re: Trio and Niko: Falling
Post by: Yeong on December 13, 2010, 08:46:12 am
something tells me that I will enjoy this more than I enjoyed TVF when it comes out
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 13, 2010, 08:56:17 am
yes it iz 666 bitz gr33n

and Yeong -- I'll try to make it much more enjoyable if possible ;)
Title: Re: Trio and Niko: Falling
Post by: Yeong on December 13, 2010, 08:56:51 am
is it ARPG or TRPG?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 13, 2010, 08:58:42 am
A normal RPG like the FF series, very simular to TVF

EDIT: with zelda-ish graphics ;)
Title: Re: Trio and Niko: Falling
Post by: Yeong on December 13, 2010, 09:00:43 am
Ah ok.
I assume that battle is 2v2?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 13, 2010, 09:03:17 am
4 in your party versus up to 6 enemies
Title: Re: Trio and Niko: Falling
Post by: Yeong on December 13, 2010, 09:04:53 am
w00t complex battle engine
already sounds cooler than TVF!
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 13, 2010, 09:06:10 am
yeah, and even cooler -- dynamic party!  I don't think it would be too insanely hard to have a variety of characters in your party.  So that way, one could get lost or die or somethign and then a cooler guy could take his place ;)
Title: Re: Trio and Niko: Falling
Post by: Yeong on December 13, 2010, 09:07:00 am
that's what I was planning to do in YEONG RPG
but I changed my mind and decided to do like one in Lufia 3
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 13, 2010, 06:32:12 pm
Well, I have started some REAL coding today, got some subroutines down:

drawing the 8x8 tiles (not based on data, just the routines that draws the sprites)

clearing front and back buffers

fixed my gray scale routine, I realized it is very similar to quigibo's now, but not exactly the same (mine is probably a bit worse, but I'm no stealer :P)

...and working on a few more routines.  I believe that many people may have missed my last mock up -- go to page 11 to see it if you haven't, and I'm sure half of you did not see it yet ;)
Title: Re: Trio and Niko: Falling
Post by: Builderboy on December 13, 2010, 06:59:00 pm
You should just ask if you can use Quigibo's routine :P I hear part of assembly is now forcing yourself to write routines you don't need to (then again the other half is writing routines for the same of learning XD) either way this is looking really nice and its good to hear about the progress :) I can't wait to see some ingame screenies ^^
Title: Re: Trio and Niko: Falling
Post by: Yeong on December 13, 2010, 06:59:45 pm
Yeong just can't wait until he sees the battle engine
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 13, 2010, 06:59:51 pm
thanks!  I plan to get some in game stuff out by the 1st of december.
Title: Re: Trio and Niko: Falling
Post by: Builderboy on December 13, 2010, 07:01:06 pm
o.o

* Builderboy doesn't want to wait 1 year for ingame stuff :(*
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 13, 2010, 07:01:49 pm
:P

well, about 3 weeks for some real stuff though, asm development is longer but you can do a lot more (from my understanding :))
Title: Re: Trio and Niko: Falling
Post by: Builderboy on December 13, 2010, 07:03:37 pm
* Builderboy hopes Ashbad meant 1st of January? *
Title: Re: Trio and Niko: Falling
Post by: Yeong on December 13, 2010, 07:04:26 pm
if it is, nice idea
New Year post
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 13, 2010, 07:04:34 pm
/me says builderboy is right :P

jan. 1st 2011

wow, that's the release date for lots of demos and stuff already, that will be a hyper active day O.o
Title: Re: Trio and Niko: Falling
Post by: Builderboy on December 13, 2010, 07:06:33 pm
Haha okay you had me confused with first of december for a sec there :P
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 13, 2010, 07:06:54 pm
wow, that would be a long way off O.O
Title: Re: Trio and Niko: Falling
Post by: Builderboy on December 13, 2010, 07:07:43 pm
o.o
* Builderboy doesn't want to wait 1 year for ingame stuff :(*

Thats why i said this ;) because you posted saying december 1st ;)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 13, 2010, 07:08:48 pm
hmm... my bad :D

well, maybe by the end of this week I can get most routines down and go from there :P
/me hates that apps can't use MOS or DCS7 routines :P
Title: Re: Trio and Niko: Falling
Post by: Builderboy on December 13, 2010, 07:09:48 pm
Yay :D sounds good ^^ i cant wait :)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 13, 2010, 07:18:23 pm
MOAR SCREENIEZ

and yes everything here you see is all original and made by yours truly -- and I take pride in that.

(http://img545.imageshack.us/img545/8391/screenie3.png)


(http://img440.imageshack.us/img440/6705/screenie3l.png)

EDIT: I see imageshack has made the bottom one blurry, the top one is unchanged though.
Wow this looks fucking great! Awesome job in those maps and sprites. O.O

Good luck with NPC stuff.
Title: Re: Trio and Niko: Falling
Post by: Yeong on December 13, 2010, 07:19:31 pm
Quote
Wow this looks fucking great! Awesome job in those maps and sprites.
We can use these words in this forum? ???
Title: Re: Trio and Niko: Falling
Post by: shmibs on December 13, 2010, 07:28:19 pm
Quote from: The Rules
7: Flooding and spam outside the "Randomness" section (invisible to guests) of the forums. On IRC, using the character • (Alt+7 on keyboard) or mass highlighting (posting everyone's nicknames on IRC for no reason) are also considered as spam.
8: NSFW/C (Not suitable for work/children) content outside the "Randomness" section of the forums. This excludes swearing, which is allowed everywhere, providing it doesn't break rule #7.

dj recently inspired me to refresh my memory of the rules =D

anyways, this looks delicious, and i am totally psyched for yet another wonderful program in the works, alvin!!
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 14, 2010, 09:06:50 am
Thanks!  obviously DJ likes it, he usually doesn't seem to react like that :)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 14, 2010, 11:03:48 pm
Quote
Wow this looks fucking great! Awesome job in those maps and sprites.
We can use these words in this forum? ???
Indeed, there were never any restriction on bad words on Omnimaga unless your sentence is like over 50% made of bad words. :P People just don't use them that often.

And indeed I like it Ashbad. I can't wait to see some coding done so a demo eventually comes out. ;D (I also can't wait to play Pyrix final version :P).
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 15, 2010, 01:25:11 pm
well cable will come for christmas (my dad ordered at my request :P)

and I have started coding :)  not much besides routines I need, but I was able to decide some layouts:

1st page is for things like the movement around the world, second page is reserved ENTIRELY for the battle engine, third page data, fourth page data.  Let's see how it sticks ;)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 15, 2010, 01:35:45 pm
Cool to hear you're getting the cable soon. I hope it arrives in time. :)

And glad to hear about more progress. :) I hope you do not run into too much troubles. :)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 15, 2010, 06:08:17 pm
THIS PROJECT IS DEAD

Spoiler For REALLY?:
no way in hell (http://www.freesmileys.org/smileys/smiley-devil12.gif) (http://www.freesmileys.org/smileys.php)
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on December 15, 2010, 06:09:52 pm
It better not be. If you kill this project, I yell at you (:mad:), then take on the responsibility of completing it myself. :)

Edit:
      Didn't see the stupid spoiler.  >:(

(Ashbad says:  :evillaugh:)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 15, 2010, 06:10:22 pm
see the edited in spoiler :D
Title: Re: Trio and Niko: Falling
Post by: calcdude84se on December 15, 2010, 06:10:50 pm
THIS PROJECT IS DEAD

Spoiler For REALLY?:
nope
Don't scare us like that <_<
Edit: Ninja'd
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 15, 2010, 06:11:32 pm
lol THIS PROJECT IS DEAD === *bump*

new progress: fixed sprite routine :D
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on December 15, 2010, 06:11:56 pm
I was indeed ninja'd. Darn it.
 >:(
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 15, 2010, 06:13:04 pm
you have to admit, that was a pretty pain in the ass epic bump post :D
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on December 15, 2010, 06:14:26 pm
I have a cool swordsman animation for you, Ashbad.

Here it is:
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 15, 2010, 06:19:18 pm
(Ashbad says:  :evillaugh:)

No actually I say: (http://www.freesmileys.org/smileys/smiley-devil12.gif) (http://www.freesmileys.org/smileys.php)

ALSO: c.sprinkle there is no way I can view that from this comp, sorry :(
can someone post a screenie so I may see it?
Title: Re: Trio and Niko: Falling
Post by: yunhua98 on December 15, 2010, 06:19:59 pm
0 bytes?  ???
I think its a renamed .txt or something.  XD
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on December 15, 2010, 06:20:55 pm
What's 0 bytes?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 15, 2010, 06:21:16 pm
the program you attached methinks
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on December 15, 2010, 06:22:20 pm
It shouldn't be. Here's another try:
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 15, 2010, 06:23:38 pm
hmm that should work, .44KB is about what I was guessing it would be :)

Yunhua, can I haz screenie plz?  >B)

EDIT: I think this is the first time someone used that smiley O.o
Title: Re: Trio and Niko: Falling
Post by: yunhua98 on December 15, 2010, 06:27:26 pm
done.  ;)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 15, 2010, 06:34:14 pm
thanks both yunhua and c.sprinkle :D
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 16, 2010, 04:05:48 am
THIS PROJECT IS DEAD

Spoiler For REALLY?:
no way in hell (http://www.freesmileys.org/smileys/smiley-devil12.gif) (http://www.freesmileys.org/smileys.php)
I was scared at first. X.x I'm glad this is still alive. :D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 16, 2010, 01:49:16 pm
THIS PROJECT IS DEAD

Spoiler For REALLY?:
no way in hell (http://www.freesmileys.org/smileys/smiley-devil12.gif) (http://www.freesmileys.org/smileys.php)
I was scared at first. X.x I'm glad this is still alive. :D

there is 0% chance of this dying
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on December 16, 2010, 05:15:02 pm
That's nice to hear.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 16, 2010, 11:41:29 pm
What c.sprinkle said. I am really looking forward for this. :)

On an off-topic note, is RandC still alive? ???
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 17, 2010, 01:41:19 pm
nah, not really, but when the prizm comes out and if it comes with an SDK, that's my first prizm project :)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 17, 2010, 05:45:46 pm
Ah ok, I wasn't sure. Too bad it died. I'm glad you still plan a version for the Prizm, though. I hope you finish Trio and Niko for z80 calcs too, though. :P
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 18, 2010, 11:25:39 am
Trioa nd niko will stay on z80 calcs, but the rule and conquer game I had in development would be better on the new prizm. 

Well, I am stuck on the tilemapper for the game right now, I know the format I am using, but I still am trying to get it to display tiles in ordre :P

Will hopefulyl get it working by later today, maybe even some sort of screenie (?)
Title: Re: Trio and Niko: Falling
Post by: matthias1992 on December 18, 2010, 05:13:48 pm
Ashbad could ou PM me some more info? That way I can start working on the scripts and the NPC's...

8x8 is too small for me to work with, I've tried but it's incredibly tough to get something decent with such a low LOD.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 18, 2010, 05:41:39 pm
Sounds fair, I can't do much with 8x8 space either, not even with 4 level gray ;)

I can't really send you much for the scripting, but I can send you a few example sprites.  Thanks for helping me :)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 18, 2010, 05:46:19 pm
Ashbad could ou PM me some more info? That way I can start working on the scripts and the NPC's...

8x8 is too small for me to work with, I've tried but it's incredibly tough to get something decent with such a low LOD.
Oh cool are you working with him on Trio and Niko? :D

Trioa nd niko will stay on z80 calcs, but the rule and conquer game I had in development would be better on the new prizm. 

Well, I am stuck on the tilemapper for the game right now, I know the format I am using, but I still am trying to get it to display tiles in ordre :P

Will hopefulyl get it working by later today, maybe even some sort of screenie (?)
Ok good luck! Feel free to ask help in the ASM section if you can't figure out. :)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 18, 2010, 05:48:50 pm
Ashbad could ou PM me some more info? That way I can start working on the scripts and the NPC's...

8x8 is too small for me to work with, I've tried but it's incredibly tough to get something decent with such a low LOD.
Oh cool are you working with him on Trio and Niko? :D

Yeah, he's helping me with the spriting right now, and in the future, the scripting.  He's a life saver, because I am actually spending most of my time on the tiles and the coding :)

And I'll be sure to post questions in the asm section ;)  I even have a thread just for that :D
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on December 18, 2010, 05:59:21 pm
Speaking of tilemaps, I got the level loading data for Prism set up this morning. :D
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 18, 2010, 07:18:19 pm
Cool. Spriting can take so long, same for maps. For ROL3, sprites took me 2 months, I think, maybe even more, and it was just 8x8 tiles, which are much easier to create than 16x16 or grayscale.

Also what is Prism, c.sprinkle? I read about Prism on the forums the other day but there were many projects lately so I forgot. X.x
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 18, 2010, 07:33:18 pm
world of warcraft! That's a long time for spriting, though I don't expect mine to take any less than that :P

And c.sprinkle, sounds like a good idea for your game, good luck on it! :)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 18, 2010, 07:42:06 pm
What do you mean about World of Warcraft? O.O
Title: Re: Trio and Niko: Falling
Post by: Ashbad on December 18, 2010, 09:01:01 pm
WoW is the acronym, like the "Wow" as in astonishment.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on December 18, 2010, 09:39:07 pm
Oh ok lol XD Nice one :P
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 03, 2011, 01:32:15 pm
eh, I'm gonna either kill this for a little bit or just restart it.  I found my old plans for this I wrote up... let's say 5 years ago... and I've got it all wrong.  It's supposed to be an ARPG based on Zelda ALTTP.  I don't wanna make it wrong.  I'm busy in real life, mostly with school.  If I get all A's on my semester report card, I'll promise to restart this project the way it was supposed to be done.  Please forgive me.


Spoiler For ...Really???:
Yeah there's actally no joke this time...  :'(
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 03, 2011, 05:31:14 pm
I'm sorry to hear, I hope you don't kill it, though. :(

Are you still gonna be around, though? It would suck if you vanished completely from the TI community. Try to make sure to get good grades, though. One thing, though: Did you already restart school? Because it's still kinda holidays vacations O.O

As for the project, try to not restart it too often, though. Maybe restart if you feel it did not turn out the way you want to, but try to avoid doing like Pokémon Purple a few year ago.

Good luck!
Title: Re: Trio and Niko: Falling
Post by: ztrumpet on January 03, 2011, 05:37:57 pm
That's too bad.  Good luck with school, Ashbad. :)

One thing, though: Did you already restart school? Because it's still kinda holidays vacations O.O
I don't know about him, but I already did. :-/
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 04, 2011, 03:22:50 am
That sucks. X.x Over here I think it starts this early sometimes too, though. I hope he's not too busy this semester at least...
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 04, 2011, 01:37:32 pm
Ah, during the holdiay season my dad made me do so much math it was amazing O.o

and I'm not gonna disappear anytime soon, though my level of activity on the forums will not be like 50 posts a day anymore.  You may have noticed how it started getting to around 10 posts a day in early december, and I intend to keep that as a minumum.  But, I haven't posted at all on cemetech for a month now and they didn't notice yet anyways :P
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 04, 2011, 04:30:39 pm
Ah ok, I'M glad you still plan to stay around. I would be sad if you stopped visiting. In the past, I remember new TI programmers stayed around for not even half a year. :/ Kinda sucks when that happens to be nice people or nice programmers. :/

Good luck!
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on January 04, 2011, 04:43:04 pm
I really hope this will keep going. I hate dead projects. Also, I liked the newer idea better. You should stick with it.

@DJ: Prism is a puzzle game in which you use mirrors to bounce lasers around and shoot targets.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 04, 2011, 05:01:38 pm
@C.Sprinkle ah nice :D
Title: Re: Trio and Niko: Falling
Post by: squidgetx on January 04, 2011, 07:32:28 pm
You can still reuse lots of your tiles though, which is good. Good luck on this :) (Zelda-style clones seem infamously difficult for z80....)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 04, 2011, 07:50:29 pm
so, you like the idea of the zelda ish clone then?  My plan it to make a simpler version (i'm tlaknign not about a version of this game, but tlaknign about a game that i can make a zeldaish game with not too much difficulty)

working on that right now.

And DJ: you can bet I'll stay here for many years to come, until calcs are running on 5 tera Hz microprocessors and a miriacore (10 thousand) graphics card.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 04, 2011, 08:28:11 pm
A Zelda-ish clone sounds cool. It doesn't have to be exactly like Zelda, it could be something else too, since people also like new stuff. Otherwise, you could maybe make a Ys clone, but Falcom/Hudson Software games were never ported to calcs I think, so I do not know how greedy they are in terms of copyrights. Seems like Nintendo doesn't care about calc ports of their games but I know Golden Sun's authors do. As for Ys 1, I had a mockup of what it could have looked like, but it was monochrome, not grayscale:

(http://www.omnimaga.org/index.php?action=dlattach;topic=5509.0;attach=4723;image)

Otherwise, maybe you could do a remake of Zelda: Dark Link Quest using more graphics. ;D

I would like to see a game using the tiles/sprites you made, though. They look pretty nice
Title: Re: Trio and Niko: Falling
Post by: TIfanx1999 on January 05, 2011, 07:52:23 am
eh, I'm gonna either kill this for a little bit or just restart it.  I found my old plans for this I wrote up... let's say 5 years ago... and I've got it all wrong.  It's supposed to be an ARPG based on Zelda ALTTP.  I don't wanna make it wrong.  I'm busy in real life, mostly with school.  If I get all A's on my semester report card, I'll promise to restart this project the way it was supposed to be done.  Please forgive me.


Spoiler For ...Really???:
Yeah there's actally no joke this time...  :'(
I don't think there is a *wrong* way to make a game. I think that you should make the kind of game *YOU* want to make. If you like your original idea, by all means go with it. If you like the direction you were taking before rediscovering your old notes, go that way instead. Things change in 5 years after all. =)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 05, 2011, 01:41:36 pm
yeah true, but the old idea is the way i would've gone if I remembered the idea ;)

RaNdOm NeWs Of TeH W33K!1!1!:

I just got unbanned from this forum site called "Toolkitzone" where i learned how to actually program using this really HLL called "RPGcode".  I lost so much respect (not the same as the click to get kind we have here :3) when I said it was a "Vrey High Level Language" and that z80 assemlby was a very low level language.  they thought that I thought that RPGcode was much harder than what I was trying to achieve next, which in reality as you all know of course, LLL's like assembly are much harder.  BUT WHY am I explaining this to you all here?  It's gonna be seen from people in toolkitzone who I am about to post a link to this page to, and they don't know shit about anything besides C++ and RPGcode.

I got banned in september for some reason even when I never logged on, and I found out a few days ago my avater was blocked for trolling.  Of course alvin the chipmunk looks like a troll, I must've forgotten.  Everyone here on omni say cheese to the TKers!

EDIT: and DJ, did you just edit that image into your last post?  It looks really close to what I was thinking ;)

Of course it'll be in monochrome, 2 bit gray would be too flickery in a really fast ARPG, unless if I did it very well in an interrupt system.  I'm not that good though :P
Title: Re: Trio and Niko: Falling
Post by: JosJuice on January 05, 2011, 01:45:56 pm
RaNdOm NeWs Of TeH W33K!1!1!:

I just got unbanned from this forum site called "Toolkitzone" where i learned how to actually program using this really HLL called "RPGcode".  I lost so much respect (not the same as the click to get kind we have here :3) when I said it was a "Vrey High Level Language" and that z80 assemlby was a very low level language.  they thought that I thought that RPGcode was much harder than what I was trying to achieve next, which in reality as you all know of course, LLL's like assembly are much harder.  BUT WHY am I explaining this to you all here?  It's gonna be seen from people in toolkitzone who I am about to post a link to this page to, and they don't know shit about anything besides C++ and RPGcode.

I got banned in september for some reason even when I never logged on, and I found out a few days ago my avater was blocked for trolling.  Of course alvin the chipmunk looks like a troll, I must've forgotten.  Everyone here on omni say cheese to the TKers!
lolwut

That seems like a weird forum.
Title: Re: Trio and Niko: Falling
Post by: AngelFish on January 05, 2011, 01:48:29 pm

I don't think there is a *wrong* way to make a game.

...Unless you write it in Ruby and make it platform specific to the Commodore 64.
Title: Re: Trio and Niko: Falling
Post by: JosJuice on January 05, 2011, 01:50:53 pm

I don't think there is a *wrong* way to make a game.

...Unless you write it in Ruby and make it platform specific to the Commodore 64.
Or if you scale the display to 1*1 pixel.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 05, 2011, 01:56:42 pm

I don't think there is a *wrong* way to make a game.

...Unless you write it in Ruby and make it platform specific to the Commodore 64.

OMG FTW great idea
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 05, 2011, 05:29:23 pm
What counts is the result, not how you made a game (unless you stole stuff). I kinda dislike when people bashes people for using a software instead of another or a language instead of another. I think it's close-minded.

Anyway, the screenshot I posted above is a mockup of how Ys: Ancient Ys Vanished/Ancient Land of Ys/Ys I could look like if it was made on the calc in monochrome. See in the pixel art sub-forum for a thread about it.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 05, 2011, 05:30:52 pm
Yeah I saw it, it looks really cool DJ :D
Title: Re: Trio and Niko: Falling
Post by: AngelFish on January 05, 2011, 05:33:51 pm
What counts is the result, not how you made a game (unless you stole stuff). I kinda dislike when people bashes people for using a software instead of another or a language instead of another. I think it's close-minded.

Well, the Commodore 64 is a very slow platform to try handling Ruby, considering that it only ran at 1.023 MHz.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 05, 2011, 05:35:39 pm
lol, though I could be revolutionary, which would make me that much cooler  8)

EDIT: and DJ, the more I think of it the more I really love your idea :D
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 06, 2011, 02:47:09 am
What counts is the result, not how you made a game (unless you stole stuff). I kinda dislike when people bashes people for using a software instead of another or a language instead of another. I think it's close-minded.

Well, the Commodore 64 is a very slow platform to try handling Ruby, considering that it only ran at 1.023 MHz.
Oh I meant about people who diss a project because it was made with RPG Maker or another pre-made engine instead of all coded in ASM or C, even if it's awesome. People excuse is usually that using an engine is cheating or that it's not as efficient. But who cares? I think the author should use whatever he feels comfortable with. That said, there are ways to make games that are really not efficient, though. Example would be if you try making a raycaster in TI-BASIC with no ASM libs and it renders at 1 frame per minute.

@Ashbad cool. :D. That said you don't have to remake Ys, although it would be cool if you or someone else did. :D
Title: Re: Trio and Niko: Falling
Post by: AngelFish on January 06, 2011, 02:54:14 am
Example would be if you try making a raycaster in TI-BASIC with no ASM libs and it renders at 1 frame per minute.

If you're calc84, your BASIC raycaster can render faster than most ASM raycasters :P
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 06, 2011, 02:55:05 am
Lol, he made one in BASIC and it still rendered one frame a minute. <.<

It was cool, though, when we figured out how to get it to run.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 06, 2011, 01:43:39 pm
I already have a character and a sword attack, will post later.  Very zelda-ish :D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 06, 2011, 06:29:16 pm
here's a small demo of what I've got so far.  Basically, move like normal with arrows, press second for sword, hold it down for a longer time and release for spin attack. 

Would gratefully accept it if someone posted a screenie ;)
Title: Re: Trio and Niko: Falling
Post by: AngelFish on January 06, 2011, 06:34:15 pm
Here you go: (http://img.removedfromgame.com/imgs/ARPG.gif)

The movement is a little fast, but that probably won't be a problem once you have greyscale and collision detection implemented.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 06, 2011, 07:08:30 pm
Thanks, but no use of the mighty sword? Wink

thanks anyways though.  Yeah, i'm sure it'll be slower later on.

EDIT: not to offend you qwerty, but can someone make another screenie that uses the sword?  press second to swing, hold down longer to charge.  Thanks in advance ;)
Title: Re: Trio and Niko: Falling
Post by: Eeems on January 06, 2011, 07:42:57 pm
Here you go
(http://img.removedfromgame.com/imgs/1-wabbitemu1.gif)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 06, 2011, 07:58:11 pm
thanks eeems ;)  Sorry for adverting moar than once :(

Now guys, seeing the two gifs, qwerty's demonstrating speed and eeems' demonstrating the sword engine (so far) what do you think should be improved early on?  What should be added next?  (besides the obvious tilemapping and enemies :P)
Title: Re: Trio and Niko: Falling
Post by: nemo on January 06, 2011, 08:04:15 pm
thanks eeems ;)  Sorry for adverting moar than once :(

Now guys, seeing the two gifs, qwerty's demonstrating speed and eeems' demonstrating the sword engine (so far) what do you think should be improved early on?  What should be added next?  (besides the obvious tilemapping and enemies :P)

making the sword swing go around 360 degrees no matter which side you face. because everytime you swing the sword you end up facing north.
Title: Re: Trio and Niko: Falling
Post by: Eeems on January 06, 2011, 08:06:02 pm
making the sword swing go around 360 degrees no matter which side you face. because everytime you swing the sword you end up facing north.
++
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 06, 2011, 08:07:53 pm
good idea, nemo :)

I'm also in the process of making a tilemapper, though that is obcenely easy and barely worth mentioning, but the part worth metioning is ARROWS, BOMBS AND ENEMIES
Title: Re: Trio and Niko: Falling
Post by: TIfanx1999 on January 07, 2011, 08:54:09 am
Wow, I've been around the TI community too long. When you said you wanted to make this an ARPG, i thought you meant <a href="http://www.ticalc.org/archives/files/fileinfo/120/12080.html">this</a>, not: Action Role Playing Game. That would've limited the game dev some.  :hyper:
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on January 07, 2011, 10:00:07 am
Yes. Besides, I hate ION. It cleared my RAM every time I tried it, and half the programs won't show up on DCS as ION programs. :P
Title: Re: Trio and Niko: Falling
Post by: TIfanx1999 on January 07, 2011, 10:14:01 am
Hmm... I used to use ION quite regularly and I don't recall having many issues with it at all. It was the best shell pre-mirageOS IMHO.
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on January 07, 2011, 10:18:59 am
Maybe it was just the app version. The readme was no help.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 07, 2011, 01:13:06 pm
Wow, I've been around the TI community too long. When you said you wanted to make this an ARPG, i thought you meant <a href="http://www.ticalc.org/archives/files/fileinfo/120/12080.html">this</a>, not: Action Role Playing Game. That would've limited the game dev some.  :hyper:

lol, ticalc has an entire section JUST for games made with it ;)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 08, 2011, 08:18:36 am
I decided to keep the tiles from before, but I'll make this in axe, so we don't all die before it gets finished ;)

just got 4 level tilemapping in, and it's still at around 20 FPS with 4 level tiling and collision detection.  WITHOUT USE OF FULL YET.
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on January 08, 2011, 10:06:39 am
Dang, that's fast. I hope that Axe will work well for this. Also, don't use .4.7 yet; it's still a little buggy.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 08, 2011, 11:16:50 am
UPDATES:

4 level tiling and collision detection introduced, still at over 25 FPS without use of full.

The collision detection gave me trouble, but I gott 'er done!

uploaded program, source, and screenie.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 08, 2011, 12:41:13 pm
sorry the last post was gibberish (I lagged and it pressed "Submit" after I had typed 3 words)  :banghead:

Here's another really tieeny tiny update:  HUD so far
Title: Re: Trio and Niko: Falling
Post by: FinaleTI on January 08, 2011, 12:43:15 pm
Nice! I may have to reference your source to see how you got such speed. This kinda makes me wanna revive my old Legend of Zelda game...
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 08, 2011, 01:06:32 pm
yeah, use my source all you want!  that's why I posted it ;)

next thing Imma gonna work on is making different types of tiles (movable blocks, move to the next screen, etc.

EDIT: umm any ideas guys?
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 08, 2011, 01:45:21 pm
It looks so good Ashbad, I mean the graphics.

Nice! I may have to reference your source to see how you got such speed. This kinda makes me wanna revive my old Legend of Zelda game...

It does look like Zelda games :D

Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 08, 2011, 04:30:10 pm
probably the last update for today:

Finished HUD, from order to left to right: Health, Magic, Item equiped to APLHA (none right now)

Moveable blocks!   :w00t:

From here on until tomorrow I'll try to reach a goal of 1.5K of code shaved off and speed faster by 1.5x

EDIT: IF POSSIBLE PLEASE RESPOND WITH SOME FEEDBACK (lol)
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 08, 2011, 05:52:15 pm
The moveable blocks look great! I have an idea, only show items if you have them (optimization, maybe, not sure).

Title: Re: Trio and Niko: Falling
Post by: yunhua98 on January 08, 2011, 05:53:23 pm
wow!  that looks epic!  This is pure ASM, right?
Title: Re: Trio and Niko: Falling
Post by: FinaleTI on January 08, 2011, 05:55:24 pm
It's Axe, I believe.
Title: Re: Trio and Niko: Falling
Post by: yunhua98 on January 08, 2011, 05:57:20 pm
oh yeah...

I really gotta stop remembering the wrong things...
When Scout said it was ASM on the first page and this:

well, instead of RandC.  Yes, though axe to be precise.  By the time I get that silverlink cable I'll have like 5 game to upload to omni O.o

Discuss further.
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 08, 2011, 05:57:22 pm
It's Axe, I believe.

I think it is Assembly, it's what TAN was supposed to be made on at start.
Title: Re: Trio and Niko: Falling
Post by: yunhua98 on January 08, 2011, 05:58:28 pm
it was?  the first page said Axe.../me is cunfuzed...  ???
Title: Re: Trio and Niko: Falling
Post by: FinaleTI on January 08, 2011, 06:01:50 pm
I decided to keep the tiles from before, but I'll make this in axe, so we don't all die before it gets finished ;)

just got 4 level tilemapping in, and it's still at around 20 FPS with 4 level tiling and collision detection.  WITHOUT USE OF FULL YET.
It's in Axe.
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 08, 2011, 08:17:49 pm
I decided to keep the tiles from before, but I'll make this in axe, so we don't all die before it gets finished ;)

just got 4 level tilemapping in, and it's still at around 20 FPS with 4 level tiling and collision detection.  WITHOUT USE OF FULL YET.
It's in Axe.

Yup, 4 levels in Axe :D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 08, 2011, 09:00:00 pm
yeah, axe so that I can get it done faster.  The main reason I went asm before was actually deal with code limits, but a zelda-ish ARPG would not be overflowing past around 12K code in axe.

So, you guys like the latest updates then?
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 08, 2011, 09:02:12 pm
yeah, axe so that I can get it done faster.  The main reason I went asm before was actually deal with code limits, but a zelda-ish ARPG would not be overflowing past around 12K code in axe.

So, you guys like the latest updates then?

Much, you could make some simple puzzles with the moveable blocks.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 09, 2011, 07:31:15 am
yep.


Working on enemies...  I'm probably gonna limit it to 3 enemies per room, so that it won't slow down considerably.

EDIT: and only two items per screen (like "Hearts" and "Magic Vials" (not sure If I'll name them that though))

EDIT2: also just added in a way to choose to do monochrome or 3 level gray instead (if the game flickers really bad on your calc, which it shouldn't) ;)
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on January 09, 2011, 08:47:15 am
Yes, definitely! This is making excellent progress!
 :) :) :) :) :)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 09, 2011, 01:45:38 pm
just fixed a bug with the movable blocks.  I'm adding in the effect where when you get hurt, you flash, and can'tr take damage until you stop flashing.  Also, Enemies are in the works, going kinda smoothly so far.  All they are right now are Moblin-esque guys that walk around, can't hurt you just yet.

And, then after that, I'll try to make a system of screen switching and an items menu.

EDIT: the blocks bug in case you were wondering btw was when you pushed two movable blocks together, they morphed into one O.o
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 09, 2011, 01:46:50 pm
just fixed a bug with the movable blocks.  I'm adding in the effect where when you get hurt, you flash, and can'tr take damage until you stop flashing.

A lot of games have this feature, go ahead, I like it, despite being really annoying sometimes.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 09, 2011, 01:48:43 pm
just fixed a bug with the movable blocks.  I'm adding in the effect where when you get hurt, you flash, and can'tr take damage until you stop flashing.

A lot of games have this feature, go ahead, I like it, despite being really annoying sometimes.

It is cool in the sense you can't keep getting hit over and over and over and over again with no delay, that would be unfair ;)

That's what I always liked in zelda games :D

Actually, finished it just now.  Would post it, BUT I'm too busy watching Kansas city kick ass over The ravens :D :D

*go KC, beat the ravens so the steelers have an easy game next week *
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 09, 2011, 03:32:36 pm
Moar Updates:  Items!

The orb is a health regen, the vial is for, well, I'm sure you can guess it's a magic regen ;)

The limit of items on-screen is two, above that the framerate would probably suffer once enemies were added.

Finally added a Full command in, but it's now above 35 FPS (the screenie was taken on the emu a bit slower than a real calc though) with it (not sure if it's good or bad news)  ^-^

Also attached program and source.

NOTE: I feel lonely that I really haven't been getting that much constructive feedback lately.  AND I REALLY WANT IT!  :)  I can't make a game you guys will like if I don't know what you like ;)

Also, if anyone who has mad axe skills could look over my source and optimize a bit, that would be most excellent.  I prefer optimizations for speed, but if the opts. can also be for size that would also be nice ;)

Enjoy:
Title: Re: Trio and Niko: Falling
Post by: squidgetx on January 09, 2011, 03:43:32 pm
Lol, it's only been 2 hours.

Anyway, looking good. Hopefully enemies won't decrease the framerate too much.

I took a look at your code and the game now runs at 9000FPS I couldn't really decipher all the logic and ElseIf's that were going on, so i can't really just hand you an optimized file. I can give you some tips though: I did notice you had copious amounts of compound equality checks like
Code: [Select]
If getKey(2) and ({G*12+F-1*2+theta+1}=2 and ({G*12+F-2*2+theta+1}=0))
.....
End
which could be changed to
Code: [Select]
If getKey(2)
!If {G*12+F-1*2+theta+1}-2
!If {G*12+F-2*2+theta+1}
.....
End
End
End
which would help a lot for speed but make the game bigger :P

Also stuff like
Code: [Select]
0->{G*12+F+1*2+theta}
0->{G*12+F+1*2+theta+1}
can be easily changed to
Code: [Select]
0->{G*12+F+1*2+theta}^^ralthough of course that doesn't work for any number besides 0

Also there were a few equality checks that could be improved;
Code: [Select]
ElseIf {A*4+L1+300}=2
Code: [Select]
Else!If {A*4+L1+300}-2
You should check out my Optimization Compilation (http://ourl.ca/8520)- I bet with that you could easily shave off a lot of cycles (and bytes)[/shameless plug]
Title: Re: Trio and Niko: Falling
Post by: nemo on January 09, 2011, 03:49:17 pm
if you have a bunch of calculations like
Code: [Select]
G*12+F+1*2+theta

a lot of times in a loop, it's a better idea to store it into a tempvar at the beginning of the loop and then just reference the tempvar.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 09, 2011, 03:55:54 pm
Thanks guys for the ideas, they're actually really good, and I appreciate them :D :D

Now that I think of it, your optimizations could shave a TON of wasted space and speed right off the block... and that could mean that when enemies are introduced, it'll be as fast as it is now :D

And squidget: maybe it will be 9000FPS, but that's still one FPS short... ;)
Title: Re: Trio and Niko: Falling
Post by: Deep Toaster on January 09, 2011, 04:17:00 pm
Those graphics look really good! Nice use of 4-level.

*go KC, beat the ravens so the steelers have an easy game next week *

... ;D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 09, 2011, 04:29:51 pm
Those graphics look really good! Nice use of 4-level.

*go KC, beat the ravens so the steelers have an easy game next week *

... ;D

Thanks!  ...and do you happen to be a steelers fan too, or do you also hate the ravens? :D

EDIT: though they usually go hand in hand :D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 09, 2011, 09:31:45 pm
Well, got a rudimentary enemies system working, will post tomorrow.  time to go to bed... but first, just wanna let y'all know you can look at the first post to see all updates ;)
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on January 10, 2011, 02:48:39 am
Aside from the fact that you double-posted, it looks really nice. Nice progress, Ashbad!
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 10, 2011, 01:23:41 pm
Well, I did get much farther.  It now supports multiple enemies!  But there are alos many other changes, Will tell you more later.  But in a nutshell:

Enemies will be simple in design, they all just randomly walk around.  there will be 8 different types, whichwill be same in many ways except that they might move at different speeds or more damage or are invulnerable to your sword and only take damage from magic.  I am gonna screw the idea of the 2nd item thing, too slow, and waste of space.  there will be 3 different tile types:  Solid, walkable, Moveable, and Spiked.  Though, I plan on having 256 different tiles altogether :D

Plus, magic will have a role as the second weapon.  But for now, not really much on that.

I still need to optimize as well, and make screen changes and a few other things.  but I can guesss that I'm 75% done with coding already  8)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 10, 2011, 01:30:53 pm
Yes. Besides, I hate ION. It cleared my RAM every time I tried it, and half the programs won't show up on DCS as ION programs. :P
I think Mirage run ARPGCS, but ARPGCS will crash pretty often on exit when using OS 1.14 or higher. Not a big loss, though, because only two or three ARPGCS are actually good and the best one is in French so most people here cannot play it.
Quote
(http://www.omnimaga.org/index.php?action=dlattach;topic=5459.0;attach=5450;image)
That looks awesome! O.O
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 10, 2011, 01:32:25 pm
I downloaded a game called "Diablo II" and thought it was like, well, the real one.  Turns out it was a poorly done ARPGCS game that was incredibly hard but only lasted 5 minutes.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 10, 2011, 01:37:21 pm
Wow I didn't realize I missed 4 pages of new posts. I replied to a few posts but then I realized there were even more replies and updates. Nice job Ashbad on this game so far. Also I saw the screenshot with items and it's getting better and better.

As for ARPGCS the only ones I liked were Zelda: The Hero of Hyrule (see Omnimaga downloads section, under the defunct RPG section), which happens to be the french one. Most graphics are custom and it's pretty developed compared to others. The other ones would be Zelda Invasion, which looks similar but is shorter and story has nothing to do with Zelda since it involves aliens. Besides that there's Star Wars Part I, which had cool graphics and nice layout in general. I wish Part II was released...

Anyway keep up the good work on Trio and Niko. I forgot this was still in Axe actually. I guess it's a good idea if you can fit it in the memory because in ASM most people say it takes a larger amount of time to get anything done, although ASM is even less limited.

Good luck, and sorry for not posting much, I was pretty busy and tired D: (I think this month so far my total activity isn't even half of what I had at the same time last month)
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 10, 2011, 02:31:56 pm
Yes. Besides, I hate ION. It cleared my RAM every time I tried it, and half the programs won't show up on DCS as ION programs. :P
I think Mirage run ARPGCS, but ARPGCS will crash pretty often on exit when using OS 1.14 or higher. Not a big loss, though, because only two or three ARPGCS are actually good and the best one is in French so most people here cannot play it.
Quote
(http://www.omnimaga.org/index.php?action=dlattach;topic=5459.0;attach=5450;image)
That looks awesome! O.O

Yeah DJ, that is awesome.
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on January 10, 2011, 05:03:08 pm
I like it too. Also,
but I can guesss that I'm 75% done with coding already  8)
Dang, that's good progress!
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 11, 2011, 04:16:11 am
Woah I didn't notice the 75% part, nice! Does it mean mostly the maps remain to be done now? That said, backup often, though, because I often see projects suffer data losses after a lot of progress is done X.x
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 11, 2011, 01:33:43 pm
Woah I didn't notice the 75% part, nice! Does it mean mostly the maps remain to be done now? That said, backup often, though, because I often see projects suffer data losses after a lot of progress is done X.x

yeah, I've been at more like 85% right now, just got the enemies to hurt you, but now i'[m making sword directions and sword detection boundaries to enable fast (but accurate) damage dealing. 

Plus, here's what I also did:

- I changed the "dots" that represent life points to a bar like magic bar, and it improved the speed by 5 FPS O.O

- I now have 3 different enemies, which go at different speeds:
   - Slime: moves 8 times slower than you, deals one damage, easy to hit.
   - Black Slime: moves 4 times slower than you, deals two damage, still pretty easy to hit
   - Super Slime: Moves about half your speed, Deals 3 or 4 damage, moar of a challenge to hit.

- Working on a moblin-esque enemy, and then maybe one like the roaming knights in Zelda I that can only be hit from the back.

- An experience system like Zelda 2 (the HUD looks almost JUST LIKE Zelda II's)

- Random, but also added a spike tile that deals 2 damage

- a pretty decent game over screen



...And that's about it.
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on January 11, 2011, 02:28:55 pm
Wow. But I wish there were more enemies. I have ten kinds. ^-^
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 11, 2011, 03:48:14 pm
well, the screen will support 3 at a time, but I plan on more than that for the whole bestiary ;)
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 11, 2011, 04:46:24 pm
Ashbad, do you count FPS or do it by head? If you count, how?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 11, 2011, 04:51:54 pm
I do it by seeing how far Trio can go within 1 second, and how far in 3 seconds.  In one second, he currently goes at around 5 8x8 tiles, and I can't really measure 3 seconds anymore, he goes too fast O.o

so he traveled exactly 40 pixels in 1 second, getting me 40 FPS.  And even though it seems fast, play it on-calc (on a calc with 15 mHz) it's truly 40 FPS.  But on a 6 mHz one, at least 15 FPS I would think, but the gray would look awful.  When I finish the grayscale version, I can quickly go back and make a ti83-BE version which would be mono, which could bring to to around 40 FPS again on 6mHz.

And if someone could please post while I upload TaNF, so I don't double post :P

BTW it can be random
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 11, 2011, 04:54:08 pm
Woah I didn't notice the 75% part, nice! Does it mean mostly the maps remain to be done now? That said, backup often, though, because I often see projects suffer data losses after a lot of progress is done X.x

yeah, I've been at more like 85% right now, just got the enemies to hurt you, but now i'[m making sword directions and sword detection boundaries to enable fast (but accurate) damage dealing. 

Plus, here's what I also did:

- I changed the "dots" that represent life points to a bar like magic bar, and it improved the speed by 5 FPS O.O

- I now have 3 different enemies, which go at different speeds:
   - Slime: moves 8 times slower than you, deals one damage, easy to hit.
   - Black Slime: moves 4 times slower than you, deals two damage, still pretty easy to hit
   - Super Slime: Moves about half your speed, Deals 3 or 4 damage, moar of a challenge to hit.

- Working on a moblin-esque enemy, and then maybe one like the roaming knights in Zelda I that can only be hit from the back.

- An experience system like Zelda 2 (the HUD looks almost JUST LIKE Zelda II's)

- Random, but also added a spike tile that deals 2 damage

- a pretty decent game over screen



...And that's about it.
Nice, I personally liked Zelda II system, except the fact levels couldn't not go past 8 for each stats, making the final dungeon nearly impossible. X.x.

As for 40 FPS, I think you should make the character only move every 2 frame if that's the case, else moving 5 tiles per second might be a bit too fast to control D:. This isn't to mention on-calc it will be blurry so we will barely see the character when he moves. On the TI-Nspire it's even worse (GBC games had to be slowed down to 15 FPS to be playable)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 11, 2011, 04:56:53 pm
yeah, that final dungeon was pretty... fun. :P

I hated how you had to beat thunderbird THEN shadowlink after it, and even on maxed out levels they are as hard as... actually I can't think of a harder boss sequence. :)

Mine will probably support health/magic to 256, and strength to at least 16.
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on January 11, 2011, 05:37:53 pm
TaNF app:
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 11, 2011, 06:16:47 pm
yeah, that final dungeon was pretty... fun. :P

I hated how you had to beat thunderbird THEN shadowlink after it, and even on maxed out levels they are as hard as... actually I can't think of a harder boss sequence. :)

Mine will probably support health/magic to 256, and strength to at least 16.
Apparently Romancing Saga 3 final boss is incredibly hard too. One hard boss would also be Illusiat 11 optional boss in the last chapter, but that's not a final boss or sequence, so yeah. :P

TaNF app:
Nice, I see you got it compiled before me lol (I had to go eat). Did he give you permission to post it in public yet, though? Maybe he wanted to post it himself?
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on January 11, 2011, 07:04:36 pm
I was trying to get it to him privately, but my email is messed up :P
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 11, 2011, 07:13:27 pm
thanks a ton c.sprinkle, the least I can give you is help on your tile mapper and a respect point ;D

if you can send me a .gif (or if anyone can) I would greatly appreciate it :)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 11, 2011, 07:14:01 pm
I was trying to get it to him privately, but my email is messed up :P
Oh, sorry to hear. Oh well, I will download now I guess, since I would download it anyway when he posts it.

Ashbad what is SCARPG.8xp, btw?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 11, 2011, 07:25:27 pm
the source ;)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 11, 2011, 07:27:19 pm
Ah ok lol, I guess it was fine for c.sprinkle to post the file publicly after all. :P

I'm loading plenty of games and files on my calc that were on my desktop in the past 2 months. Among that there's your game. :P
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 11, 2011, 07:50:15 pm
yeah, I asked him to :P

cool, hope you like it, but it's not really much right now, just added a few things on. 

And can someone make me a screenie? :D
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 11, 2011, 07:55:15 pm
I can't install the app on my Nspire ??? I send it but it won't show up in APPS menu. Same for Doodle Jump actually
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 11, 2011, 08:02:07 pm
weird... let me try to resign it in case c.sprinkle didn't
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 11, 2011, 08:04:28 pm
I think he might have forgotten to do that, but I did not get an ERR:VALIDATION message. I also have the same issue on my 83+. Axe sent fine, but not Doodle Jump and TanF. I'll try the source now that I got Axe 4.8 because it wouldn't compile under 4.6 (BAD SYMBOL error at 79%)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 11, 2011, 08:06:13 pm
yeah, it does work on 0.4.7 though

just resigned, and put it in the last post of mine ;)

the size on disk changed, so I'm guessing that means it's actually signed this time

EDIT: actually right here:
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 11, 2011, 08:12:16 pm
Ok I'll try this one
Title: Re: Trio and Niko: Falling
Post by: squidgetx on January 11, 2011, 08:15:24 pm
Oh shit, this is awesome!
Runs very smoothly, and I like your enemies especially. Maybe have them bounce back when you hit them (like in zelda)? The only complaint I have so far is that the movable blocks seem to be very sensitive, and the game freezes for a split second, which was a little distracting
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 11, 2011, 08:15:31 pm
sounds cool :)

EDIT: squidget I posted 3 secs after you did, but thanks for the input :D

yeah, there is a split second redraw, where I actually re-map the screen (you can see why I only do it when nessicary :P)

I can't really fix that, but I'm working on an algorithm to trace a push counter to single blocks and that sets the counter to zero at the end of pushing

LOL and I still haven't made those large optimizations yet, that'll be next :P
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 11, 2011, 08:35:07 pm
I tried it now and looks pretty nice. The only complaint I have is that hitting enemies is very hard. In many cases, swigning the sword will not even deal any damage even if the enemy is close. You almost have to step on the enemy to hit him. Blocks seemed fine, though, but I played on a TI-Nspire.

I like the concept so far, it really reminds me of Zelda. :D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 12, 2011, 07:02:26 am
thanks, DJ :D

yeah, I noticed the sword movements are off in most cases by 8 pixels.  I'll fix that right away ;)
Title: Re: Trio and Niko: Falling
Post by: TIfanx1999 on January 12, 2011, 07:19:29 am
Wow, this is looking very nice! =)
Title: Re: Trio and Niko: Falling
Post by: JustCause on January 12, 2011, 09:36:58 am
This is amazing.

AMAZING.

 :w00t:
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 12, 2011, 12:36:48 pm
THIS IS AWESOME! I tried the .8xk and loved it, I managed to kill all the animals in WabbitEmu and still had some health ;D

Fantastic.
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on January 12, 2011, 12:37:22 pm
I like it. One question: What's with the pushable blocks? They move fast if you run at them, but if you push slowly, they won't react. Also, the character animation is nice, but it's invisible due to the speed.

I beat all the enemies too.  ;D
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 12, 2011, 12:38:44 pm
It is very hard to play, also due to greyscale sometimes.
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on January 12, 2011, 12:41:43 pm
Yeah, some of the tiles are confusing. On the IVP tilemap, the normal non-wall portions are just empty. It looks better that way as far as I'm concerned. But I still like yours too. When will a more complete, scrolling version be ready? Also, remember that the limit is 16000 bytes or so for the compiled source.  :P
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 12, 2011, 01:41:11 pm
yeah, I know, I just cut the code down from 13.5K to about 10.8K.  Though, I plan on trying to get below 9K :P

Plus I improved it yet another 5 FPS, so I may consider making it up to 4 enemies per screen ;)

Yeah, the background with the sand looks like crap, so I'll definately change that back to tile.  My main concerns right now however is finishing a leveling system, and a dungeon/map system (though the former may much be easier...)


EDIT: and for some reason I just noticed that MY OWN enemies gross me out for some reason :P  reminds me of little grubs or something
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on January 12, 2011, 02:29:11 pm
I'm going to do a generic enemy for the tilemap, and then use specific sprites only in the battle screen. But because of yours being an ARPG, that wouldn't work. Nice optimization.
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 12, 2011, 03:20:41 pm
yeah, I know, I just cut the code down from 13.5K to about 10.8K.  Though, I plan on trying to get below 9K :P

Good luck with that!
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 13, 2011, 01:15:36 pm
Thanks!  The experience system is now up and running, now I'm working on some form of map moving.  I'll try that for a little bit and if I don't have any luck by the end of my class then I'll just start making magic spells...

I never got below 10K code, but I got to about 10.2K :D

I should have more than enough room for a npc spripter, a shop, a complex mapping system, and whatever else you guys think I should include, besides bosses, I'm already workin on that :P
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 14, 2011, 02:02:56 pm
Experience system all bugged out, now working on magic, got the menu up, and I am gonna code the effects for each of the spells:

Quake - deals 1 damage to all enemies on screen, costs 2 MP
Slow - halves the speed of all enemies on screen, costs 10 MP
Eruption - Deals 10 damage to all enemies on screen, costs 25 MP
Shimmer - makes you invincible for 500 frames, costs 40 MP
Morose - Drains health from enemies (side effect: destroys all moveable blocks on screen), costs 75 MP
Spell - has very strange [NOT RANDOM] effects on enemies (side effect: helps reveal secret passageways...), costs 125 MP
Holy Nuke - Kills all normal enemies on screen, increases chances of enemies dropping health and XP bags (side effect: may be helpful against a certain boss...), costs 250 MP

The mx yuo can ever get is 255 MP, and It would take many hours of level grinding
Title: Re: Trio and Niko: Falling
Post by: JosJuice on January 14, 2011, 02:11:12 pm
The mx yuo can ever get is 255 MP, and It would take many hours of level grinding
Hmm, 255 MP reminds me of something... :P
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 14, 2011, 03:07:29 pm
...does it happen to remind you of the 8 bit version of -1? :D

above 255 would be ridiculous in my opinion, getting above 1000 would mean playing it for like 30 days straight with no breaks :P

EDIT: I guess I could upload a screenie later today, just let me finish some magic spells.
Title: Re: Trio and Niko: Falling
Post by: JosJuice on January 14, 2011, 03:56:08 pm
...does it happen to remind you of the 8 bit version of -1? :D
no. OS 2.55MP. ;D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 14, 2011, 04:28:58 pm
ah. :P .. ;D

no screenie yet, but hopefully within 2 hours.
Title: Re: Trio and Niko: Falling
Post by: Binder News on January 14, 2011, 08:30:47 pm
Yay! I love screenies.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 14, 2011, 09:08:00 pm
hmm, turns out I still need to work out a few kinks.  So tomorrow.
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 14, 2011, 09:10:01 pm
hmm, turns out I still need to work out a few kinks.  So tomorrow.

Too bad, I'd really like a screenshot.

Anyways, have you or will you implement scrolling?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 15, 2011, 08:49:15 am
not really, it looks awful in 4 level gray when you have as many processes as me going on in the main game loop.

BTW -- I got one spell working -- quake, deals one damage.

And a new dropped item, XP bags (like in zelda 2)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 17, 2011, 05:32:22 pm
I wish I could post screenies, but I'm in the middle of something really big.  Sorry, but when screenies do come you'll see tons of progress ;)
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 17, 2011, 05:33:57 pm
I wish I could post screenies, but I'm in the middle of something really big.  Sorry, but when screenies do come you'll see tons of progress ;)

What I'd like is another .8xk demo :P I loved it, but yeah screenies are OK too.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 17, 2011, 05:35:05 pm
yewah, I could give a demo too along with it.  but not for a little bit, i'm working on the map format and reading of maps.

magic is totally done too, but this mapping thing is really painful O.o
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on January 17, 2011, 06:06:07 pm
I know. My demo tilemap is only 1s and 0s for a 24x16 map, but the mapping is painful. Especially on-calc. O.O >:(
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 18, 2011, 02:44:51 am
Nice progress and I like the magic names. ;D

Keep up the good work Ashbad. How many maps are you planning to have by the way?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 18, 2011, 09:05:33 am
well, 9 "quadrants", each holding 64 screens (maybe less for some earlier dungeons) so a total of at least 400 screens :D

Update from comp:  Whilst I cannot show you in game screenies atm, I can show you something else; the title screen!  And yes, I did model it after zelda II's title (I thought zelda II's had such a beautiful title screen, so, oh well :P)

EDIT: the stars are placeholders, In reality they're gonna be programmed in to flicker :)

EDIT2: and the options like "New Game" and all that aren't added in yet either

EDIT3: and guests who are lurking on this page should sign up for omnimaga: it's cool to be a member :D
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on January 18, 2011, 10:26:44 am
WHAT?!?!?!?!?!?!?! :o :crazy: O.O  :o :crazy: O.O
400 screens? How can you store that much data oncalc?
Aside from that, this looks sweet! I think your title screen is really neat.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 18, 2011, 12:03:24 pm
for those who didn't guess/know it yet, here is what I modeled my title after:

(http://www.nintendocity.com/screenshots/nes_screenshots/zelda2_screenshots/zelda2title.gif)

EDIT: and lol I had to:
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 18, 2011, 03:12:21 pm
I like your image very much Ashbad :D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 18, 2011, 05:14:29 pm
I like your image very much Ashbad :D

thanks for the complement scout: It took a while to concept it out and such. :D
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 18, 2011, 05:46:41 pm
WHAT?!?!?!?!?!?!?! :o :crazy: O.O  :o :crazy: O.O
400 screens? How can you store that much data oncalc?
Aside from that, this looks sweet! I think your title screen is really neat.
It's possible. Illusiat 13 has 800 screens (16x8 each). If the data is in BASIC, though, it's friggin huge (Illusiat 13 maps are between 128 and 256 bytes large each)

Also I LOVE the title screen Ashbad!
Title: Re: Trio and Niko: Falling
Post by: nemo on January 18, 2011, 05:56:02 pm
WHAT?!?!?!?!?!?!?! :o :crazy: O.O  :o :crazy: O.O
400 screens? How can you store that much data oncalc?
Aside from that, this looks sweet! I think your title screen is really neat.

12 * 7 * 400 = 33600 bytes or about 32KB
12 tiles wide, 7 high, 400 screens. this isn't counting the 16 bytes for each tile or taking compression into count.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 18, 2011, 06:46:17 pm
about 202 bytes per screen actually for other stats and 16 bytes per tile

but yeah you're right for bare bones screens
Title: Re: Trio and Niko: Falling
Post by: nemo on January 18, 2011, 07:11:50 pm
202 bytes?? what else are you doing that's costing you 118 bytes? i mean i guess enemy x/y positions, your x/y positions, and maybe a level name. that's all i can think of, which shouldn't take 202 bytes.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 18, 2011, 07:29:52 pm
Maybe he's secretly hiding porn in his game code? ;D
Title: Re: Trio and Niko: Falling
Post by: squidgetx on January 18, 2011, 07:34:20 pm
NPC triggers and stuff and warp tiles might take up some space. I know in Ash:Phoenix (which will have 1000 "screens" by the way in 20kb :P) that each map file, besides the actual tile data has 186 bytes of npc triggers, warp tiles, enemy types, tileset indices, pointer to map data, etc.
Title: Re: Trio and Niko: Falling
Post by: jnesselr on January 18, 2011, 07:41:53 pm
Maybe he's secretly hiding porn in his game code? ;D
Great, now he's not going to release it because you found out.  Either that, or miraculously looses 9001 bytes. ;-)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 18, 2011, 07:45:40 pm
Maybe he's secretly hiding porn in his game code? ;D
Great, now he's not going to release it because you found out.  Either that, or miraculously looses 9001 bytes. ;-)

I have pr0n of DJ ;)  shmexy
/me realizes how weird that just was


EDIT: with smiley-pixel art:

         :P :P :P :P :P :P :P :P :P :P 
     :P :P :P     :P :P :P :P     :P :P :P 
  :P :P :P :P    :P :P :P :P     :P :P :P :P 
:P :P :P :P :P :P :P :P :P :P :P :P :P :P :P
:P :P :P :P :P :P :P :P :P :P :P :P :P :P :P
  :P :P :P :P                      :P :P :P :P
    :P :P :P :P :P :P :P        :P :P :P
       :P :P :P :P :P :P :P :P :P :P
Title: Re: Trio and Niko: Falling
Post by: jnesselr on January 18, 2011, 07:59:29 pm
Maybe he's secretly hiding porn in his game code? ;D
Great, now he's not going to release it because you found out.  Either that, or miraculously looses 9001 bytes. ;-)

I have pr0n of DJ ;)  shmexy
/me realizes how weird that just was
And I just forgot, I had random unrelated things to do...
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 18, 2011, 08:00:13 pm
Maybe he's secretly hiding porn in his game code? ;D
Great, now he's not going to release it because you found out.  Either that, or miraculously looses 9001 bytes. ;-)

I have pr0n of DJ ;)  shmexy
/me realizes how weird that just was
And I just forgot, I had random unrelated things to do...

back to work, gotta make these subliminal images look really nice...
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 18, 2011, 08:00:50 pm
Porn of me? ???
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 18, 2011, 08:01:51 pm
no but your avatar instead
/me starts fading out and casts thundar to protect against magic spells
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 18, 2011, 08:02:13 pm
Oh, phew :P

Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 18, 2011, 08:04:29 pm
/me sighs and stops casting thundar :P
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 19, 2011, 04:07:17 pm
In case you wanna see the title screen program (so far) in action, here it is.  I suggest trying it on calc (a non TI-83+ BE) to see the almost-absence of flicker.  I aligned the 4 level gray almost perfectly to the LCD driver's delay period.
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 19, 2011, 04:17:03 pm
In case you wanna see the title screen program (so far) in action, here it is.  I suggest trying it on calc (a non TI-83+ BE) to see the almost-absence of flicker.  I aligned the 4 level gray almost perfectly to the LCD driver's delay period.

I tried it in WabbitEmu and liked it a lot, the stars shining, the sword for options ;D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 19, 2011, 04:23:01 pm
thanks scout, I appreciate your feedback :D
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 19, 2011, 04:23:54 pm
thanks scout, I appreciate your feedback :D

I like it, how do you display the background, though? I mean, hundreds of Pt-Ons or a special trick?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 19, 2011, 04:25:34 pm
well, the background was a huge hex file exported from CalcGS that took a hour to tranfer by hand, but after it draws that each frame, it also does pixel-offs on the front and back buffers every 64 frames, and for the twinkling ones I used certain pt-offs at 64 frame intervals.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 19, 2011, 05:31:59 pm
I updated that post witht he attachment on page 25 for the new version, slightly fixed and almost perfectly aligned with LCD now, better than before.  Check it out ;)
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 19, 2011, 05:33:44 pm
Ashbad, I did this for you ;D

Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 19, 2011, 05:36:33 pm
LIIIKKKKKKE A SOMMBOOOOOOOOODY ;D

Thanks scout :D
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 19, 2011, 05:39:35 pm
You're welcome, now people can see how cool it looks ;D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 19, 2011, 05:40:05 pm
thanks again!  :D

Glad you really like it ;D
Title: Re: Trio and Niko: Falling
Post by: Ranman on January 20, 2011, 02:44:25 am
This project looks absolutely amazing!

Wow! Just wow!!
Title: Re: Trio and Niko: Falling
Post by: Binder News on January 20, 2011, 06:43:45 am
One word: EPIC.
Title: Re: Trio and Niko: Falling
Post by: Deep Toaster on January 20, 2011, 09:20:29 am
Whoa, the titlescreen is epic...

The animations are great!
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 20, 2011, 01:58:15 pm
;D thanks
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 20, 2011, 01:59:12 pm
Ashbad, keep working on this as hard as you're doing now and please make backups of the code everyday (on the computer) and keep archived backups. lol, I really don't wanna see this dead :(
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 20, 2011, 02:02:47 pm
well, Imma REALLY stucmk right now with the engine, BUT that means I can work on other aspects at the same time.
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 20, 2011, 02:33:57 pm
well, Imma REALLY stucmk right now with the engine, BUT that means I can work on other aspects at the same time.

Is it scrolling already?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 20, 2011, 03:51:53 pm
well, Imma REALLY stucmk right now with the engine, BUT that means I can work on other aspects at the same time.

Is it scrolling already?

well, by scrolling as in between screens, not quite yet :P

but almost ;)
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 20, 2011, 03:53:37 pm
well, Imma REALLY stucmk right now with the engine, BUT that means I can work on other aspects at the same time.

Is it scrolling already?

well, by scrolling as in between screens, not quite yet :P

but almost ;)

That's what looks toughest to me.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 20, 2011, 04:01:16 pm
well, the thing is it would be working a while ago, but dealing with tons of large appvars and archiving and unarchiving and such large screen sizes, I didn't realize the task at hand O.o
Title: Re: Trio and Niko: Falling
Post by: squidgetx on January 20, 2011, 07:05:05 pm
here's what I do with maps and stuff in Ash:Phoenix:

If you can avoid it, don't unarchive/archive. Instead, I copy maps to a temp place in RAM (this only works if you don't need to save changes to maps though) Then, when you change areas, (example going from overworld to dungeon) copy the new map to RAM and use that one instead.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 20, 2011, 07:14:51 pm
'tis a great Idea squidget!  I'll try a form of that ;)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 20, 2011, 09:32:04 pm
Awesome title screen Ashbad :D Good luck with tilemapper.
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 21, 2011, 03:26:07 pm
'tis a great Idea squidget!  I'll try a form of that ;)

So, will you be doing like Pyriix? An appvar for each level?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 21, 2011, 03:26:58 pm
kinda, an appvar for every 64 screens.
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 21, 2011, 03:31:22 pm
kinda, an appvar for every 64 screens.

64 screens, that could be 3 maps easily (don't make freaking hard mazes please)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 21, 2011, 03:35:07 pm
well, it's only 8x8, and earlier dungeons won't even have that :P  they'll have some blank rooms.
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 21, 2011, 08:02:06 pm
well, it's only 8x8, and earlier dungeons won't even have that :P  they'll have some blank rooms.

The scrolling is 8*8 or is it super smooth?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 21, 2011, 09:19:35 pm
well, it's not even really scrolling, I'm working on the reading of maps within a really large file that holds the tile data/type, enemy stats, NPC stats, and key stats. 
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 23, 2011, 11:17:33 am
this is not on hold, but not all of my focus will go to this;  I'm also working on a cage match entry.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 23, 2011, 02:11:34 pm
Sorry to hear, I hope you continue working on this though. Also I can't wait for your Cage Match entry. :)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 23, 2011, 02:39:20 pm
oh, I'm still working on it today, along with Trio and Niko: Dawn (my entry)

Cheers for the new subforum! :D
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 23, 2011, 02:40:30 pm
No problem. I meant to add new ones for a while but I couldn't keep up with latest updates so I would never have the chance to do so. There were quite a bit to add so yeah :P.

Also I see your entry is related to this project. Nice :D
Title: Re: Trio and Niko: Falling
Post by: Munchor on January 23, 2011, 02:41:13 pm
YAY, Congratulations Ashbad, this is definetely well deserved!
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 23, 2011, 02:41:31 pm
yeah, Dawn is like this game, just Dual layered ASCII based :)

EDIT: and different story and stuff
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 23, 2011, 11:27:28 pm
Oh cool, dual-layer ASCII ;D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 24, 2011, 01:20:37 pm
eh, well maybe not, just single layer, due to size and speed.  Though from now all all TaND talk will be in that topic :)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 24, 2011, 02:27:39 pm
Ah ok. Well good luck anyway :D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 26, 2011, 07:54:03 pm
almost got the system working now :D

and, just edited the first post in the thread to show all of the screenies
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 27, 2011, 09:12:18 am
Quick question: am I trying to read an appvar from Archive, and it's going very unsuccessfully.  Here is what I'm doing:

Code: [Select]
GetCalc("appvMAP",Y1)->X
GetCalc("appvT1",202)->A
R*202+X -> X
Copy(X,A,202

Am I using the pointer to the archived var in the wrong way?
Title: Re: Trio and Niko: Falling
Post by: AngelFish on January 27, 2011, 09:18:22 am
What's the math on the pointer for?

Anyway, are you trying to copy {X} to {A}, because that's what you're doing.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 27, 2011, 09:20:55 am
Yeah, I'm trying to copy, but only 202 bytes for one room into the RAM appvar.  R is the room numbar and 202 is the size of the room.
Title: Re: Trio and Niko: Falling
Post by: AngelFish on January 27, 2011, 09:21:59 am
It looks fine, as far as I can tell.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 27, 2011, 09:22:37 am
hmm, that's really strange.  Oh well, I'll see what might be wrong elsewhere...
Title: Re: Trio and Niko: Falling
Post by: nemo on January 27, 2011, 03:58:50 pm
Quick question: am I trying to read an appvar from Archive, and it's going very unsuccessfully.  Here is what I'm doing:

Code: [Select]
GetCalc("appvMAP",Y1)->X
GetCalc("appvT1",202)->A
R*202+X -> X
Copy(X,A,202

Am I using the pointer to the archived var in the wrong way?

are you checking to make sure that the appvar is archived?
Title: Re: Trio and Niko: Falling
Post by: squidgetx on January 27, 2011, 05:15:46 pm
You can't use file pointers the same way you use regular ones :).
The getcalc operation with file pointers doesn't return a pointer to the appvar like with appvars that are in RAM because objects in archive need three bytes, not two to access them. You need a byte for the page that the object is on and two bytes for its position within the page. Because of this, the GetCalc() operation doesn't return a pointer that you can store to a variable like with objects in RAM. So instead of using the value returned by the getCalc operation, you just use the file name (eg Y1, Y2, etc). Note that (i think) you can't do any math besides addition or subtraction with them- no Y1*2 or anything like that. Anyway, the correct (and optimized) way to do what you are trying to do is

Code: [Select]
GetCalc("appvMAP",Y1)
Copy(R*202+Y1,GetCalc("appvT1",202),202
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 27, 2011, 06:32:47 pm
You can't use file pointers the same way you use regular ones :).
The getcalc operation with file pointers doesn't return a pointer to the appvar like with appvars that are in RAM because objects in archive need three bytes, not two to access them. You need a byte for the page that the object is on and two bytes for its position within the page. Because of this, the GetCalc() operation doesn't return a pointer that you can store to a variable like with objects in RAM. So instead of using the value returned by the getCalc operation, you just use the file name (eg Y1, Y2, etc). Note that (i think) you can't do any math besides addition or subtraction with them- no Y1*2 or anything like that. Anyway, the correct (and optimized) way to do what you are trying to do is

Code: [Select]
GetCalc("appvMAP",Y1)
Copy(R*202+Y1,GetCalc("appvT1",202),202

Awesome!  That pretty much fixes it :D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 28, 2011, 07:52:26 am
Well, good news: Thanks to SquidgetX and his small help on using Archived Files, I am very sure I'll have something posted here (binary wise) by tomorrow, or possibly even today.  Now that my mapping works, you can now switch screens like in zelda (minus the scrolling effects for now, that would be a large amount of space...

I'll just try to create a 8x8 map first.
Title: Re: Trio and Niko: Falling
Post by: Ranman on January 28, 2011, 08:47:17 am
Yay... Good news! I can't wait to see some more screenies!

I'm about to begin using archived files in Jumpman as well.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 28, 2011, 09:47:26 am
Cool to hear, I can't wait :D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on January 28, 2011, 09:51:25 am
Well, turns out it might have to wait 'til tomorrow, still gots tons of things to work out, but it's going great so far :D
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on January 30, 2011, 03:33:06 am
Sorry to hear :(. Good luck! I don't know if I'll have time to check tomorrow but hopefully maybe I will at night.
Title: Re: Trio and Niko: Falling
Post by: Michael_Lee on January 30, 2011, 07:43:14 pm
I finally had the time to read through these threads.
Nice job, Ashbad!  It looks great!  Can't wait till February 1st!
Title: Re: Trio and Niko: Falling
Post by: Binder News on February 07, 2011, 11:50:01 pm
*Poke*
So Ash, how's this going?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on February 08, 2011, 05:11:00 pm
well, but I'm taking a break from it until friday (I'm very busy until then)

then I can only hope to get a alpha out next week. :\
Title: Re: Trio and Niko: Falling
Post by: Munchor on February 13, 2011, 01:06:15 pm
Yeah, I haven't seen that many progresses lately, hope everything's allright ;D
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on February 15, 2011, 01:00:41 am
Yeah same. I hope he isn't done with calc stuff, noticing his other newer project is now a C++ project and his dropping activity. :/
Title: Re: Trio and Niko: Falling
Post by: Munchor on February 15, 2011, 08:19:32 am
Yeah same. I hope he isn't done with calc stuff, noticing his other newer project is now a C++ project and his dropping activity. :/

this project also has its own subforum, hence he needs to give it maximum dedication :)
Title: Re: Trio and Niko: Falling
Post by: Binder News on February 19, 2011, 10:34:48 am
Yeah same. I hope he isn't done with calc stuff, noticing his other newer project is now a C++ project and his dropping activity. :/
It actually isn't a C++ project. I am writing my half of it in C++. He will do his half in ASM.
Title: Re: Trio and Niko: Falling
Post by: Munchor on February 21, 2011, 07:41:45 am
Yeah same. I hope he isn't done with calc stuff, noticing his other newer project is now a C++ project and his dropping activity. :/
It actually isn't a C++ project. I am writing my half of it in C++. He will do his half in ASM.

Computer Assembly right?
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on February 21, 2011, 03:46:27 pm
Yeah same. I hope he isn't done with calc stuff, noticing his other newer project is now a C++ project and his dropping activity. :/
It actually isn't a C++ project. I am writing my half of it in C++. He will do his half in ASM.
Wait, do you mean it's both on-calc and on-computer?

Anyway to get back on-topic, I am curious how is TanF progressing?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 19, 2011, 11:01:07 am
necro on my own thread!  I think I may actually finish this to its entirety.  On-calc.  I'll take it slow though, and start by making a 8x8 map editor this weekend.  Also, while this is going on, I'll be working on making the requested version of 1.1 of pyyrix, with all new levels!  (with maybe compatibility mode for older levels with the different format)

EDIT: and no I'm not re-writing anything, just making new stuff, I think I can really only optimize about 50 bytes by rewriting anyways, so... it's exactly where I left it off.
Title: Re: Trio and Niko: Falling
Post by: Deep Toaster on March 19, 2011, 11:45:59 am
Another revival! This is great. I hope you finish it :)

Does everyone have spring break this week or something?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 19, 2011, 11:47:17 am
I don't have one for quite a while ;) I just suddenly had the urge to go back to this :D
Title: Re: Trio and Niko: Falling
Post by: Munchor on March 19, 2011, 02:45:08 pm
I really hope you do, this is looking great.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 19, 2011, 03:26:53 pm
thanks scout ;)

also, this will take more than Friday to make a new press release unlike pyyrix, no idea when I'll be ready.  I have so much done that you guys can't see, yet I can't post it yet :(
Title: Re: Trio and Niko: Falling
Post by: Deep Toaster on March 19, 2011, 03:35:11 pm
thanks scout ;)

also, this will take more than Friday to make a new press release unlike pyyrix, no idea when I'll be ready.  I have so much done that you guys can't see, yet I can't post it yet :(

Awesome :D
Title: Re: Trio and Niko: Falling
Post by: Munchor on March 19, 2011, 03:51:20 pm
thanks scout ;)

also, this will take more than Friday to make a new press release unlike pyyrix, no idea when I'll be ready.  I have so much done that you guys can't see, yet I can't post it yet :(

I will want the two sources so I can compare :)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 20, 2011, 10:15:26 am
like the two source codes?

I doubt you'll actually understand anything.  I actually jump around all over the place in the program, so you'll take five minutes back and forth just to see all the enemy code.  But, it's fast like hell ;)  45 FPS with 3 enemies and 2 items on screen, and practivally no flicker at these times.  I bet even the boss fights will be over 55 FPS.
Title: Re: Trio and Niko: Falling
Post by: Munchor on March 20, 2011, 10:55:22 am
like the two source codes?

I doubt you'll actually understand anything.  I barely do anymore.  I actually jump around all over the place in the program, so you'll take five minutes back and forth just to see all the enemy code.  But, it's fast like hell ;)  45 FPS with 3 enemies and 2 items on screen, and practivally no flicker at these times.  I bet even the boss fights will be over 55 FPS.

I may not get all of it, but I still want to compare them :D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 20, 2011, 11:26:38 am
Code: (SCARPG.8xp) [Select]
:.TaNF
:"prgmTITLE"[00]Asm(E7EF7C4E
:Full
:FnOff
:Fix 5
:Fix 2
:GetCalc("vA",768)
:GetCalc("vB",768)
:
:
:.ITEMS
:{L1}+300→A
:0→{A}
:Fill(A,7
:
:.ENEMY STATS
:conj(θ+168,{L1}+400,24
:
:
:.SLOWTIMER
:0→{{L1}+216}{^r}
:.CUR SPELL
:0→N
:.HEALTH/MAGIC   /STRENGTH XP
:0→{{L1}+10}{^r}
:50→{{L1}+12}{^r}
:100→{{L1}+14}{^r}
:500→{{L1}+16}{^r}
:
:.SWORD DIR
:0→{{L1}+214}
:.STRENGTH
:1→S
:.DMG FLASH
:0→{{L1}+212}
:.BLOCKMOVE
:0→{{L1}+210}
:.MONOMODE
:0→{{L2}}
:.HEALTH/MHP
:5→{{L1}}
:5→{{L1}+1}
:.MAGIC/MMP
:5→{{L1}+2}
:5→{{L1}+3}
:.X, Y, AND DIR
:8→X
:8→Y
:2→D
:
:
:.STEP ANI STATS
:0→{{L1}+200}→{{L1}+202}
:.SWORD SWING/SPIN STATS
:0→{{L1}+204}→{{L1}+206}
:.WEP COOLDOWN
:0→{{L1}+208}
:
:.ROOM NUM
:0→{{L1}+500}
:
:sub(STM
:
:
:Repeat getKey(15)
:
:If getKey(0)
:If {{L1}+206}=0 or ({{L1}+208}≠0)
:If getKey(2)
:3→D
:ElseIf getKey(3)
:1→D
:ElseIf getKey(4)
:0→D
:ElseIf getKey(1)
:2→D
:End
:End
:End
:
:conj(U,{L6},768
:conj(V,{L3},768
:
:If {{L1}+204}
:sub(SWD
:ElseIf {{L1}+206}>0 and ({{L1}+204}=0 and ({{L1}+208}=0))
:sub(SPN
:End
:
:
:
:If getKey(54) and ({{L1}+206}=0)
:sub(SWD
:End
:
:X/8→F
:Y/8→G
:(G*12+F-1*2+θ+1)→I
:(G*12+F+1*2+θ+1)→J
:(G-1*12+F*2+θ+1)→K
:(G+1*12+F*2+θ+1)→L
:
:If getKey(0)
:Normal
:If getKey(48)
:Full
:sub(MG
:End
:Normal
:If getKey(55)
:Full
:sub(XP
:ElseIf getKey(40)
:Full
:sub(MAG
:End
:Full
:
:
:
:
:If {{L1}+204}=0 or ({{L1}+208}>0)
:If getKey(2) and (X>0)
:If ((Y^8)≠0) and ({I}=0 and ({I+24}=0))
:X-1→X
:ElseIf Y^8=0 and ({I}=0)
:X-1→X
:ElseIf X^8>0 and (({I}≠0) or ({I+24}≠0))
:X-1→X
:End
:
:ElseIf getKey(3) and (X<88)
:If Y^8≠0 and ({J}=0) and ({J+24}=0)
:X+1→X
:ElseIf Y^8=0 and ({J}=0)
:X+1→X
:End
:End
:X/8→F
:Y/8→G
:
:If getKey(4) and (Y>0)
:If X^8≠0 and ({K}=0) and ({K+2}=0)
:Y-1→Y
:ElseIf X^8=0 and ({K}=0)
:Y-1→Y
:ElseIf Y^8>0 and (({K}≠0) or ({K+2}≠0))
:Y-1→Y
:End
:ElseIf getKey(1) and (Y<48)
:If X^8≠0 and ({L}=0) and ({L+2}=0)
:Y+1→Y
:ElseIf X^8=0 and ({L}=0)
:Y+1→Y
:End
:End
:If getKey(2) or (getKey(3) or (getKey(1) or (getKey(4))))
:If {{L1}+202}<6
:0→{{L1}+200}
:{{L1}+202}+1→{{L1}+202}
:ElseIf {{L1}+202}<12
:1→{{L1}+200}
:{{L1}+202}+1→{{L1}+202}
:ElseIf {{L1}+202}≥12
:0→{{L1}+202}→{{L1}+200}
:End
:End
:End
:If getKey(2) and ({I}=2 and ({I-2}=0))
:{{L1}+210}+1→{{L1}+210}
:ElseIf getKey(3) and ({J}=2 and ({J+2}=0))
:{{L1}+210}+1→{{L1}+210}
:ElseIf getKey(4) and ({K}=2 and ({K-24}=0))
:{{L1}+210}+1→{{L1}+210}
:ElseIf getKey(1) and ({L}=2 and ({K+24}=0))
:{{L1}+210}+1→{{L1}+210}
:End
:D→{{L1}+211}
:If {{L1}+210}≥35
:!If {{L1}+211}
:If {K}=2
:0→{K-1}{^r}
:2→{K-25}
:2→{K-24}
:End
:Else!If {{L1}+211}-1
:If {J}=2
:0→{J-1}{^r}
:2→{J+1}
:2→{J+2}
:End
:Else!If {{L1}+211}-2
:If {L}=2
:0→{L-1}{^r}
:2→{L+23}
:2→{L+24}
:End
:Else!If {{L1}+211}-3
:If {I}=2
:0→{I-1}{^r}
:2→{I-3}
:2→{I-2}
:End
:End
:0→{{L1}+210}{^r}
:sub(STM
:End
:
:
:If X≥84
:8→X
:{{L1}+500}+1→{{L1}+500}
:sub(STM
:ElseIf X≤4
:80→X
:{{L1}+500}-1→{{L1}+500}
:sub(STM
:ElseIf Y≤4
:40→Y
:{{L1}+500}-8→{{L1}+500}
:sub(STM
:ElseIf Y≥44
:8→Y
:{{L1}+500}+8→{{L1}+500}
:sub(STM
:End
:
:
:End
:
:!If {I+1}-3
:!If {{L1}+212}
:sub(DMG,2
:End:End
:
:
:Return!If {{L1}}
:
:
:
:If {{L1}+216}{^r}
:{{L1}+216}{^r}-1→{{L1}+216}{^r}
:End
:
:sub(ENE
:sub(ITM
:sub(DPL
:sub(HUD
:
:
:
:If {{L2}}=2
:Normal
:DispGraph{^r}
:Full
:ElseIf {{L2}}
:DispGraph
:Else
:Normal
:DispGraph{^r}{^r}
:Full
:ClrDraw
:ClrDraw{^r}
:End
:End
:DelVar "vA"
:DelVar "vB"
:DelVar "vT1"
:Return
:
:
:
:
:
:
:
:
:
:Lbl MG
:Return!If N
:...
:QUAKE
:...
:If N=1 and ({{L1}+2}≥2)
:sub(DMP,2
:sub(ENE
:Normal
:DispGraph{^r}{^r}
:For(A,0,50
:Horizontal -
:Horizontal +{^r}
:DispGraph{^r}{^r}
:End
:Full
:For(A,0,2
:If {A*8+{L1}+400}
:A*8+{L1}+403→B
:{B}-1→{B}
:!If {B}
:0→{B-3}
:End
:End
:End
:...
:SLOW
:...
:ElseIf N=2 and ({{L1}+2}≥10)
:!If {{L1}+216}{^r}
:sub(DMP,10
:1024→{{L1}+216}{^r}
:sub(ENE
:Normal
:For(A,0,20
:DrawInv
:DispGraph{^r}{^r}
:DrawInv {^r}
:DispGraph{^r}{^r}
:DrawInv
:DispGraph{^r}{^r}
:DrawInv {^r}
:DispGraph{^r}{^r}
:End
:Full
:End
:...
:ERUPTION
:...
:ElseIf N=3 and ({{L1}+2}>25)
:sub(DMP,25
:For(A,0,2
:A*8+{L1}+403→B
:If {B}>10
:{B}-10→{B}
:Else
:0→{B-3}
:End
:End
:Normal
:For(A,0,25
:DrawInv
:Horizontal +
:Horizontal -{^r}
:DispGraph{^r}{^r}
:DrawInv {^r}
:Horizontal -
:Horizontal +{^r}
:DispGraph{^r}{^r}
:End
:Full
:...
:SHIMMER
:...
:ElseIf N=4 and ({{L1}+2}≥40)
:sub(DMP,40
:255→{{L1}+212}
:Normal
:255→{{L6}}
:For(A,0,25
:Fill({L6},767
:DispGraph{^r}{^r}
:End
:Full
:...
:MOROSE
:...
:ElseIf N=5 and ({{L1}+2}≥75)
:sub(DMP,75
:For(A,0,167
:If {A+θ}=2
:0→{A+θ}
:End
:End
:Normal
:For(A,0,15
:A*4→B
:rref(0,B,96,2
:rref(0,B+2,96,2){^r}
:DispGraph{^r}{^r}
:End
:Full
:...
:SPELL
:...
:ElseIf N=6 and ({{L1}+2}≥125)
:sub(DMP,125
:sub(ENE
:ClrDraw{^r}
:Normal
:For(A,0,25
:DispGraph{^r}{^r}
:End
:StorePic
:ClrDraw
:For(A,0,25
:DispGraph{^r}{^r}
:End
:ClrDraw{^r}
:For(A,0,10
:DispGraph{^r}{^r}
:End
:Full
:For(A,0,83
:!If {A*2+θ+1}-3
:0→{A*2+θ+1}
:End:End
:For(A,0,2
:A*8+{L1}+400→B
:{B}-1→{B}
:If {B+3}≥25
:{B+3}-25→{B+3}
:Else
:0→{B}
:End
:End
:...
:HOLY
:...
:ElseIf N=7 and ({{L1}+2}≥250)
:sub(DMP,250
:{{L1}+1}→{{L1}}
:For(A,0,2
:A*8+{L1}+400→B
:If {B}≤3
:0→{B}
:End:End
:Normal
:For(A,0,128
:rref(rand^96,rand^64,rand^20,rand^20
:expr({L3},{L6},768
:DispGraph{^r}{^r}
:End
:Full
:
:End
:
:sub(STM
:Return
:
:
:
:
:
:Lbl DMP
:If {r1}≤{{L1}+2}
:{{L1}+2}-{r1}→{{L1}+2}
:Else
:0→{{L1}+2}
:End
:Return
:
:
:
:
:Lbl MAG
:ClrDraw{^r}
:ref(8,0,64,64
:rref(9,1,62,62
:StorePic
:0→C
:DispGraph
:Normal
:Pause 200
:Repeat getKey(56)
:ClrDraw
:RecallPic
:Text(10,2,"MP: ",{{L1}+2}â–ºDec," / ",{{L1}+3}â–ºDec
:Text(15,12,"Quake - 2"
:Text(15,19,"Slow - 10"
:Text(15,26,"Eruption - 25"
:Text(15,33,"Shimmer - 40"
:Text(15,40,"Morose - 75"
:Text(15,47,"Spell - 125"
:Text(15,54,"Holy - 250"
:Pt-On(10,C*7+12,[0040A09090A04000]
:If getKey(4) and (C>0)
:C-1→C
:ElseIf getKey(1) and (C<6)
:C+1→C
:End
:
:If getKey(54)
:C+1→N
:ref(9,1,62,62
:rref(9,1,62,62
:DispGraph
:Pause 200
:Goto 003
:End
:
:
:DispGraph
:End
:Lbl 003
:Full
:sub(STM
:Return
:
:
:
:
:
:
:
:Lbl XP
:ClrDraw{^r}
:ref(16,8,64,48
:rref(17,9,62,46
:StorePic
:DispGraph
:Normal
:Pause 200
:0→C
:Repeat getKey(56)
:ClrDraw
:RecallPic
:Text(18,10,"EXP.:",{{L1}+10}{^r}â–ºDec
:Text(23,20,"HP needs: ",{{L1}+12}{^r}â–ºDec
:Text(23,28,"MP needs: ",{{L1}+14}{^r}â–ºDec
:Text(23,36,"STR needs: ",{{L1}+16}{^r}â–ºDec
:Text(18,48,"H: ",{{L1}+1}â–ºDec," M: ",{{L1}+3}â–ºDec," S: ",Sâ–ºDec
:Pt-On(18,C*8+20,[0040A09090A04000]
:If getKey(1) and (C<2)
:C+1→C
:ElseIf getKey(4) and (C>0)
:C-1→C
:End
:If getKey(54)
:!If C
:If {{L1}+10}{^r}≥{{L1}+12}{^r}
:{{L1}+10}{^r}-{{L1}+12}{^r}→{{L1}+10}{^r}
:{{L1}+1}+2→{{L1}+1}
:If {{L1}+1}>200
:{-}1→{{L1}+12}{^r}
:ElseIf {{L1}+1}>100
:50000→{{L1}+12}{^r}
:Else
:{{L1}+12}{^r}+({{L1}+1}-5*10)→{{L1}+12}{^r}
:End
:End
:Else!If C-1
:If {{L1}+10}{^r}≥{{L1}+14}{^r}
:{{L1}+10}{^r}-{{L1}+14}{^r}→{{L1}+10}{^r}
:{{L1}+3}+3→{{L1}+3}
:If {{L1}+3}>150
:{-}1→{{L1}+14}{^r}
:ElseIf {{L1}+3}>75
:48500→{{L1}+14}{^r}
:Else
:{{L1}+14}{^r}+({{L1}+3}-5*20)→{{L1}+14}{^r}
:End
:End
:Else!If C-2
:If {{L1}+10}{^r}≥{{L1}+16}{^r}
:{{L1}+10}{^r}-{{L1}+16}{^r}→{{L1}+10}{^r}
:S+1→S
:If S>50
:{-}1→{{L1}+16}{^r}
:ElseIf S>25
:25000→{{L1}+16}{^r}
:Else
:{{L1}+16}{^r}+500→{{L1}+16}{^r}
:End
:End
:End
:
:End
:DispGraph
:End
:Full
:sub(STM
:Return
:
:
:
:
:
:.SLIME
:[00003C46BFFFFF7E00003C7AE5A5817E003C465EBFBFFF7E003C7A62E5E5817E]→Str6
:.DARKSLIME
:[00003C46BFFFFF7E00003C7EFFFFFF7E003C465EBFBFFF7E003C7E7EFFFFFF7E]
:.SUPER SLIME
:[00000018245E7E3C000000183C62423C000018242C5E7E3C0000183C3C62423C]
:
:
:
:
:Lbl ENE
:{L1}+400→B
:For(A,0,2
:(A*8+B)→H
:If {H}=1 or ({H}=2) or ({H}=3)
:!If {H+7}
:!If {H+6}
:rand^4→{H+5}
:0→C
:{H+1}/8→F
:{H+2}/8→G
:!If {H+5}
:!If {G-1*12+F*2+θ+1}
:1→C
:End
:Else!If {H+5}-1
:!If {G*12+F+1*2+θ+1}
:1→C
:End
:Else!If {H+5}-2
:!If {G+1*12+F*2+θ+1}
:1→C
:End
:Else
:!If {G*12+F-1*2+θ+1}
:1→C
:End
:End
:If C
:8→{H+6}
:End
:Else
:!If {H+5}
:{H+2}-1→{H+2}
:Else!If {H+5}-1
:{H+1}+1→{H+1}
:Else!If {H+5}-2
:{H+2}+1→{H+2}
:Else
:{H+1}-1→{H+1}
:End
:{H+6}-1→{H+6}
:!If {H}-1
:8→{H+7}
:Else!If {H}-2
:5→{H+7}
:Else
:2→{H+7}
:End
:
:If ({{L1}+216}{^r})
:{H+7}*2→{H+7}
:End
:
:End
:Else
:{H+7}-1→{H+7}
:End
:If X≥{H+1}
:If X≤({H+1}+8)
:If Y≥{H+2}
:If Y≤({H+2}+8)
:!If {{L1}+212}
:!If {H}-1
:sub(DMG,1
:Else!If {H}-2
:sub(DMG,2
:Else
:sub(DMG,rand^2+3
:End
:End:End:End:End:End
:If {{L1}+204} or {{L1}+206}
:!If {H+4}
:sub(DEN
:End
:End
:If {H+4}
:{H+4}-1→{H+4}
:End
:If {H+4}
:If rand^2
:Plot1{H+1},{H+2}+8,({H}-1*32)+({H+6}/4*16)+Str6
:End
:Else
:Plot1{H+1},{H+2}+8,({H}-1*32)+({H+6}/4*16)+Str6
:End
:End
:
:
:
:End
:Return
:
:
:
:
:
:
:
:
:
:
:
:
:Lbl DEN
:0→M
:{H+3}→{{L5}}
:!If {{L1}+214}
:If {H+1}≥X and ({H+1}≤(X+8))
:If {H+2}≥(Y-16) and ({H+2}≤Y)
:1→M
:End:End
:Else!If {{L1}+214}-1
:If {H+1}≥(X+8) and ({H+1}≤(X+16))
:If {H+2}≥(Y-16) and ({H+2}≤(Y-8))
:1→M
:End:End
:Else!If {{L1}+214}-2
:If {H+1}≥(X+8) and ({H+1}≤(X+16))
:If {H+2}≥Y and ({H+2}≤(Y+8))
:1→M
:End:End
:Else!If {{L1}+214}-3
:If {H+1}≥(X+8) and ({H+1}≤(X+16))
:If {H+2}≥(Y+8) and ({H+2}≤(Y+16))
:1→M
:End:End
:Else!If {{L1}+214}-4
:If {H+1}≥X and ({H+1}≤(X+8))
:If {H+2}≥(Y+8) and ({H+2}≤(Y+16))
:1→M
:End:End
:Else!If {{L1}+214}-5
:If {H+1}≥(X-16) and ({H+1}≤(X-8))
:If {H+2}≥(Y+8) and ({H+2}≤(Y+16))
:1→M
:End:End
:Else!If {{L1}+214}-6
:If {H+1}≥(X-16) and ({H+1}≤(X-8))
:If {H+2}≥Y and ({H+2}≤(Y+8))
:1→M
:End:End
:Else
:If {H+1}≥(X-16) and ({H+1}≤(X))
:If {H+2}≥(Y-16) and ({H+2}≤(Y))
:1→M
:End:End
:End
:If M
:If S≤{H+3}:{H+3}-S→{H+3}:Else:0→{H+3}:End
:End
:!If {H+3}
:!If {H}-1
:sub(EXP,1
:Else!If {H}-2
:sub(EXP,2
:Else!If {H}-3
:sub(EXP,5
:End
:If (rand^64)=63
:4→{{L1}+300}
:{H+1}→{{L1}+301}
:{H+2}→{{L1}+302}
:Else!If rand^8-7
:!If {{L1}+300}
:1→{{L1}+300}
:{H+1}→{{L1}+301}
:{H+2}→{{L1}+302}
:{H}→{{L1}+303}
:Else!If {{L1}+304}
:1→{{L1}+304}
:{H+1}→{{L1}+305}
:{H+2}→{{L1}+306}
:{H}→{{L1}+307}
:End
:Else!If rand^8-6
:!If {{L1}+300}
:2→{{L1}+300}
:{H+1}→{{L1}+301}
:{H+2}→{{L1}+302}
:{H}→{{L1}+303}
:Else!If {{L1}+304}
:2→{{L1}+304}
:{H+1}→{{L1}+305}
:{H+2}→{{L1}+306}
:{H}→{{L1}+307}
:End
:End
:0→{H}
:End
:If {{L5}}>{H+3}
:50→{H+4}
:End
:Return
:
:
:
:Lbl EXP
:If ({{L1}+10}{^r}+{r1})<{-}1 and ({-}1-{r1}≥{{L1}+10}{^r})
:{{L1}+10}{^r}+{r1}→{{L1}+10}{^r}
:Else
:{-}1→{{L1}+10}{^r}
:End
:Return
:
:
:
:[003E62404E623E003E7FFFFEFFFF7F3E001818243C424200183C3C7E7EFFE742000024245A42420000247E7EFFFFE742007E407878407E007EFFFEFCFCFEFF7E000000324C0000000000327FFE4C00000018244242241800183C7EE7E77E3C18004242242418180042E7E77E7E3C3C18007E407878407E007EFFFEFCFCFEFF7E007844447844460078FCFEFEFCFEEF46]→Str11
:
:Lbl DMG
:100→{{L1}+212}
:If {r1}≤{{L1}}
:{{L1}}-{r1}→{{L1}}
:Else
:0→{{L1}}
:End
:!If {{L1}}
:0→{{L1}+212}
:For(A,0,15
:ClrDraw
:ref(X-6,Y+8,20,8
:ref(X,Y+2,8,20
:ref(X-3,Y+5,14,14
:DrawInv
:A^4→D
:sub(DPL
:DispGraph
:Pause 500
:End
:ClrDraw
:ref(X-6,Y+8,20,8
:ref(X,Y+2,8,20
:ref(X-3,Y+5,14,14
:DrawInv
:4→D
:sub(DPL
:DispGraph
:Pause 1000
:For(A,0,3
:Plot1A*8+8,8,A*16+Str11
:Pause 1500
:DispGraph
:End
:Plot144,8,Str11+64
:Pause 1500
:DispGraph
:For(A,5,8
:Plot1A*8+16,8,A*16+Str11
:Pause 1500
:DispGraph
:End
:Pause 5000
:End
:Return
:
:
:
:
:
:
:
:
:
:
:.UP
:[3C7E7EFEC37E4AFC3C7E7EFEFF7E7EFC]→Str1
:[3C7E7EFEC37E523F3C7E7EFEFF7E7E3F]
:.RIGHT
:[3C7E7A623C38243E3C7E7E7E3C3C3C3E]
:[3C7E72E2BC7C526E3C7E7EFEFC7C7E6E]
:.DOWN
:[3C7E66C2BD7E523F3C7E7EFEFF7E7E3F]
:[3C7E6643BD7E4AFC3C7E7E7FFF7E7EFC]
:.LEFT
:[3C7E5E463C1C247C3C7E7E7E3C3C3C7C]
:[3C7E4E463D3E4A763C7E7E7E3F3E7E76]
:.STILL
:[3C7E6642E7BD7EE73C7E7E7EFFFF7EE7]
:
:
:
:Lbl DPL
:If {{L1}+212}
:{{L1}+212}-1→{{L1}+212}
:If rand^2
:Plot1X,Y+8,D*32+Str1+({{L1}+200}*16)
:End
:Else
:Plot1X,Y+8,D*32+Str1+({{L1}+200}*16)
:End
:Return
:
:[00183C6E7E3C180000182452463C1800]→Str5
:[003C18182C5E7E3C3C7E3C3C76E7EF7E]
:[60F0F0701A0F0602F09898FA7F1D0F07]
:[384C3844BEBEFE7C3874387CEAD2AA7C]
:
:
:Lbl ITM
:For(A,0,1
: If {A*4+{L1}+300}
:  If ((X≥({A*4+{L1}+301}-8)) and (X≤({A*4+{L1}+301}+8))) and ((Y≥({A*4+{L1}+302}-8)) and (Y≤({A*4+{L1}+302}+8)))
:    !If {A*4+{L1}+300}-1
:     {{L1}}+{A*4+{L1}+303}→{{L1}}
:     If {{L1}}>{{L1}+1}
:      {{L1}+1}→{{L1}}
:     End
:Else!If {A*4+{L1}+300}-3
:{{L1}+6}+1→{{L1}+6}
:Else!If {A*4+{L1}+300}-4
:sub(EXP,50+(450*(rand^8=7))+(9950*(rand^64=63))
:    ElseIf {A*4+{L1}+300}=2
:     {{L1}+2}+{A*4+{L1}+303}→{{L1}+2}
:      If {{L1}+2}>{{L1}+3}
:       {{L1}+3}→{{L1}+2}
:      End
:     End
:0→{A*4+{L1}+300}
:    Return
:End
:Plot1{A*4+{L1}+301},{A*4+{L1}+302}+8,{A*4+{L1}+300}-1*16+Str5
:End
:End
:Return
:
:
:
:[0306A6E6A6A6A60305AAEAAAAAAA0A05C0606060606060C0A0505050505050A000808080808080008000808080800080]→Str41
:[030686868686E603058A8A8A8AEAEA05]
:[03050A94E850F0D8010103060C18387C]
:[18381C3C1C3E7C7E3C6C36663663C6C318665AA7AF5E7E18186E5EADF57A66187E993C5A46BFFF7E8166A57E7AC1C37E3C7EE7C3C3E77E3C5AA55AA5A55AA55A387C6C1C38300030043E360E1C1800186699BB666E99BB6666BBC54A52A3DD663838FEFE383838381C1C7F7F1C1C1C1C]→Str000
:
:
:
:
:
:Lbl STM
:
:GetCalc("vTILES")→C
:
:If GetCalc("vT1")
:DelVar "vT1"
:End
:GetCalc("vT1",202)→θ
:
:GetCalc("vMAP",{Y1})
:conj({{L1}+500}*202+{Y1},θ,202
:
:
:ClrDraw
:ClrDraw{^r}
:For(B,0,6
:For(A,0,11
:Pt-On(A*8,B*8+8,({B*12+A*2+θ}*16)+C
:Pt-On(A*8,B*8+8,({B*12+A*2+θ}*16+8)+C){^r}
:End
:End
:Pt-On(2,0,Str41+48
:Pt-On(2,0,Str41+56){^r}
:Pt-On(23,0,Str41+16
:Pt-On(23,0,Str41+24){^r}
:Pt-On(35,0,Str41
:Pt-On(35,0,Str41+8){^r}
:Pt-On(57,0,Str41+16
:Pt-On(57,0,Str41+24){^r}
:Pt-On(63,0,Str41+32
:Pt-On(63,0,Str41+40){^r}
:If N
:Pt-On(65,0,N-1*16+Str000
:Pt-On(65,0,N-1*16+8+Str000){^r}
:End
:
:Pt-On(74,0,Str41+32
:Pt-On(74,0,Str41+40){^r}
:Pt-On(78,0,Str41+64
:Pt-On(78,0,Str41+72){^r}
:Text(87,0,Sâ–ºDec
:If GetCalc("vA")
:DelVar "vA"
:End
:If GetCalc("vB")
:DelVar "vB"
:End
:GetCalc("vA",768)→U
:GetCalc("vB",768)→V
:conj({L6},U,768
:conj({L3},V,768
:
:GetCalc("vT1")→θ
:
:Return
:
:
:
:
:
:
:
:
:Lbl HUD
:ref(9,2,{{L1}}*16/{{L1}+1},4
:ref(42,2,{{L1}+2}*16/{{L1}+3},4
:Return
:
:.SWORD1
:[1028282828287C381038383838387C3800060A1428D060A02056AE5C38F060A00040FEC1FE4000000040FEFFFE400000A060D028140A0600A46AF53A1C0E06001C3E1414141414081C3E1C1C1C1C1C0805060B142850600005060F1C3A756A040000027F837F02000000027FFF7F020000605028140B0605006070385CAF5625]→Str2
:
:Lbl SWD
:If {{L1}+208}
: {{L1}+208}-1→{{L1}+208}
: 1→{{L1}+204}
:  !If {{L1}+208}
:   0→{{L1}+204}
:  End
:  Return
: End
: {{L1}+204}+1→{{L1}+204}
:If {{L1}+204}≥45 and (getKey(54)=0)
:0→{{L1}+200}
:20→{{L1}+208}
:Return
:  ElseIf {{L1}+204}>0 and ({{L1}+204}<16)
:   !If D
:7→{{L1}+214}
:    Plot1X-7,Y+1,Str2+112
:   Else!If D-1
:1→{{L1}+214}
:    Plot1X+7,Y+1,Str2+16
:   Else!If D-2
:3→{{L1}+214}
:    Plot1X+7,Y+15,Str2+48
:   Else!If D-3
:5→{{L1}+214}
:    Plot1X-7,Y+15,Str2+80
:   End
:   0→{{L1}+200}
:   {{L1}+204}+1→{{L1}+204}
:  Else
:If {{L1}+204}>200 and (getKey(54))
:0→{{L1}+204}+1→{{L1}+206}
:Return
:End
:
:!If D
:0→{{L1}+214}
:Plot1X,Y,Str2
:Else!If D-1
:2→{{L1}+214}
:Plot1X+7,Y+8,Str2+32
:Else!If D-2
:4→{{L1}+214}
:Plot1X,Y+16,Str2+64
:Else!If D-3
:6→{{L1}+214}
:Plot1X-7,Y+8,Str2+96
:End
:{{L1}+204}+2→{{L1}+204}
:1→{{L1}+200}
:End
:Return
:
:
:
:Lbl SPN
:0→{{L1}+204}
:If getKey(54) and ({{L1}+206}≤2)
:rand^3→R
:R+1→R
:!If D
:0→{{L1}+214}
:If R=1 or (R=3)
:Pt-On(X,Y,Str2+8
:End
:If R≥2
:Pt-On(X,Y,Str2+8){^r}
:End
:Else!If D-1
:2→{{L1}+214}
:If R=1 or (R=3)
:Pt-On(X+7,Y+8,Str2+40
:End
:If R≥2
:Pt-On(X+7,Y+8,Str2+40){^r}
:End
:Else!If D-2
:4→{{L1}+214}
:If R=1 or (R=3)
:Pt-On(X,Y+16,Str2+72
:End
:If R≥2
:Pt-On(X,Y+16,Str2+72){^r}
:End
:Else!If D-3
:6→{{L1}+214}
:If R=1 or (R=3)
:Pt-On(X-7,Y+8,Str2+104
:End
:If R≥2
:Pt-On(X-7,Y+8,Str2+104){^r}
:End
:End
:Return
:End
:
:If {{L1}+206}<5 and ({{L1}+206}>0)
:0→D→{{L1}+214}
:Plot1X,Y,Str2
:ElseIf {{L1}+206}<10
:1→{{L1}+214}→D
:Plot1X+7,Y+1,Str2+16
:ElseIf {{L1}+206}<15
:2→{{L1}+214}
:1→D
:Plot1X+8,Y+8,Str2+32
:ElseIf {{L1}+206}<20
:3→{{L1}+214}
:2→D
:Plot1X+7,Y+15,Str2+48
:ElseIf {{L1}+206}<25
:2→D
:4→{{L1}+214}
:Plot1X,Y+16,Str2+64
:ElseIf {{L1}+206}<30
:5→{{L1}+214}
:3→D
:Plot1X-7,Y+15,Str2+80
:ElseIf {{L1}+206}<35
:6→{{L1}+214}
:3→D
:Plot1X-7,Y+8,Str2+96
:ElseIf {{L1}+206}<40
:7→{{L1}+214}
:0→D
:Plot1X-7,Y+1,Str2+112
:ElseIf {{L1}+206}<45
:0→{{L1}+214}
:0→D
:Plot1X,Y,Str2
:End
:
:{{L1}+206}+1→{{L1}+206}
:If {{L1}+206}≥45
:0→{{L1}+206}
:End
:Return

Code: (SCTITLE.8xp) [Select]
:.TITLE
:Lbl 3
:64→A
:0→C
:sub(A
:FnOff
:Fix 3
:
:!If Full
:ClrHome
:Disp "NEED A TI-83+ SE",{i},"OR HIGHER..."
:End
:
:Fix 5
:[00648A8A8A8A640000CEA4A4A4A4A40000EC4A4A4A4AEA0000AEA8ACA8A8EE00]→Str3
:[00CEA8ACA8A8AE0000888888A8A850000044AA8AEEAA6A000053AAAB8A8A8B000080000000008000]→Str4
:[00607EFFFF7E600060FEFFC1C1FFFE60]→Str5
:
:Repeat getKey(15)
:Pause 6
:
:A+1→A
:!If A-255
:64→A:End
:
:conj(U,{L6},768
:conj(V,{L3},768
:
:If getKey(0)
:If getKey(10)
:DrawInv {^r}
:conj({L3},V,768
:End
:If getKey(48)
:If getKey(4) and (M>0)
:M-1→M
:ElseIf getKey(1) and (M<23)
:M+1→M
:End
:End
:If getKey(1)
:1→C
:ElseIf getKey(4)
:0→C
:End:End
:
:Plot146,C*8+47,Str5
:
:
:Pxl-Off(80,3
:Pxl-Off(30,9){^r}
:Pxl-Off(2,30
:Pxl-Off(2,30){^r}
:Pxl-Off(61,22
:
:
:!If A/64
:Pxl-Off(5,5
:Pxl-Off(5,5){^r}
:Pxl-Off(85,45
:Pt-Off(89,25,[FFBFFFFFFFFFFFFF]
:Pt-Off(45,3,[DFDF27DFDFFFFFFF]
:
:
:Else!If A/64-1
:Pxl-Off(5,5
:Pxl-Off(85,45){^r}
:Pt-Off(40,32,[FFBFFFFFFFFFFFFF]
:Pt-Off(45,3,[FFAFDFAFFFFFFFFF]
:
:
:Else!If A/64-2
:Pxl-Off(5,5){^r}
:Pt-Off(40,32,[BF1FBFFFFFFFFFFF]
:Pt-Off(89,25,[FFBFFFFFFFFFFFFF]
:Pt-Off(45,3,[FFFFDFFFFFFFFFFF]
:
:Else
:Pxl-Off(5,5
:Pxl-Off(85,45){^r}
:Pt-Off(40,32,[FFBFFFFFFFFFFFFF]
:Pt-Off(89,25,[BF1FBFFFFFFFFFFF]
:Pt-Off(45,3,[DFDF27DFDFFFFFFF]
:
:End
:
:
:!If (M+8/8)-1
:Normal
:DispGraph{^r}{^r}
:Full
:Else!If (M+8/8)-2
:Normal
:DispGraph{^r}
:Full
:Else
:DispGraph
:End
:If getKey(54)
:Goto 1
:End
:End
:Fix 2
:Return
:
:Lbl 1
:!If C
:!If GetCalc("vTaNFsave",{Y1})
:!If GetCalc("vTaNFsave")
:ClrDraw
:DrawInv
:StorePic
:DispGraph
:While getKey(54)
:End
:Pause 1500
:Text(5,5,"No save-state file has been"
:Text(5,11,"detected.  Would you like"
:Text(5,17,"to start a new game?"
:StorePic
:DispGraph
:Pause 1500
:0→D
:Repeat getKey(54)
:RecallPic
:Text(20,30,"Yes"
:Text(20,38,"No"
:If getKey(4)
:0→D
:ElseIf getKey(1)
:1→D
:End
:Pt-Off(12,D*8+30,[FFF7E3E1E1E3F7FF]
:
:If getKey(54)
:While getKey(54)
:End
:!If D
:Goto 2
:Else
:Goto 3
:End
:End
:
:DispGraphClrDraw
:End
:Fix 2
:End:End
:
:
:Else
:Lbl 2
:
:
:
:End
:
:DelVar "vA"
:DelVar "vB"
:Return
:
:
:
:
:
:
:.DATA:
:
:[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]→Str1
:[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
:[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
:[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
:[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
:[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
:[FFFFFFFFFFFFFFFFFFFFFFFFFFF1E3FF]
:[FFFFFFFFFFF7FFFFFFEE1DFFF073FFFE]
:[E657FFFFFFE805FFFDFFFFFEF2F7FFFF]
:[FFF61BFFFD827C88F4953FFFFFF9E7FF]
:[FDD9BAA6F6D2DFFFFFFE1FFFF8927C28]
:[E6853FFFFFFFFFFFFFFFFFFFFFFFFFFF]
:[FFFCFFFFFFFFFFFFFFFFFFFFFFFD7FFF]
:[FFFFFFFFFFFFFFFFFFFDFFFFFFFFFFFF]
:[FFFFFFFFFFFCFFFFFFFFFFFFFFFFFFFF]
:[FFFC9FF01E3EFF7FC1CE607FFFFCFFF7]
:[FC3CFE7FF7CCEF3FFFFDFFF7FD3DFE7F]
:[EF8CDFFFFFFD7FE07B39FC7FCFAD9FFF]
:[FFFDFFCFE739FCFFDF2D98FFFFFDBFCF]
:[E03BFDFFBE63BCFFFFFCFFDFDF37FBFF]
:[3EF39CFFFFFDFFDF9F30180E0EF381FF]
:[FFFC7FFFFFFFFFFFFFFFFFFFFFFDFFFF]
:[FFFFFFFFFFFFFFFFFFFD7FFFFFFFFFFF]
:[FFFFFFFFFFFD7FFFFFFFFFFFFFFFFFFF]
:[FFFC7FFFFFFFFFFFFFFFFFFFFFFFFFFF]
:[FFFFFFFFFFFFFFFFFFFDFFFFFFFFFFFF]
:[FFFFFFFFFFFB3FFFFFFFFFFFFFFFFFFF]
:[F887CAD7FFFFFFFFFFFFFFFFE5AEFF7F]
:[FFFFFFFFFFFFFFFFF1FFDFFFFFFFFFFF]
:[E07FFFFFFFF7FBFFFFFFFFFF000FFFFF]
:[FFF807FFFFFFFFFC0003FFFFFFF8C7FF]
:[FFFFFFFC0003FFFFFFF8C7FFFFFFFFF8]
:[0001FFFF000844000000000000000000]
:[00084400000000000000000000104400]
:[0000000000000000001045F9CF00FC00]
:[00000000166043FFFFFFFF39FC000000]
:[FFF041FFFFFFFFFFFE0F9400FFF04159]
:[59595BFFFFFFFE8F6560431595B73559]
:[5BFFFFFFDCD042F3736AEB3736B2B7FF]
:[56A0412EAEA92AEAEA6E6D65CDA04392]
:[92B2B2B129D5D4DCBAD042BB7B6E6E6F]
:[959593AB4AB0436AEACDD5D6B3736CA4]
:[ED204352B2B252516EAE9EDEAB604166]
:[6E6F6F6A529292BA52604315D5D55D59]
:[7B7B752596D042F2525292972AEA5656]
:[56A0432F6F6CB4B2D494CDCDCDA04395]
:[5D5AB2B125A5BABABAD042BA92966E6F]
:[95954A4A4AB0416CB4B5D5D6B373EDED]
:[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]→Str2
:[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
:[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
:[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
:[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
:[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]
:[FFF003FFFFFFFFFFFFFFFFFFFFEE1DFF]
:[FFFFFFFFFFFFFFFFFFF143FFFFFFFFFF]
:[FFFFFFFFFFF393FFFFFFFFFFFFFFFFFF]
:[FFE845FFFFFFFFFFFFFFFFFFFFF61BFF]
:[FFFFFFFFFFFFFFFFFFF9E7FFFFFFFFFF]
:[FFFFFFFFFFFC0FFFFFFFFFFFFFFFFFFF]
:[FFFF0FFFFFFFFFFFFFFFFFFFFFFF8FFF]
:[FFFFFFFFFFFFFFFFFFFF0FFFFFFFFFFF]
:[FFFFFFFFFFFF0FFFFFFFFFFFFFFFFFFF]
:[FFFF6FFFE7DF3F9FFE739F9FFFFF0FF9]
:[FFDF3F9FF8F333CFFFFE0FF9FEDE7F9F]
:[F3F327FFFFFE8FFF9CDE7F9FF3D267FF]
:[FFFE0FF3F9DE7F3FE7D2673FFFFE4FF3]
:[FFDCFE7FCF9CCF3FFFFF0FE7E7D9FCFF]
:[CF3CE73FFFFE0FE7E7DFE7F3F3D9FCFF]
:[FFFF8FFFFFFFFFFFFFFFFFFFFFFF0FFF]
:[FFFFFFFFFFFFFFFFFFFE8FFFFFFFFFFF]
:[FFFFFFFFFFFE8FFFFFFFFFFFFFFFFFFF]
:[FFFF8FFFFFFFFFFFFFFFFFFFFFFF0FFF]
:[FFFFFFFFFFFFFFFFFFFE0FFFFFFFFFFF]
:[FFFFFFFFFFFCC7FFFFFFFFFFFFFFFFFF]
:[F778352BFFFFFFFFFFFFFFFFFA510081]
:[FFFFFFFFE07FFFFFFE002003FFFFFFFF]
:[000FFFFFFFF807FFFFFFFFFC0003FFFF]
:[FFFFFFFFFFFFFFF80001FFFFFFFF2FFF]
:[FFFFFFF80001FFFFFFFD27FFFFFFFFF0]
:[0000FFFFFFF9B7FFFFFFFFFFFFFFFFFF]
:[FFFB37FFFFFFFFFFFFFFFFFFFFF137FF]
:[FFFFFFFFFFFFFFFFFFF3A7FFFFFFFFFF]
:[FFFFFFFFFFF2B20638FF03FFFFFFFFFF]
:[E992AE00000000C603FFFFFF0003B626]
:[2626240001F06BFF9893B0E26240C226]
:[240001700301A10C0C0100C0C04C4800]
:[8903B85010145501018180983053A005]
:[454C4C4C560203034020A04080818180]
:[22626C04150AB084041202004C0C1151]
:[024BB42C4C48A8AA901000201093B611]
:[8180101505456101A493A4E202008086]
:[00808A4A4901A508A8AD2520C4048989]
:[8903A05010124A4929293030305B3000]
:[80844C4C52524040402B344525218180]
:[22621515150B32824A4A02004C0C0202]
:
:Lbl A
:If GetCalc("vA")
:DelVar "vA"
:End
:If GetCalc("vB")
:DelVar "vB"
:End
:GetCalc("vA",768)→U
:GetCalc("vB",768)→V
:conj(Str1,U,768
:conj(Str2,V,768
:conj(U,{L6},768
:conj(V,{L3},768
:ref(54,46,37,18
:ref(54,46,37,18){^r}
:rref(55,47,35,16
:rref(55,47,35,16){^r}
:
:For(A,0,3
:Pt-On(A*8+56,47,A*8+Str3
:End
:For(A,0,4
:Pt-On(A*8+56,55,A*8+Str4
:End
:
:
:conj({L6},U,768
:conj({L3},V,768
:Return

That's the code for the programs ARPG (the main one) and TITLE (the title sub program)
Though one day TITLE will be on page two of ARPG ^-^

they're also attached ;)

enjoy!
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on March 21, 2011, 01:26:41 am
Another revival! This is great. I hope you finish it :)

Does everyone have spring break this week or something?
I hope not everyone leaves during their spring breaks like last year. X.x

But I'm so happy to see this revived.
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on March 21, 2011, 05:20:30 pm
Yikes! That's a lot of code.
(Hi Ashbad)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 22, 2011, 09:15:42 pm
hey c.sprinkle!  nice to see you back ;)

yeah, it's big bundle of code indeed.  ;D

I have around 144 tiles ATM, but since I CAN have up to 256, why wouldn't I take advantage of that and make ~112 more?  I think I'll make some that would add character to certain maps -- such as graveyard, underwater, inside caves and caverns, etc. themed tiles.
Title: Re: Trio and Niko: Falling
Post by: Munchor on March 23, 2011, 10:40:39 am
Woah Ashbad, that's a lot of code to cut, nice!
Title: Re: Trio and Niko: Falling
Post by: AngelFish on March 23, 2011, 11:03:19 am
/me is disappointed not to see 1500 byte menu screen graphics  :P
Title: Re: Trio and Niko: Falling
Post by: Munchor on March 23, 2011, 12:01:41 pm
/me is disappointed not to see 1500 byte menu screen graphics  :P

Is it bigger or smaller? :P
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 23, 2011, 05:57:14 pm
/me is disappointed not to see 1500 byte menu screen graphics  :P

not to be rude, but I actually don't understand what you mean :P ;)

Title: Re: Trio and Niko: Falling
Post by: squidgetx on March 23, 2011, 06:25:14 pm
Random optimizing things I noticed:
( M+8/8 ) -2
If getkey(XX) : 1 -> VAR

Nice to hear this is back up :)
Title: Re: Trio and Niko: Falling
Post by: Munchor on March 24, 2011, 12:30:59 pm
/me is disappointed not to see 1500 byte menu screen graphics  :P

not to be rude, but I actually don't understand what you mean :P ;)



I think he means your graph screen uses >1500bytes. I'm not sure though.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 24, 2011, 12:45:40 pm
oh, I see, he menu isn't 4 level gray :P that's probably what he meant :P

but actually, I think that putting the whole renderloop on monomode 1 actually looks much nicer -- monomode 0 looks real flickery and monomode 2 looks actually quite nice except that's it's too dark :P
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on March 24, 2011, 07:29:48 pm
I think I'll make a screenshot. Hold on...
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 24, 2011, 07:31:52 pm
kk ;)  the tiles won't look like much (since it's kinda dependent on a non-existant appvar), but you can see the menu and magic systems and such.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on March 24, 2011, 07:34:17 pm
Hmm is it why I get a RAM clear? ???

EDIT: Nvm this time it just does nothing ???
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 24, 2011, 07:35:37 pm
hmm, IDK -- maybe you have to sign it with Wappsign or something first -- and also, the compiled form of SCTITLE MUST BE IN RAM or else.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on March 24, 2011, 07:36:14 pm
Oh ok it had to be an app. I was compiling nostub lol. My bad x.x
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 24, 2011, 07:37:08 pm
LOL.

yeah that would crash, I think it's at 14K compiled size, at least 6K over the limit.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on March 24, 2011, 07:38:02 pm
Ouch, ok. Well I compiled as app. of course in-game I see garbage besides the HUD and char, but how do I get to the menu and stuff?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 24, 2011, 07:39:28 pm
I think it's Mode and XT0N, with DEL to escape the menus.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on March 24, 2011, 07:46:23 pm
Ok thanks.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 24, 2011, 07:47:26 pm
No, thank you ;)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on March 24, 2011, 07:53:20 pm
Lol no problem. I can't wait to try the game with actual maps, though. Will it feature scrollign by the way, or will it be like Zelda 1 on the NES?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 24, 2011, 08:07:22 pm
more of ZElda 1, no real scrolling, because that would kill about 30 of my 50 Frames per second x.x

I would if this were a Ti89 game though -- but since it isn't, I can't :P

anyways, yeah I'm sure you'll love the maps -- I'm planning on the overworld on being 12x12 total!  (that's actually considered quite large by most standards methinks)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on March 26, 2011, 09:15:39 pm
Wow sounds promising. I think in DLQ the overworld is about 5x10 (16x7 screens) if we count the Death Mountain and there's a small part besides Hyrule too that is mostly 1x4. The rest of the maps were mostly dungeons. 12x12 should definitively be better. :D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 26, 2011, 09:28:04 pm
Thanks for the support ;D  I might even shrink the size of the maps in RLE compression, but then the screen will have to go black/white every time you switch screens, due to slow downs in the renderloop.  But, if 12x12 sounds big enough, then that's great ;D
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on March 26, 2011, 09:49:43 pm
Yeah I think it should be fine. Just as long as map decompressing doesn't take like several seconds so it won't look weird.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 27, 2011, 10:00:30 am
oh no, the decompressing should hopefully take 2/3rds of a second -- if I'm lucky ;D  Though compression and decompression are gonna be harder in this game than in pyyrix to implement unfortunately ;(

maybe I won't even compress some stuff -- since it will be hard with so many different tiles on screen at once x.x
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 27, 2011, 04:21:12 pm
Here is a ton of good news for you guys!

1: the overworld map will be a total of 324 screens, which is 18x18!  (I can hear a few 'holy shit!'s in the background) :)
2: I'm planning on at least 45 different types of enemies ;D
3: I'm thinking a good thought -- bow and arrows?
4: I'm about to post a picture of 9 mocked-up screens using most of the current tiles!  Just hold on for half an hour :D

...I like good news ^-^
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on March 27, 2011, 05:40:42 pm
Wow cool. As for weapons and enemies I would start with a small amount at first, though, then add more later, so you can also focus on the game code and stuff.

Can't wait for the screen mockups. Btw could you post the percentage (approximate) of what's complete and what's not?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 27, 2011, 07:21:58 pm
Here's today's real update -- seeing some tiles in action :w00t:

(http://img.removedfromgame.com/imgs/screenie 4.bmp)

Also, here's some stats:

Storyline -- 60%
Map -- 20%
Overworld/Dungeon Design -- 0%
Tiles -- 80%
Sprites -- 10%
Coding -- 40%
Misc. -- ??%
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on March 27, 2011, 07:38:48 pm
Wow I love them O.O. I saw the first before but I don,t rememebr the others. The tiles looks very nice. However I would probably make houses a bit less high, so they won't look too big compared to trees.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 27, 2011, 07:41:27 pm
thanks for the input :) -- I have contemplated your advice on houses, and I think you're completely right -- they're one tiles too tall. :P

Title: Re: Trio and Niko: Falling
Post by: ztrumpet on March 27, 2011, 07:46:22 pm
Wow, they look wonderful, Ashbad.  Excellent work! ;D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 27, 2011, 09:03:57 pm
Thanks ztrumpet ;D glad you like them!

EDIT: and 100 post ratings :w00t:
Title: Re: Trio and Niko: Falling
Post by: TIfanx1999 on March 28, 2011, 11:57:15 am
Looking good Ashbad!  :thumbsup:
Title: Re: Trio and Niko: Falling
Post by: Ashbad on March 29, 2011, 08:05:16 pm
here's my map so far, (attached), looking pretty awesome with the south side done, the whole map ~55-60% done.  The northern part will be harder -- in the north are the mountains, the highlands, the frontiers (cold and snowy and desolate), and Mikhail's palace -- which will have to look beyond awesome :)

also, I'm finding that while 256 tiles sounds like a lot, I'm gonna need room for at least 512 -- 256 for indoors, 256 for outdoors.  I have a way of using the correct 256-tile set depending on where you are on map.


More news, IDK, half is good, half is bad -- the overworld will be comprised of 324 screens (18x18, which sounds like only a little, but that's actually about 80 more screens than link's awakening had -- but it's balanced because the screens are smaller due to the small LCD) which can really put this title at a hefty 20 hours or more of gameplay and exploration (and admiration of the 512 unique tiles ;D)

Bad news?  This will be a ass-load large application (I'm rewriting many parts in assembly) -- 2 pages (32K) for code alone, and 6 more pages (~96K) for the map data and other things.  Yes, that is compress and such, I made each screen only 150 bytes now, which actually holds a TON of data, believe it or not, not just tiles :P

so, this app will be undoubtedly no less than 8 pages, or 131072 bytes.  While right now I'm mostly focusing on pyyrix, with a few exceptions on TaNF (making the map for instance), one that is done, I will spend 1 hour a day during 4th quarter of school coming up and at least 3 hours a day during summertime, and with that, it might be done this August. yey

the map:

EDIT: sorry, forgot to attach :P

EDIT2: the size seems comparable to ROL3 or DLQ -- I'll make DJ proud for he is the master of BAG RPGS (big ass games is BAGS, in case you forgot)
Title: Re: Trio and Niko: Falling
Post by: squidgetx on March 29, 2011, 08:13:27 pm
what...that's massive..although i shouldn't talk as a:p broke 200k long ago. but that's uncompressed. are you really compressing? and what do you need so much code for ??? you have an arpg battle engine which I would think is smaller than mine...(my battle engine is ~10k)
Title: Re: Trio and Niko: Falling
Post by: Ashbad 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
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle 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?
Title: Re: Trio and Niko: Falling
Post by: Ashbad 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. ;)
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle 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.
Title: Re: Trio and Niko: Falling
Post by: Ashbad 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]
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on March 30, 2011, 01:02:04 pm
Wait a second- that's a Pyyrix userbar...

Oops?


200 posts.  :D :) ;)
Title: Re: Trio and Niko: Falling
Post by: Ashbad 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.

(http://www.omnimaga.org/index.php?action=dlattach;topic=5459.0;attach=6941)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga 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
Title: Re: Trio and Niko: Falling
Post by: TIfanx1999 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?
Title: Re: Trio and Niko: Falling
Post by: Ashbad 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 ;)
Title: Re: Trio and Niko: Falling
Post by: Ashbad 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.
Title: Re: Trio and Niko: Falling
Post by: Ashbad 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 :)
Title: Re: Trio and Niko: Falling
Post by: squidgetx on April 03, 2011, 10:28:28 am
Nice to hear progress, and I hope the assembly isn't too much of a pain :)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on April 03, 2011, 10:56:39 am
Nah, it's actually proving to be fun :)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga 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:
Title: Re: Trio and Niko: Falling
Post by: Ashbad on April 04, 2011, 03:37:01 pm
Ooh, looks nice with no grid :) though with the map style I'm going at, the In game map should have the grid ( it has all unexplored areas as black until you visit them)
Title: Re: Trio and Niko: Falling
Post by: squidgetx on April 04, 2011, 03:38:56 pm
imo, I think it would look cool if there were no lines and unexplored areas were black

I wonder if I'll have enough space for an ingame map in A:P....
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on April 04, 2011, 03:39:34 pm
Ah I see, seems quite cool actually. I think it's best that the areas you didn't explore remains black, unless maybe if you find a radar or something like the maps in Zelda dungeons. :D

Maybe have the grid so it blinks? (Although it might look bad)

Squidget I hope you start working on AP again. It would suck to see the project die. D:
Title: Re: Trio and Niko: Falling
Post by: Ashbad on April 04, 2011, 03:42:28 pm
If I go with no grid, I'm gonna need to touch up some areas in the death mountain area, and add borders between water and grass in the highlands... But if you guys think it'll look better, its worth it :)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on April 04, 2011, 03:48:41 pm
Ah ok. personally, though, if you go with black squares for unvisited areas you should keep the grid, though.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on April 04, 2011, 03:51:38 pm
You think so?  I guess I'll have to keep the black grid then x.x sorry for any disappointment.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on April 04, 2011, 08:28:04 pm
Hmm, I started coding the map to show dark areas based on a bit array in the save file.  Fortunately, it's only around 40 bytes total.
Title: Re: Trio and Niko: Falling
Post by: c.sprinkle on April 05, 2011, 09:58:46 am
Wow. The ASM is way over my head, but nice job for sure!
Title: Re: Trio and Niko: Falling
Post by: Ashbad on April 05, 2011, 04:09:35 pm
Thanks c.sprinkle :)

Yeah, the asm is somewhat hard for me, but after so much axe I totally get 98% of what's happening.  Makes me look back on my 200 byte sprite drawing routine I made last year in shame XD
Title: Re: Trio and Niko: Falling
Post by: Ashbad on April 09, 2011, 08:53:55 am
I just figured out how easy it would be to code in things like arrows, bombs, hookshots, flippers, and a few more items normal found in dungeons -- so, now that I can spare space, why shouldn't I use them?  :D

I'll see what things would fir the world best -- any item ideas?.  I'll take about 7 ideas, for the 7 items.
Title: Re: Trio and Niko: Falling
Post by: feerik on April 09, 2011, 10:57:23 am
you could make something like a crossbone thats shoots bones;D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on April 09, 2011, 10:59:24 am
That would actually be a good one for the graveyard level ;) instead of a bow, a cross bone shooting the bones of evil skeletons you slay :D
Title: Re: Trio and Niko: Falling
Post by: ztrumpet on April 09, 2011, 12:10:56 pm
Something that lets you jump further - Spring Boots maybe. ???
Title: Re: Trio and Niko: Falling
Post by: Ashbad on April 09, 2011, 12:12:05 pm
That's a good one too -- but you cant jump in the first place.  However, these can make it so you CAN jump :)

Good idea ;)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on April 09, 2011, 07:18:22 pm
Thanks for all support so far everyone :). I've seen at least 10 people wearing the support userbar in their signatures, and this very thread now gets around 100 views a day, even during days with no posts :). Thanks again for all those who want to see this awesome game come to fruition, you're just as awesome :)

I unfortunately did not get much done the past few days -- but I did finish around 30 more indoor tiles.  Programming wise, its in real shambles, 1% done at most.  But, I think it'll be 2-3 more weeks before I get into coding mode -- I want all the graphics done first.  So, small update I guess :)
Title: Re: Trio and Niko: Falling
Post by: FinaleTI on April 09, 2011, 07:25:38 pm
Thanks for all support so far everyone :). I've seen at least 10 people wearing the support userbar in their signatures, and this very thread now gets around 100 views a day, even during days with no posts :). Thanks again for all those who want to see this awesome game come to fruition, you're just as awesome :)

I unfortunately did not get much done the past few days -- but I did finish around 30 more indoor tiles.  Programming wise, its in real shambles, 1% done at most.  But, I think it'll be 2-3 more weeks before I get into coding mode -- I want all the graphics done first.  So, small update I guess :)
The traffic is probably because this game sounds so awesome! And any update is important, if it brings the program closer to completion.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on April 09, 2011, 07:52:01 pm
Thanks finale!  I'm glad you like it :D

I think my goal for tomorrow is t finish 100 new tiles, and start on making all sprites :)
Title: Re: Trio and Niko: Falling
Post by: Ashbad on April 11, 2011, 09:49:28 pm
Well, goal not Met :( I only made around 40 new ones.

But, however, made it up by making tons of enemy and NPC sprites
Title: Re: Trio and Niko: Falling
Post by: Munchor on April 12, 2011, 10:49:31 am
Well, goal not Met :( I only made around 40 new ones.

But, however, made it up by making tons of enemy and NPC sprites

Don't be sad, I'm sure there's enough time.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on April 12, 2011, 01:18:11 pm
Well, goal not Met :( I only made around 40 new ones.

But, however, made it up by making tons of enemy and NPC sprites

Don't be sad, I'm sure there's enough time.

I probably have at least 60-70 more years left in my life, I think I'll have enough time ;D
Title: Re: Trio and Niko: Falling
Post by: Munchor on April 12, 2011, 02:07:56 pm
Well, goal not Met :( I only made around 40 new ones.

But, however, made it up by making tons of enemy and NPC sprites

Don't be sad, I'm sure there's enough time.

I probably have at least 60-70 more years left in my life, I think I'll have enough time ;D


I actually think people with our age will live longer than adults of nowadays.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on April 16, 2011, 10:49:30 am
small update today:

I have compression working so I can store maps at 10 bits per tile each, instead of 16 like before :)  2 bits should be enough for basic collision detection (right now only values 0-2 are used for walkable space, wall, and moveable block -- I might use 3 for a swimming engine or a damaging tile thing)

It then decompresses the screen from ~120 byte to ~300 byte screen in RAM in under a hundredth of a second :)

Also, got tilemapping working.

So, my assembly skills are improving along the way :)
Title: Re: Trio and Niko: Falling
Post by: Munchor on April 17, 2011, 05:40:28 am
small update today:

I have compression working so I can store maps at 10 bits per tile each, instead of 16 like before :)  2 bits should be enough for basic collision detection (right now only values 0-2 are used for walkable space, wall, and moveable block -- I might use 3 for a swimming engine or a damaging tile thing)

It then decompresses the screen from ~120 byte to ~300 byte screen in RAM in under a hundredth of a second :)

Also, got tilemapping working.

So, my assembly skills are improving along the way :)

Are you using your custom library to make this?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on April 17, 2011, 12:13:54 pm
indeed I am :)
Title: Re: Trio and Niko: Falling
Post by: Munchor on April 17, 2011, 01:19:57 pm
indeed I am :)

That's cool, so this will only be finished when the library is so too, right?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on April 17, 2011, 01:21:10 pm
well, not completely ;)

I only need the 4 level grayscale routines for this -- but then again, the library should be finished long before this, so yes TaNF will not be finished until the library is finished :)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on April 18, 2011, 07:24:02 pm
Nice about the compression stuff. I'm glad to see new updates. Any new screenshot soon? (new tiles and stuff)
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on May 17, 2011, 04:40:08 pm
/me pokes Ashbad so he doesn't let this die completly D:
Title: Re: Trio and Niko: Falling
Post by: Ashbad on May 17, 2011, 04:42:52 pm
/me pokes Ashbad so he doesn't let this die completly D:

just temporary hold ^-^
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on May 17, 2011, 04:53:18 pm
Ok phew. I hope it revives eventually :D
Title: Re: Trio and Niko: Falling
Post by: Ashbad on June 10, 2011, 12:16:47 pm
Well, still on hold, but I think I'll go back to the "finish on prizm" idea once I finish ROL:AT.
Title: Re: Trio and Niko: Falling
Post by: Geekboy1011 on June 10, 2011, 02:04:17 pm
baww i want this on my 84 even if it is huge...wait huge is good :P
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on June 12, 2011, 02:13:44 am
Yeah I hope a 84+ version comes out eventually, although you do what you want. I can't wait for this to be completed after ROL.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on June 14, 2011, 08:10:08 am
Well, again, back off the project stack again ;) I'm going to try and finish all of my hanging projects during the summer, with most precedence on ROLAT since that requires the most work and I'm barely started.

Right now I'm trying to set up a SDCC toolchain so I can write TaNF in C, compile it to z80 assembly, and format it to an app.  Tari on cemetech is unknowingly providing help on this, and with all of his information he'll likely also be in the credits.

At least the graphics and planning for TaNF is essentially almost done :P
Title: Re: Trio and Niko: Falling
Post by: Ashbad on June 20, 2011, 08:14:31 am
The amount of times I pop this program is gonna kill my stack and make me overwrite the VAT x.x /stupid_analogy

Anyways, I'm at a bit of a stuck point with ROL:AT today, I can't get my mind  into C coding, so I'm gonna do some z80 assembly today! :). Specifically, try working on this again.
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on June 20, 2011, 03:39:24 pm
Glad this is resuming soon. :) Will you post screenshots of the new graphics soon? Also is it still Zelda style?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on June 20, 2011, 03:47:45 pm
Yeah, still zelda style :D however, I'm too far off to make any screen yet :'(
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on June 20, 2011, 03:48:35 pm
Oh ok. I was wondering since you said you had lots of sprites/tiles done.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on June 20, 2011, 03:50:06 pm
Yeah, do fortunately.  However ATM I'm still working on making it render at least 50 FPS so at the moment it looks really screwed up :P
Title: Re: Trio and Niko: Falling
Post by: DJ Omnimaga on June 20, 2011, 03:51:33 pm
Don't worry too much about such high FPS. I think it should be 16-30 max. Even 30 might be more than needed. The LCD won't even display more, and if it does, it will be hard to play because of the blurriness. X.x
Title: Re: Trio and Niko: Falling
Post by: Ashbad on June 20, 2011, 04:41:26 pm
That's true, but the axe version had at least 45 FPS, so I wanna try to get close in Aseembly and C :)
Title: Re: Trio and Niko: Falling
Post by: AngelFish on June 20, 2011, 04:45:10 pm
Good luck. However, be warned that SDCC has a reputation for being slow and inefficient. You'd probably be better off with Axe (or Forth, if you feel like porting that :P).
Title: Re: Trio and Niko: Falling
Post by: Ashbad on June 20, 2011, 04:47:25 pm
Is isn't the spot, but:

SDCC is NOT that inefficient at all.  It is in almost every case more efficient than Axe and it has many more features to offer -- I already put all of the axe commands into an include format too, so I can still access them.
Title: Re: Trio and Niko: Falling
Post by: BrownyTCat on June 20, 2011, 04:57:21 pm
I'm late, can someone give me a neutral background on what "SDCC" is?
Title: Re: Trio and Niko: Falling
Post by: AngelFish on June 20, 2011, 04:59:12 pm
Is isn't the spot, but:

SDCC is NOT that inefficient at all.  It is in almost every case more efficient than Axe and it has many more features to offer -- I already put all of the axe commands into an include format too, so I can still access them.

Duly noted, then :)

@BrownyTcat: SDCC is a C compiler written for the z80 processor.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on June 20, 2011, 04:59:28 pm
SDCC = small device C compiler, which is a pretty decent C compiler ;)

However, back on topic now I guess :P
Title: Re: Trio and Niko: Falling
Post by: Ashbad on June 21, 2011, 06:38:06 pm
I'm hoping to get a lot more done tomorrow, so watch out ;) first real day of summer for me will do coding wonders.
Title: Re: Trio and Niko: Falling
Post by: Munchor on June 22, 2011, 04:57:44 am
SDCC = small device C compiler, which is a pretty decent C compiler ;)

However, back on topic now I guess :P


It compiles to Z80, meaning no B_CALLS? Isn't that a bit hard? Also how do you convert the binary files it creates to 8XP?
Title: Re: Trio and Niko: Falling
Post by: Ashbad on June 22, 2011, 07:56:17 am
Well, I decided to stop using SDCC and just use assembly from scratch now, it wont build with multiple pages correctly :P

But, now even with just pure z80 assembly, I wont be using that many BCALLs anyways, not even the text ones ;) just maybe appvar ones.

EDIT:  right now my build script will run the .z80 file through brass, sign and convert it with wabbitsign, and stamp it with a Sun_time_date version number,
Title: Re: Trio and Niko: Falling
Post by: Munchor on June 22, 2011, 07:58:19 am
Well, I decided to stop using SDCC and just use assembly from scratch now, it wont build with multiple pages correctly :P

But, now even with just pure z80 assembly, I wont be using that many BCALLs anyways, not even the text ones ;) just maybe appvar ones.

This started as an Axe Project, then ASM, then C, now back to ASM. Ashbad, I think you should think about your language, plan the project and don't give up in the middle of it. The Axe version that you even released a demo of was wonderful, it's what made you get a subforum, I really liked it, the Zelda-Style.

I think you should've worked from that one, and don't change the type of project, nor the language nor the platform. Just stick to what you had, it was great.

I guess now if you're starting with Z80 ASM, well then just stick to Z80 ASM.
Title: Re: Trio and Niko: Falling
Post by: Ashbad on June 22, 2011, 08:04:53 am
Well, the Axe version looked wonderful on the outside, but the source code was rather horrible x.x plus, I want to make it clean and have more room for resources by having it as a multipage application; and I know enough z80 assembly to make it decently more optimized than the Axe version just by creating easier access points to data and such.
Title: Re: Trio and Niko
Post by: Ashbad on June 24, 2011, 09:16:29 pm
I finally got around to improving the sprites for Trio, and made them for the Wooden Sword, the River Bend Blade, the Ancient Sword, the Raft, the Magic Staff, and the Hookshot.  More to come :)  Tomorrow, hopefully the rest of the items, the spell icons, and NPCs, and then by Monday some enemies!  Here is my sprite sheet right now (seperate from my tiles sheet, which is too huge and takes up to mcuh space and this would make it messy x.x) :

(http://img.removedfromgame.com/imgs/tan sprites 002.png)

EDIT: he kinda looks like me but with a cool mullet :P
Title: Re: Trio and Niko
Post by: DJ Omnimaga on June 24, 2011, 10:28:06 pm
Wow I like them, especially all those weapons. Nice work so far.

Also I see you renamed the game.
Title: Re: Trio and Niko
Post by: Ashbad on June 24, 2011, 10:43:24 pm
Thanks :) yeah I renamed it because the 'Falling' part doesn't fit into this part of the storyline, maybe once I finish this I can start on 'Trio and Niko II: Falling' with the original story.  For now, it's more of a "wait, where am I? I was like the prince of xxx but then this evil wizard did xxx and now I'm xxx with an xxx with my foe xxx!" story now (but not quite that bad and cliche'd :P)
Title: Re: Trio and Niko
Post by: DJ Omnimaga on June 24, 2011, 10:48:35 pm
Ah I see now. Kinda like Illusiat 11 beginning I guess, altthough I think the king explained everything from the start.
Title: Re: Trio and Niko
Post by: Ashbad on June 28, 2011, 08:51:52 pm
Well since I said I would show progress on Monday with spriting and such, here are some things I got done:

(http://img.removedfromgame.com/imgs/tanlargesheet003.png)

Not nearly as much as I wanted to do, but I got busy, so, oh well I'll try to make it up to myself at a later time :P As you can see I finally finished all of the items and started on enemies and NPCs.  However I don't have great ideas for non-boss enemies, so any ideas are welcome :)


Also, I updated the map to be better detailed and have some small new additions:

(http://img.removedfromgame.com/imgs/tanmainmaprevised002.png)
Title: Re: Trio and Niko
Post by: Geekboy1011 on June 28, 2011, 08:59:10 pm
looks awesome mate cant wait to see how this works out ^_^
Title: Re: Trio and Niko
Post by: Ashbad on August 12, 2011, 10:17:22 am
There has been MAJOR work on this in secret by myself lately, however, along with that comes MAJOR changes.  I don't know if anyone will like these changes, but it makes it easier for me with these changes and I only have to throw away just some z80 assembly code (I tried making new graphics, but I decided that keeping the old ones would be sooo boss!)

Whoever guesses the change gets a cookie

(also, because of this change, I've been able to get things done with this much faster -- though I still bet you wont guess the change because is rather large)
Title: Re: Trio and Niko
Post by: Binder News on August 12, 2011, 11:01:21 am
I have no idea. So I guess I'll just have to wait </useless post>
Title: Re: Trio and Niko
Post by: Ashbad on August 12, 2011, 11:01:52 am
I have no idea. So I guess I'll just have to wait </useless post>

You get no cookie
Title: Re: Trio and Niko
Post by: yunhua98 on August 12, 2011, 11:20:57 am
there's really not much to go on, do we get a hint?
Title: Re: Trio and Niko
Post by: Ashbad on August 12, 2011, 11:26:34 am
there's really not much to go on, do we get a hint?

Sure: it uses somthing that is an Italian word for "brisk paced"
Title: Re: Trio and Niko
Post by: AngelFish on August 12, 2011, 01:00:02 pm
You've started writing this in a compiled language of your own design.

Now when can I pick up my cookie? :P
Title: Re: Trio and Niko
Post by: Ashbad on August 12, 2011, 01:49:52 pm
You've started writing this in a compiled language of your own design.

Now when can I pick up my cookie? :P

Creative!  You get no cookie, but here, have a hershey kiss
Title: Re: Trio and Niko
Post by: AngelFish on August 12, 2011, 02:14:27 pm
:w00t:

I'm looking forward to seeing how this turns out.
Title: Re: Trio and Niko
Post by: Ashbad on August 12, 2011, 05:09:27 pm
:w00t:

I'm looking forward to seeing how this turns out.

Just so everyone knows, Qwerty actually wasnt correct (my post made it seem as if we won the cookie) but he just got a Hershey kiss because his guess was creative.

Anyone want to still guess for a cookie?
Title: Re: Trio and Niko
Post by: Munchor on August 12, 2011, 05:10:52 pm
Italian...
Programming...

Pizza?

Seriously now, another clue please?
Title: Re: Trio and Niko
Post by: FinaleTI on August 12, 2011, 05:28:45 pm
Apparently it has something to do with Allegro, based on the clue he gave...

Is he using Allegro and SDCC to write Trio and Niko in C?
Title: Re: Trio and Niko
Post by: Ashbad on August 12, 2011, 06:44:36 pm
No SDCC, but Allegro and C in general yes

:33 > *gives cookie*
Title: Re: Trio and Niko
Post by: Ashbad on August 14, 2011, 03:49:40 pm
Changed mind.  SDL 1.3 and C, since Allegro 5 is pretty much a copycat of SDL 1.3 anyways, plus SDL has more platform support and is easier to work with (the developers of Allegro should've kept version 5 more similar to version 4)

So, C and SDL
Title: Re: Trio and Niko
Post by: Ashbad on August 15, 2011, 03:37:19 pm
Well, a got a *lot* done today:

- spent one hour organizing all of my original ~190 tiles into 2 clean sprite sheets (one for indoors, one for outdoors -- outdoors has a *lot more tiles :P)
- got the total number of tiles up to >300 (so, about 120ish today were made)
- made like 50 new sprites
- started coding!  Got some basic functions to wrap SDL calls into easy to use functions up and running for now
- started expanding map more (24x24 screens on map!  Plus now screens will be much larger) I'm not nearly done with this; I moved things around and have lots of filler space for now, but for the most part the new map looks rather similar

Just FYI, this is now a computer project (C+SDL) intended for having Windows, Linux, and OSX compatibility out of the box, maybe more later (once this is finished I can work on ports to SDL-supported platforms).  It *is* also closed source and closed release, I'll only let a few people really peek at the actual executable and source (maybe DJ, geek boy, and a few others..)

Also, same deal with Reign of Legends: Across Time (remake of ROL3 by DJ) -- it's no longer meant as a Prizm game, but a computer one.  ROL:AT is *still* on hold for now until I get groundbreaking progress with TaN, but DJ, you can be sure that ROL3 will get it's shot at a full-blown port! ;D in due time (with ROL I don't really need to throw out that much code, since most of it so far is non-Prizm specific, and it's already written in C)

So, In short, BUMP
Title: Re: Trio and Niko
Post by: DJ Omnimaga on August 15, 2011, 05:31:30 pm
You aren't quitting calcs don't you? :'(

Anyway I'm glad this is still progressing no matter its form. I hope once finished that you still attempt a calc version of TaN and ROL, though.
Title: Re: Trio and Niko
Post by: yunhua98 on August 15, 2011, 08:18:31 pm
can we have a demo of the calc version?
Title: Re: Trio and Niko
Post by: Ashbad on August 15, 2011, 08:19:54 pm
True, I probably will attempt a calc one eventually though.  I don't see that I'll have time for a calc version in my upcoming school year's schedule, but since I'll have time for it in AP comp sci (since I'll have a computer there), I decided a computer version would be easier to make and I would have more time for it

I'm not quitting calc stuff, for example I'm still making an entry for the Prizm contest (and maybe other somewhat simpler games in the future) but for major calc games I'm pretty much finished.  I doubt I'll ever quit calc coding completely though.

can we have a demo of the calc version?

What do you mean?  The last (most complete) version already was released, with source.  For ROL:AT, it's still far from a demo, calc version or not.  It's mostly just internal workings code (no real rendering code yet) and a few tiles/sprites ATM
Title: Re: Trio and Niko
Post by: DJ Omnimaga on August 15, 2011, 08:53:03 pm
Aah I see now. I understand. Good luck. Also I hope you also finish Pyrix 1.01 (or was it 1.1) :P

Btw I think Yunhua98 meant the source as it is today, not the last demo, unless you mean there was no progress since the last demo?
Title: Re: Trio and Niko
Post by: Ashbad on August 15, 2011, 08:59:04 pm
1.1 for pyyrix :P yeah you'll be seeing that lil' fellow again at the due day of the Prizm contest (his first full color adventure awaits! :D) so, after the prizm contest, I'll have finished pyyrix (at last) and done him the justice he deserves, and then I'll be on my way to conquer TaN and ROL!

Also, I mean there is *some* progress with the last z80 assembly version, but it's not really worth posting
Title: Re: Trio and Niko
Post by: DJ Omnimaga on August 15, 2011, 09:01:13 pm
O.O

(btw any plan for the 8x version? I don't think it should be updated much, but simply have an extra 8xp version where there's a Pause 200 somewhere or something like that to reduce key sensitivity (which was pretty much the only game issue))
Title: Re: Trio and Niko
Post by: Ashbad on August 15, 2011, 09:03:31 pm
Oh, I can do that too I guess :P.  Yeah, it would still stay unoptimized (it would take *days* to optimize that crappy code, let alone even work with it) but I can slow it down when I get back from my trip and dub it "Pyrrix 1.00000000069" ;D
Title: Re: Trio and Niko
Post by: DJ Omnimaga on August 15, 2011, 09:07:27 pm
Lol ok. Don't slow it down too much either, tho, so key detection won't become unresponsive either.

Also since this is no longer for calc I guess this sub-forum will be removed, right? (since major projects in this section have to be for calcs and we have no computer projects section yet)
Title: Re: Trio and Niko
Post by: Ashbad on August 15, 2011, 09:12:13 pm
Lol ok. Don't slow it down too much either, tho, so key detection won't become unresponsive either.

Also since this is no longer for calc I guess this sub-forum will be removed, right? (since major projects in this section have to be for calcs and we have no computer projects section yet)

Ooh, yeah, that sucks x.x though, I wonder, it might be able to stay, so I can keep all the old misc. threads in the sub forum together and just make a new "Trio and Niko [reboot]" thread?  Though I guess it's up to active admins to make the descision.
Title: Re: Trio and Niko
Post by: DJ Omnimaga on August 15, 2011, 10:04:01 pm
Well it would depend. If there's no calc version sign of life for about 6 months, they'll probably remove it then, else they'll probably keep it for now. The comp version should be posted in the computer projects section, though, else this will give false hopes to people due to misleading location.
Title: Re: Trio and Niko
Post by: Ashbad on September 29, 2011, 04:44:32 pm
Remove the subforums, pl0x.  No further discussion will commence here; it is now a Dalan Polytechnic + Cemetech project, and people like bitching about my development choices a lot.
Title: Re: Trio and Niko
Post by: Ashbad on September 29, 2011, 06:56:32 pm
bump mod/admins ^ soon pl0x
Title: Re: Trio and Niko
Post by: shmibs on September 29, 2011, 07:36:42 pm
as far as i can tell, mods cannot move entire subforums. i think this should be moved to discontinued projects, though.
Title: Re: Trio and Niko
Post by: Ashbad on September 29, 2011, 07:51:45 pm
as far as i can tell, mods cannot move entire subforums. i think this should be moved to discontinued projects, though.

It's not discontinued though.  Just no more progress here.
Title: Re: Trio and Niko
Post by: Ashbad on September 30, 2011, 08:16:08 pm
So.  Um.  When is an admin going to delete this?  I can't leave the site until this is removed, so please do it quick (staying here just means you get to put up with my frustrated side I have of late, so.. it's kind of a win-win situation for us both?)
Title: Re: Trio and Niko
Post by: Juju on September 30, 2011, 08:29:19 pm
Well, an admin moved it to Discontinued Projects, which is pretty much the equivalent of deleting a subforum, but all the topics are still together. Unless you want the subforum to be deleted and all of its topics to be moved and scattered in Other Calc Projects.
Title: Re: Trio and Niko
Post by: Ashbad on September 30, 2011, 08:56:03 pm
Well, an admin moved it to Discontinued Projects, which is pretty much the equivalent of deleting a subforum, but all the topics are still together. Unless you want the subforum to be deleted and all of its topics to be moved and scattered in Other Calc Projects.

yes, I would like them scattered, please.  Thanks for responding.
Title: Re: Trio and Niko
Post by: Eeems on September 30, 2011, 09:55:41 pm
Well, an admin moved it to Discontinued Projects, which is pretty much the equivalent of deleting a subforum, but all the topics are still together. Unless you want the subforum to be deleted and all of its topics to be moved and scattered in Other Calc Projects.
yes, I would like them scattered, please.  Thanks for responding.
That will require a lot of work but it will be done at the earliest convenience. It would be appreciated if you, or anyone else who wants this type of job done would PM the administrators with their request instead of just posting it so that we are aware of what is wanted and can more easily take care of the situation.
Title: Re: Trio and Niko
Post by: Juju on September 30, 2011, 10:03:56 pm
As I told you on IRC, I moved and deleted the forum. That's not a lot of work but it would had been better if you PM'd the admins, as we can't watch every topic.
Title: Re: Trio and Niko
Post by: Eeems on September 30, 2011, 10:11:53 pm
As I told you on IRC, I moved and deleted the forum. That's not a lot of work...
It's not a lot of work? ( I've never actually done it ) I would have thought it would take a while to scatter them properly
Title: Re: Trio and Niko
Post by: Juju on September 30, 2011, 10:32:42 pm
Actually, there is an option to move all the topics at the same time (click all the checkboxes and select move in the dropdown).
Title: Re: Trio and Niko
Post by: Usikam3x on October 18, 2011, 06:17:09 pm
is this for the prizm? if so HURRY pls it seems so COOL
Title: Re: Trio and Niko
Post by: parserp on October 18, 2011, 06:37:32 pm
is this for the prizm? if so HURRY pls it seems so COOL
hey lots of new members today...
welcome Usikam3x, you should introduce yourself (http://www.omnimaga.org/index.php?board=10.0)
Title: Re: Trio and Niko
Post by: Yeong on October 18, 2011, 10:16:23 pm
Isn't this project disconnected?
Title: Re: Trio and Niko
Post by: DJ Omnimaga on October 18, 2011, 11:00:14 pm
It's not progressing very fast, but now the author post updates on Cemetech. Also it's not for calcs anymore. I think Ashbad will mainly do smaller calc projects from now on.
Title: Re: Trio and Niko
Post by: Sorunome on October 19, 2011, 08:02:20 am
Yup, it is now for pc. see this (http://cemetech.net/forum/viewtopic.php?t=6869&highlight=)
Title: Re: Trio and Niko
Post by: NUGGET on February 03, 2012, 06:27:26 pm
It's not progressing very fast

Actually, it's being developed at a rapid pace.

I think Ashbad will mainly do smaller calc projects from now on.

Actually, no, his games just shifted platforms from the 84+ to the fxCG10/20.

Just for clarification! :)
Title: Re: Trio and Niko
Post by: nxtboy III on February 16, 2012, 09:37:15 pm
Seriously, the graphics for this game are stunning. O_o
Who made the graphics and title screen (I like the star effect)?
Title: Re: Trio and Niko
Post by: DJ Omnimaga on February 16, 2012, 09:57:16 pm
I don't remember. However keep in mind he is not posting updates here anymore (due to a permanent ban) so you would need to check Cemetech for the latest ones.
Title: Re: Trio and Niko
Post by: nxtboy III on February 16, 2012, 09:58:49 pm
Ban? Ok.
Title: Re: Trio and Niko
Post by: DJ Omnimaga on February 16, 2012, 09:59:47 pm
Yeah (around September or so, although he ban-evaded/re-registered as NUGGET recently) x.x
Title: Re: Trio and Niko
Post by: nxtboy III on February 16, 2012, 10:01:14 pm
That is who NUGGET is?? EVILL!!!
Oh, because the sprites he made look good.
Title: Re: Trio and Niko
Post by: DJ Omnimaga on February 16, 2012, 10:03:35 pm
Yeah. Usually banned users tend to sneak by again under different IPs and accounts afterward, :P although not as much as Bwang's brother.

And yeah those sprites were quite cool. :D
Title: Re: Trio and Niko
Post by: parserp on February 16, 2012, 10:04:15 pm
Nugget == Ashbad ?

Interesting.