Omnimaga

Calculator Community => Discontinued => Major Community Projects => Escheron: Shadow over Ragnoth => Topic started by: Zera on October 31, 2007, 06:52:00 am

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on October 31, 2007, 06:52:00 am

 THE POST 13499406
user posted imageuser posted image

This is a small little game I've been working on for a TI-84+. I thought I would go ahead and post some info about it, in case it interests anyone. It is currently in the programming stage, (ASM PROGRAMMERS DESPERATELY NEEDED) and will hopefully be completed in a few months.

I wanted to design a short RPG based on elements of SaGa / Final Fantasy Legend. For the most part, I think it's represented nicely. At the very least, naybe it will give all those bored college students something to do with their calculators while they're suffering through tedious algebra courses.

So, without further ado, onto a few features...

user posted image

This is the overhead map feature. This allows you to explore various areas, chat with NPCs and find treasures. It's done in a sort of Zelda-esque screen-scrolling manner. Anyone who has played RPGs back in the classic console era is familiar with kind of gameplay.

user posted image

Entire maps are rather large, although only small portions are displayed at any given time.

(this is actually the first town in the game)

user posted imageuser posted image

Instead of using character classes and lenient growth, I designed a system where up to 6 items are equipped at one time. This may include weapons, armory, potions, rings, spellbooks, etc. These items have a range of effects, such as allowing you to attack enemies, (weapons) raising your defense, (armor) or allowing you to heal and cast spells. However, each item only has a limited number of uses -- or durability. Once the item is used up, you have to purchase more quantities of it. Some items are more durable than others and naturally have more uses.

As you equip items, your status growth increases in two ways -- first, some items have status bonuses associated with them. For instance, equipping a weapon will obviously affect your attack power. Secondly, if you keep an item equipped, it may randomly boost certain attributes after battles. This is the level-up system, in a sense. Depending on the type of equipment constantly in hand, a class template can be made. If you equip heavy swords and armor, for example, then your attack and defense power may benefit significantly, although areas like magic and agility would consequently suffer. Conversely, equipping spell books and magical rods would benefit magic, while possibly lowering strength.

user posted imageuser posted image

Ocassionally, you will run into random battles on the world map and in dungeons. This takes us to the action screen. Once an enemy draws near, you'll have to issue commands among your party and finish it off. The commands available to you depend on the items you have in stock. Simply select an item to use it.

For the most part, it's your standard turn-based ordeal from a first-person perspective.
Title: "Lost Legends" for 84+, An ASM RPG
Post by: trevmeister66 on October 31, 2007, 09:03:00 am

 THE POST 13499540
Wow o.oblink.gif that looks great. I can't wait to see the finished version. This looks like it'll be a must download for me.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: xiaden on October 31, 2007, 09:20:00 am

 THE POST 13499557
this looks amazing!!!!

can't wait for it to be finished.

i'd help, but i'm still learning asm.. it's hard for me, cuz of all my classes.  


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: nitacku on October 31, 2007, 10:22:00 am

 THE POST 13499665
WOW!!!
Dude, you need to finish this like right now before I explode! :lol:bounce2.gif

That is going to be like the next Zelda.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on October 31, 2007, 10:37:00 am

 THE POST 13499702
Everything is finished -- just need a programmer or two to help me get the project together. :(sad.gif

I've actually been working on this for years as a little side-project. It'll be great to finally see it come together.

I really appreciate the positive feedback. I'll drop in later with a few more samples. :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: dinhotheone on October 31, 2007, 10:49:00 am

 THE POST 13499737
this is cool, i like when these guys come here with a sick, already nearly finished project. like the guy who had the castlevania, its probably the best way to join a community.

anyway, this looks so sick. i'd help but i dont know asm very well, im learning though  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: nitacku on October 31, 2007, 11:01:00 am

 THE POST 13499753
Have you checked other sites?
There's a few people who know asm here, but theres more people if you consider other sites.

Try UnitedTI.org, Cemetech.net, or RevSoft.org.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on October 31, 2007, 11:33:00 am

 THE POST 13499789
Yeah, I'm looking into a couple of other places, as well. My search hasn't been very fruitful so far. :(sad.gif

As promised, more data. Here's a synopsis of some of the characters, as well as the general story outline:

user posted imageFenris, Apprentice Knight of Grendale

A young squire aspiring to follow in his older brother's footsteps. Fenris' brother disappeared shortly after selflessly persuing the Fell Lord alone, leaving Fenris no choice but to bring him to safety.

user posted imageRowley

A feral child estranged from his home during times of war. Was taken in by Fenris' family shortly after and quickly developed a brotherly affection toward him. Being protective of his mentor, Rowley decides to tag along with Fenris on his journey.

user posted imagePrincess Annika of Grendale

The rebellious and tomboyish Princess of Grendale, and tactician and leader of her kingdom's armed forced. Princess Annika decides to join Fenris' party and confront the Fell Lord Darius directly, despite her father's wishes that she not come to harm.

Lord Grendale

Lord Grendale presides over the kingdom of St. Agaea. Bearing no prince to his thrown, and nearing his final years, he remains helplessly despondant over the ongoing conflict with the Fell Lord.

Fell Lord Darius

Younger brother and once the loyal right-hand man of Lord Grendale. After being placed under the spell of a mysterious high mage, Darius led a dark crusade against Grendale's kingdom and fervently sought the overthrowing of the prime forces. Much of Grendale's resources have been exhausted in a futile effort to cease his bringing of destruction.

High Mage Darsel

A half-draconic mage obsessed with an ancient relic said to possess the power of a forgotten draconic deity. Wielding Darius under his influence, Darsel executes a plan to gather the prime forces to lead him to this relic.

The Four Avatars

Mortal avatars of the prime forces that sustain the world of Gaia. They are sought by many for their wisdom and power.

St. Agaea

A beautiful countryside ruled by the swift and just hand of Lord Grendale. It encompasses most of Gaia's overworld.

The Marina Sea

A deep, glimmering sea that is home to the underwater civilization of the merfolk. It is said that humans may only enter their civilization if they possess the essence of the prime forces.

Karta Paradisum

The remnants of Gaia's most ancient civilization, suspended in mid-air after the destruction of the previous world by an angry draconic deity. A new Gaia was created from the earthly remains below, and sustained by four prime forces appointed by the All-Father of creation. Karta encompasses a civilization with exotic magick and technology that survived from the old world.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Speler on October 31, 2007, 11:33:00 am

 THE POST 13499790
Wow!  That looks great!  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: bfr on October 31, 2007, 12:17:00 pm

 THE POST 13499849
This looks incredible. o.oblink.gif:thumbup:google.gif

This post has been edited by bfr on 31 Oct, 2007, 17:17

Title: "Lost Legends" for 84+, An ASM RPG
Post by: trevmeister66 on October 31, 2007, 12:21:00 pm

 THE POST 13499860
What asm help do you need? I wont be of any use, (asm is way over my head :Ptongue.gif), but i was wondering what needed to be done. And when do you expect a release date or demo? :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on October 31, 2007, 12:49:00 pm

 THE POST 13499890
What do I need? Someone to program the game. :Ptongue.gif

I have absolutely no knowledge there -- the other person working on the project seems to be on a permenant hiatus due to a busy schedule. He was my main programmer.

We have everything outlined, though. What basically needs to be done is first rendering the font, (the game uses a custom font) converting the graphics for the calculator to use, and then programing the game engine itself. I believe most of the graphics are ready to upload -- they're simple tile binaries that the game maps call upon to build the various areas. I did all of that in CalcGS. Some of the other graphics include rather hefty bitmaps used in cut-scenes.

I think compression will also be necessary. Heavy compression.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on October 31, 2007, 01:12:00 pm

 THE POST 13499930
More screenshot madness:

user posted imageuser posted imageuser posted imageuser posted imageuser posted image

Also, an example of how the map data is displayed: (using the first overworld as an example)

user posted image

Title: "Lost Legends" for 84+, An ASM RPG
Post by: dinhotheone on October 31, 2007, 01:45:00 pm

 THE POST 13499978
wow, this is alot farther off than i had originally anticipated. who is the other programmer? its pretty interestig, i dont think i've ever seen someone make a game and then need it to be programmed... this may be a first. if you still need someone in a month or two, i guess i could help, i dont know how much help i would be, but ill know asm by then. though from what i hear, learning asm and programming anything useful in it is a big difference.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on October 31, 2007, 01:54:00 pm

 THE POST 13499991
Wow holy crap! This is the most awesome looking ASM rpg I ever seen so far for the 83+! Is it an halloween prank or is it really real? Darn this is so great.

Welcome here btw. Our apologies for the Halo skin, we're gonna go back to the original Omnimaga skin in the next hour ;)wink.gif

I'M also gonna validate your account because something is broken on the forums  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: trevmeister66 on October 31, 2007, 02:29:00 pm

 THE POST 13500039
haha man if this is a halloween prank.. im gonna be mad. This looks amazing.

Dang i wish i knew asm.. this would be an awsome project to be a part of. We need to find somebody quickly.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on October 31, 2007, 02:32:00 pm

 THE POST 13500041
so wait, you've designed the game, and it needs to be programmed now?

Maybe I could help, but I'd need more details.

edit:  I hope it's not a prank, but if it is, it's a good one.  my hat's off to you.   :thumbup:google.gif:thumbup:google.gif:thumbup:google.gif

This post has been edited by Liazon on 31 Oct, 2007, 19:32

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on October 31, 2007, 03:21:00 pm

 THE POST 13500115
It would be cool if liazon could help ^^ he's a nice asm programmer. Jon is also quite good IIRC altough he doesn't know much about grayscale

Else it could be done using xLIB and TI-BASIC code but then it would means much slower gameplay and grayscale would need to be decreased from 4 level to 3 levels so it won't flicker too much on the regular 83+

EDIT: Idk if it's a prank because there's an animated screenshot in the first post, but again it's easy to do with calcapture or animator programs *cough*zelda minish cap prank*cough*. I hope it's real :Dbiggrin.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on October 31, 2007, 03:44:00 pm

 THE POST 13500136
I would disagree with you DJ_Omnimaga.  I think ALL of the ASM programmers here at omnimaga are more than capable of this project.  It's a question of time really.  Like I've said before, I've kinda been busy and have been progressing at a snails pace.

Ironically, this level up system is similar to what I wanted to do w/ Nanocrisis.

Lemme point some stuff out:
1.)  Even Jim e's gs package has limitations.  It's not perfect, and from my experience, even w/ his RGP, gs is still kinda better on the SEs.  He even points this out and strongly recommends the use of hyper mode when doing gs.

2.)  Scrolling can't be guaranteed.  Jim's gs mapper is can be annoying to use.  It does use SMC, which can be a problem.

3.)  RAM program or APP?  I probably won't mind.  Both have their advantages.  RAM maybe easier to incorporate a lot of stuff.  APP = more space, which I like, but a lot of other ASM programmers seem to deem as wasteful.

4.)  Custom font.  Unless my eyeballs have fallen out due to halloween, I'm pretty sure that's a custom font.  And it's pretty big too.

5.)  I'm pretty glad battles appear to be very text based.

6.)  Programming takes time.  No doubt about that.

I hope this isn't a prank too.  Grendel, you chose an interesting day to start this topic.

edit:  Now that I look at the mock screens further, you really planned this out really well Grendel!  The font is 8x8 for the most part.  Everything seems to be aligned very nicely.  tiles and sprites appear to be 16x16.  geez, you know a lot about what would be easy in ASM, while still making it look good.

This post has been edited by Liazon on 31 Oct, 2007, 20:51

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on October 31, 2007, 04:06:00 pm

 THE POST 13500167
Hmm this seems like one of the most promising things that I have ever seen. So maps, data, NPC text, and all that is planned out for the most part or at least 50%?

If so I would love to help you with coding this project, if it is real. :Ptongue.gif

I think you have quite a gem on your hand.

@Liazon: Jim_e's interlaced GS mapper is pretty good with scrolling. And overall I wouldn't try rewriting the map, I would just run it in RAM.

This post has been edited by Halifax on 31 Oct, 2007, 21:07

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on October 31, 2007, 04:10:00 pm

 THE POST 13500176
I love the menu borders and the text  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on October 31, 2007, 04:37:00 pm

 THE POST 13500207
true, but Jim scrolls 2-4 pxls at a time in most of his gs demos.

I don't think he wants scrolling though.  That's why he divided that world map up like that.

Of course, he'll probably change his mind, unless his friend who was already coding this already has everything set up.  

imho, scrolling really isn't necessary in RPG, and I really like this simplistic, but story-telling touch.  It's really good graphics, but not intense graphics, which is why I like this proposal so much.

I wish I was as good of a pixel artist!

This post has been edited by Liazon on 31 Oct, 2007, 21:40

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Netham45 on October 31, 2007, 05:01:00 pm

 THE POST 13500231
QuoteBegin-nitacku+31 Oct, 2007, 13:22
-->
QUOTE (nitacku @ 31 Oct, 2007, 13:22)
WOW!!!
Dude, you need to finish this like right now before I explode! :lol:bounce2.gif

That is going to be like the next Zelda.  

 Zeldas not out yet.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on October 31, 2007, 05:17:00 pm

 THE POST 13500249
he knows, he was just talking in the future ;)wink.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on October 31, 2007, 07:04:00 pm

 THE POST 13500379
user posted image

Behold the power of Jim e's gs tilemapper!!!!

I'm not sure why it's got issues w/ scrolling up and down.  my guess it probably messed up assembler instructions in the .inc file.  I'll have to ask him.  Maybe I can fix it.  Anyone else might know what's wrong with it?  Halifax?

but, it kinda points out why I don't think scrolling is necessary.

everyone try this out on calc and see what you guys think.  especially on 83+BE.

This post has been edited by Liazon on 1 Nov, 2007, 0:07

Attached File ( Number of downloads: 4 )

Attached File
Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on October 31, 2007, 07:32:00 pm

 THE POST 13500398
I don't think the guy want scrolling, plus since he's new to asm and he need someone for helping It may be better to start with somehting small to begin (not too small either though, but not too complicated), because it would suck if it died, it look so freakin awesome :)smile.gif

I wish I knew ASM :(sad.gif if the project was BASIC+XLIB i could maybe have helped making some stuff

This looks nice though O_Oshocked2.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 01, 2007, 12:31:00 am

 THE POST 13500572
Thanks for validating my account. I couldn't quite figure that part out. It was also restricting my posting earlier for some reason. (had to wait to start this thread) I figured it was just a temporary restriction until one of the admins verified my account info, or something of that nature.

I really appreciate all the feedback. As I've said, I've been working on the project for a few years on the side, so a lot of thought and detail has gone into it. Probably a bit too much, actually. :Ptongue.gif

I tried to model it after earlier console RPGs like Final Fantasy, Dragon Warrior, SaGa, etc. The fairest comparisson would be Final Fantasy Legend / Makai Toushi SaGa for the GameBoy. The game engine is pretty much a reflection of it down to the last detail.

If / when this project is completed, I would like to volunteer my help in other areas such as graphic design, game engine design and so forth. I noticed a lot of requests here for tilesets and such, which is an area I could definitely help with. TI development interests me because it draws a lot of attention from amatuer developers who may someday move on to bigger projects. It seems like a fun entry-level thing.

If anyone would like to sign onto this project, whether or not you can help with programming, just let me know. I don't mind adding anyone to the project site so they can look over the rest of the project files. As mentioned in my original post, I'm trying to do this from an open-source perspective, so if any of the game's resources can be useful to anyone else, they're welcome to them.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 01, 2007, 12:35:00 am

 THE POST 13500573
DJ Omnimaga is correct -- I actually didn't have scrolling in mind. Each map is divided into 6x4 tile screens, and only that data is displayed at one time. When you move to a new screen, it does the Zelda-like transition of quickly jumping over. I designed the maps around this function, so you'll sometimes see things like duplicate doors or entrances as to avoid collisions with off-screen objects.

There are a couple of things I need to explain about this. First, not having scrolling makes the objects on screen a lot easier to see. When the screen is constantly moving, everything tends to fade and blend together. In this case, you'll be able to clearly see everything that's in your way and not trip over every little object in the process. ;)wink.gif

Second, there are no animated tiles in the game. Again, this takes advantage of how the game would actually look on the calculator itself. When the screen is flickering and moving, the tiles will infact seem animated even though they aren't. For instance, the water tile. The pixels are so close together that they should bleed somewhat as the screen flickers.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 01, 2007, 12:44:00 am

 THE POST 13500582
Oops. I didn't even notice the second page of replies. Sorry, I'll try to address your questions...

QuoteBegin
-->
QUOTE
So maps, data, NPC text, and all that is planned out for the most part or at least 50%?


Everything is completed and ready to be put together.

QuoteBegin
-->
QUOTE
EDIT: Idk if it's a prank because there's an animated screenshot in the first post, but again it's easy to do with calcapture or animator programs *cough*zelda minish cap prank*cough*. I hope it's real


Prank? Those are just a few sample screens I put together personally, to demonstrate how I want the screens and data to be arranged. (I figured it's easier than trying to explain it manually)

QuoteBegin
-->
QUOTE
3.) RAM program or APP? I probably won't mind. Both have their advantages. RAM maybe easier to incorporate a lot of stuff. APP = more space, which I like, but a lot of other ASM programmers seem to deem as wasteful.


Spikeman (the other guy on the project) recommended doing it as an application, per space issues. We were also looking into various compression methods to avoid any problems.

QuoteBegin
-->
QUOTE
4.) Custom font. Unless my eyeballs have fallen out due to halloween, I'm pretty sure that's a custom font. And it's pretty big too.


Yes. 96 characters total:

user posted image

This includes item icons, double-byte characters, cursors, pointers, and all that good stuff.

QuoteBegin
-->
QUOTE
edit: Now that I look at the mock screens further, you really planned this out really well Grendel! The font is 8x8 for the most part. Everything seems to be aligned very nicely. tiles and sprites appear to be 16x16. geez, you know a lot about what would be easy in ASM, while still making it look good.


I do a lot of ROM-hacking on the side. (NES / GameBoy ROMs) I have a fair understanding of how data is arranged, so I figured I would apply this to my TI project. I hope it makes the job easier.

I fear that some of the programming may be a little complicated, because there are a lot of "tricks" that have to be pulled off to cover-up technical limitations. For example, the menu cursor consists of about 5 or 6 different characters in the font, depending on which direction and position it's in. One of the cursor positions is even a double-byte character, and another is adjusted to blend in with the window frame under certain conditions.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 01, 2007, 06:31:00 am

 THE POST 13501051
I'm glad you're interested in TI developpement. I hope you stick around for a while :)smile.gif. Usually some people stay for a year, and others stay for 5 years, and since this forum also cover PC game programming or generating (by generating I mean using game maker or stuff liek this) ppl tend to stick around longer. :)smile.gif

Those fonts are awesome, you did a nice job on them :)smile.gif

That said I would like to point out to that icon: user posted image
Which allow you to edit your post/messages instead of posting 3 times in a row within a few minutes... it's ok if you double post when there hasn't been any replies for like half a day or something though :-P  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 01, 2007, 06:36:00 am

 THE POST 13501068
Sorry. I was in a rush earlier. Does the eraser button allow you to delete your own posts? It doesn't seem to work for me. I get a lot of board errors when trying to post / edit. (something about not being logged in, or not having permissions)

I'm glad you like the font. Feel free to use it. :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 01, 2007, 07:13:00 am

 THE POST 13501134
Odd, I will check this issue, normally you should be able to edit your posts (I don't think members can delete them tho), maybe I messed up normal members permissions somewhere x.x  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: dinhotheone on November 01, 2007, 10:32:00 am

 THE POST 13501439
edit: either you fixed it or there wasnt really anything wrong.

anyway, im happy that you are getting a good reply here, it shows how great  people our asm programmers are. Maybe someday i will be clummped in that same catagory.

This post has been edited by dinhotheone on 1 Nov, 2007, 15:34

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 01, 2007, 11:07:00 am

 THE POST 13501504
Cool, could you sign me up for the project site?  I'd like to see what else you've got.

As you can see from the screen shot I posted earlier, I spent the night ripping your tiles from that map and plugging it into the gs tilemapper I have to see how it looks.

You can probably see that gs is pretty flickery, even when it's still.  It's partially because the mapper is being called so many times, but oh well.  Actually, that tilemapper might be necessary, depending on how fast you want to scroll when doing the zelda style transitions.  I think whole tiles will be fine though.

How do I contact this Spikeman?  Can he join Omnimaga too so he can talk about what he needs for programming?  And what kind of help, if any, does he need?  It sounds like you guys have all the planning and stuff down solid, which makes me wonder what I can, if I can help at all.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 01, 2007, 11:09:00 am

 THE POST 13501506
Liazon, do you have a Google account? You will need one for the project site -- here. (if you have GMail or anything, just let me know your screen name so I can add you)

I'll contact Spikeman and let him know about this place. Maybe I can get him to sign-up.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 01, 2007, 11:15:00 am

 THE POST 13501521
liazonkademagu(-54125+at-)gmail(-54125+dot-)com

edit: are you guys looking to compress this into a 1 page APP?

and is spikeman using Duck's GS package, or RGP by Jim e?

and why does spikeman sound so familiar.  Did he used to be on calchaven or calcgames?

This post has been edited by Liazon on 1 Nov, 2007, 20:49

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 01, 2007, 12:13:00 pm

 THE POST 13501679
Liazon, you've been added to the project page.

I still need to get in contact with Spikeman to be able to address your concerns, so give me a little while. (I only stay in touch with him via Google Talk)

He may have been in one of those communities. I know he has an account at Detached Solutions.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: kalan_vod on November 01, 2007, 12:25:00 pm

 THE POST 13501711
This is truly amazing!

This post has been edited by kalan_vod on 1 Nov, 2007, 17:29


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 01, 2007, 12:29:00 pm

 THE POST 13501717
Why does everyone keep asking me if this is a prank? It's really not THAT unbelievable! (although, I do feel somewhat flattered here...)

Either way, Liazon now has access to the project page and trunk. He can confirm that all the data is indeed rotting there while I wait for a programmer to come along. :Ptongue.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 01, 2007, 12:39:00 pm

 THE POST 13501742
ya, it's not a prank.  there's lot of planning, a lot of concept art, a lot of docs, yep, even some CalcGS tilesets

grendel: it's just that you posted when Kevin was doing a lot of pranks.  And since you appeared as validating, some people probably assumed it was another of Kevin's jokes.

did you ever consider doing this for the other calcs?  especially the ones that have better gs capabilities?  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 01, 2007, 12:42:00 pm

 THE POST 13501747
Other calculators, as in other TI models, or other brands? I'm really only familiar with TI-83 / 84, and would prefer to stay within that catagory due to popularity. I worry that trying to develop for other platforms wouldn't wield as large of an audience.

I'm not totally clear on the portability of TI games, though. It could be possible to adapt the game for multiple platforms.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 01, 2007, 12:46:00 pm

 THE POST 13501753
ya, like the 68k Calculators: ti-89, ti-92+, v200, and the ti-86, which also uses z80 ASM, but it can do greyscale better.

ti-86 and 83+/84+ both use z80, so a lot of code will be the same.  it's the just the 86 has a bigger screen, but you don't have to use all of it.  the screen is also better because there is no LCD driver, so fastcopy is not needed.  gbuf/plotsscreen on 86 is memory mapped (screen automatically shows what's there)  also, 86 has no archive.

68ks, you can use TIGCC, which is a C compiler for the 68k calculators.    

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 01, 2007, 01:47:00 pm

 THE POST 13501872
@Liazon: Ahhh, I used to have the answer to that question because Jim_e said so one time. He has been holding the "fixed" source on his HD, and you would have to ask him for it.

Also, yeah, it shouldn't be that flickery.

@grendel: Can I sign up for this project too, but I don't have a gmail account. :(sad.gif

Also if this was made in C, it would be much more maintainable, in my eyes. z80 assembly can be maintainable too, but I think it has to be done "right".

This post has been edited by Halifax on 1 Nov, 2007, 18:48

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 01, 2007, 01:58:00 pm

 THE POST 13501892
Halifax, since the site is hosted on Google Code, you need a Google account. (which isn't that difficult to obtain -- they don't even bother you for an e-mail address)  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 01, 2007, 02:10:00 pm

 THE POST 13501913
@Halifax, asked Jim and it turned out I was multiplying the wrong numbers before calling the mapper XDsmiley.gifXDsmiley.gifXDsmiley.gif

user posted image

finally fixed!!!!

ya, it is kinda flickery isn't it?  well, I agree that no scrolling might look nicer.  Might need to adjust the update speed to make it look nicer, but it's kinda still limited by the actual LCD :(sad.gif



Attached File ( Number of downloads: 5 )

Attached File
Title: "Lost Legends" for 84+, An ASM RPG
Post by: TIfanx1999 on November 01, 2007, 02:33:00 pm

 THE POST 13501955
Hey, this looks great! First grendel let me say welcome to omnimaga, and I hope you enjoy the boards! I would ramble about how amazing this project of yours looks, but it seems others have beat me to the punch! :Ptongue.gif I have to say I'm glad to see you are finding some help on this project and I can't wait to see it completed. I would love to help, but alas I am still in the process of learning ASM :(sad.gif. Anyho... good look to you!
*Edit* I do hope you stay around because you appear extremley well organized and seem to have an incredible feel for game design and concpet.

This post has been edited by art_of_camelot on 1 Nov, 2007, 19:37

Title: "Lost Legends" for 84+, An ASM RPG
Post by: kalan_vod on November 01, 2007, 02:58:00 pm

 THE POST 13502007
Liazon, use wabbit ;)wink.gif


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 01, 2007, 03:01:00 pm

 THE POST 13502015
Wow. I could certainly get used to all this ego-stroking. :Ptongue.gif

I'm glad so many people enjoy the project. I hope I don't let anyone down!  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: kalan_vod on November 01, 2007, 03:03:00 pm

 THE POST 13502018
user posted image

You deserve it, I hope to see some movement of the engine in progress ;)wink.gif.  


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 01, 2007, 03:13:00 pm

 THE POST 13502038
o.oblink.gif could u send me the latest windows wabbit?  thanks

thanks for the good screen shot too.  though from past experience, BE's never look as good as that :'(

Like grendel said, he doesn't want scrolling.  that's kinda good since the mapper can be annoying to use in an APP.  fortunately RGP is app safe afaik.

btw, grendel, where do you want coding to begin?  I'm going to assume you want a map engine built to your specifications.

Also, Halifax and I will probably want to divide up coding responsibilities.  Just for consideration that's all  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 01, 2007, 03:16:00 pm

 THE POST 13502047
Liazon, wherever the developers are comfortable. Any starting point is fine.

The map engine shouldn't be too difficult to pull off. It's exactly like that of older Zelda games -- you jump from one screen to another.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Spikeman on November 01, 2007, 03:37:00 pm

 THE POST 13502076
Hi all, I probably don't need much of an intro after being talked about so much. To answer a few questions I'm undecided whether to do an app or a standard program. I suggested that an app may be necessary because there is so much data (grayscale graphics and such). Speaking of grayscale, I was using Duck's kit but I haven't really used grayscale before so I'm not partial to either one. For people helping out PM me and I can share IM info.  


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 01, 2007, 03:43:00 pm

 THE POST 13502083
I went ahead and added my IM info to my profile in case anyone wants to contact me directly about the project. My Google Talk info is also ghilmarsson320 (at) gmail (dot) com  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 01, 2007, 03:48:00 pm

 THE POST 13502088
I use RGP because it's newer and Jim e basically took Duck's and made it "better."


Title: "Lost Legends" for 84+, An ASM RPG
Post by: trevmeister66 on November 01, 2007, 04:37:00 pm

 THE POST 13502168
Man kalan's ss looks very nice, but I think it should stay as Zelda-scrolling instead. Then again i have no asm knowledge at all, and don't know what does what. But this is looking very nice. POTY award for next year :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 01, 2007, 06:00:00 pm

 THE POST 13502287
wow this is awesome! From personal knowledge jime grayscale looked nice on calc, it shouldn't be that bad. Usually on emulator it never look as good as on calc since it isn,t accurate.


Personally I would go for an APP, keep in mind apps doesnt allow self modifying code though, so you will need to make save files as appvar. If the project is small it should fit in 32k flash app I think.

Oh and hi spikeman :)smile.gif


The reason why ppl including myself thought this project was a prank yesterday is because like on april 1st (april fools day) most TI websites do pranks, and Omnimaga is actually the only one besides Calchaven (which seems to be gone now) who also does them on Halloween day. And your project was posted right on halloween day so we thought it was one of the Omnimaga staff who faked a project announcement. :Ptongue.gif
Our 83+SE port of Zelda Minish Cap april fools joke in 2005 prbly didn't helped either
user posted image

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Spikeman on November 01, 2007, 06:08:00 pm

 THE POST 13502300
Alright, sounds like we will use Jim e's thing and it will be an APP. Appvars aren't a problem. Being able to have just your save game and being able to put it in a group or back it up to your computer is nice anyways.  


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 01, 2007, 06:09:00 pm

 THE POST 13502301
Yeah, being an app also protect the game from RAM clears as well, since it's always in archive and doesn't need to be unarchived to run  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 02, 2007, 02:01:00 am

 THE POST 13502555
*approves*

I don't know a whole lot about this technical stuff, so I'll leave it up to whoever else is participating in the project to determine. (they would know best, after all)  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 02, 2007, 09:56:00 am

 THE POST 13503166
Liazon: It would be great if you could setup a SVN, and maybe we should put together some coding standards so we can modify each others code easier.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 02, 2007, 11:35:00 am

 THE POST 13503289
I think the project site already has an SVN.

why don't you want to get gmail?

Edit:

DJ_Omnimaga: you were right, Jim e's RGP looks just as good on BEs as SEs.  Lemme tell you the story of how I found out.

As some may know, I have an 84+SE.  To test performance on BEs, I borrow my friend's blue 83+, which from what people tell me, are special edition BEs.  Now, everytime I test grayscale on his calc, it's ultra flickery and impossible to see anything.

now today, this morning, I just happened to meet one of my friends w/ a black BE, so I decided to try the GS stuff on his calc first.  It was awesome!!!!!!!   :banghead:banghead.gif:banghead:banghead.gif:banghead:banghead.gif  then it hit me that I probably never used LCD fix on my other friends blue BE because I assumed only SEs had LCD driver issues.  So now I know that it looks just as good on either.  I guess I should probably put LCDfix on my friends blue BE.

This really changed my perspective on gs games because prior to this discovery, I had always assumed BEs were flickery when it came to grayscale.  I also realize that I'll need to distribute LCDfix when distributing anything w/ gs because so many people I know have blue, purple, or green 83+BEs.

This post has been edited by Liazon on 2 Nov, 2007, 16:48

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 02, 2007, 12:29:00 pm

 THE POST 13503361
Yes, the project has an SVN. Spikeman knows more about that than I do. I just update the files from my computer and know nothing more about how to operate it.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Spikeman on November 02, 2007, 03:36:00 pm

 THE POST 13503601
Can someone point me to this LCDfix? I've never heard of it. o.oblink.gif


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 02, 2007, 03:41:00 pm

 THE POST 13503611
Hold on I will search for it on ticalc in a few secs, I'll edit my post with the linjk

EDIT: http://www.ticalc.org/archives/files/fileinfo/366/36608.html  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 03, 2007, 03:57:00 am

 THE POST 13504102
thanks DJ_Omnimaga

Halifax:
For the most part, we both agree on using:
1.)  Wabbitspasm
2.)  Wabbitemu (yes, finally got a copy, woot!)
3.)  RGP for grayscale

I'm going to test out and see if we need the gs mapper to do Zelda style transistions.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: dinhotheone on November 03, 2007, 09:10:00 am

 THE POST 13504472
QuoteBegin-Liazon+2 Nov, 2007, 16:35
-->
QUOTE (Liazon @ 2 Nov, 2007, 16:35)
I think the project site already has an SVN.

why don't you want to get gmail?

Edit:

DJ_Omnimaga: you were right, Jim e's RGP looks just as good on BEs as SEs.
Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 03, 2007, 01:07:00 pm

 THE POST 13504775
Alright, cool, and can someone point me to the SVN?  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 03, 2007, 01:17:00 pm

 THE POST 13504787
QuoteBegin-dinhotheone+3 Nov, 2007, 14:10
-->
QUOTE (dinhotheone @ 3 Nov, 2007, 14:10)
QuoteBegin-Liazon+2 Nov, 2007, 16:35-->
QUOTE (Liazon @ 2 Nov, 2007, 16:35)
I think the project site already has an SVN.

why don't you want to get gmail?

Edit:

DJ_Omnimaga: you were right, Jim e's RGP looks just as good on BEs as SEs.
Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 03, 2007, 02:10:00 pm

 THE POST 13504838
Halifax, have you created an account yet? I can't add you to the project page until you do. (the files are read-only for the public)

EDIT: Actually, Liazon, would you like to be a project admin? You can help Halifax (or others) get set up this way.

This post has been edited by grendel on 3 Nov, 2007, 19:11

Title: "Lost Legends" for 84+, An ASM RPG
Post by: kalan_vod on November 03, 2007, 03:09:00 pm

 THE POST 13504913
QuoteBegin-dinhotheone+3 Nov, 2007, 14:10
-->
QUOTE (dinhotheone @ 3 Nov, 2007, 14:10)
pretty sure LCDfix is for 84+ only...im not 100% though.  

 It works with 83+ SE too.  


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 03, 2007, 03:48:00 pm

 THE POST 13504982
so um... does anyone else want to help?  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 03, 2007, 05:53:00 pm

 THE POST 13505199
Well the 8KB limit is a thing of the past with advanced shells like MOS. 24KB is the limit now, and that is virtually impossible to break.

Secondly I like SVN better than email because it is easier to use, and also if IIRC you couldn't just sign up for a Gmail account.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 03, 2007, 06:01:00 pm

 THE POST 13505208
where have you been??

mail.google.com

right below the sign in it says "Sign up for Gmail"

They've opened it up now to the public :)smile.gif

This account can be used for all google related things, including googlecode.

how does MOS do that? break the 8kb limit?

This post has been edited by Liazon on 3 Nov, 2007, 23:03

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 03, 2007, 06:07:00 pm

 THE POST 13505211
yeah gmail has been open for public for several months now  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 03, 2007, 07:49:00 pm

 THE POST 13505282
It uses the advanced(when MOS came out) technique of ram swapping. The 8KB limit can even be passed with the un-advanced technique of ram copying.

With ram copying the limit is:
24k - program size

With ram swapping the limit is:
24k

Basically the limit is imposed by TI's built-in assembly runner. Which means you can bypass it simply writing your own assembly runner.

Swap the program to $9D95
call $9D95

simple as that. (Well ram swapping isn't that simple, but you get the point.)  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 03, 2007, 07:54:00 pm

 THE POST 13505284
nice, i didnt even knew this :Ptongue.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 03, 2007, 07:59:00 pm

 THE POST 13505289
Well yeah, how else could Wolfenstein run without it. :Ptongue.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 04, 2007, 03:11:00 am

 THE POST 13505627
true true

so do we want this in APP or MOS only?

really don't mind either

This post has been edited by Liazon on 4 Nov, 2007, 9:11

Title: "Lost Legends" for 84+, An ASM RPG
Post by: dinhotheone on November 04, 2007, 04:00:00 am

 THE POST 13505692
QuoteBegin-kalan_vod+3 Nov, 2007, 20:09
-->
QUOTE (kalan_vod @ 3 Nov, 2007, 20:09)
QuoteBegin-dinhotheone+3 Nov, 2007, 14:1-->
QUOTE (dinhotheone @ 3 Nov, 2007, 14:10)
pretty sure LCDfix is for 84+ only...im not 100% though.

It works with 83+ SE too.  

 i said that in the edit  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 04, 2007, 04:02:00 am

 THE POST 13505697
I just noticed somewhat of an odd dilema -- how will the game handle contradicting resistances? There are two elements: Fire and Cold. Many pieces of armor either add or subtract resistance to either of these. So let's say you equip a piece or armor that adds resistance to fire, and then equip something else alongside it that adds weakness to fire. I was thinking it should work like this:

 - Keep resistance to default level if equipment both adds and subtracts resistance equally
 - Keep resistance to strong if more equipment adds the resistance than it subtracts (for example, two items that are strong to an element ignore one peice of equipment that is weak to it)
 - Keep resistance to weak if more equipment subtracts the resistance than it adds (for example, two items that are weak to an element ignore one peice of equipment that is strong to it)

Hopefully, that's not a difficult exception to make. If so, I'll go ahead and write it into the documentation.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: dinhotheone on November 04, 2007, 04:07:00 am

 THE POST 13505709
QuoteBegin
-->
QUOTE
I just noticed somewhat of an odd dilema -- how will the game handle contradicting resistances? There are two elements: Fire and Cold. Many pieces of armor either add or subtract resistance to either of these. So let's say you equip a piece or armor that adds resistance to fire, and then equip something else alongside it that adds weakness to fire. I was thinking it should work like this:

- Keep resistance to default level if equipment both adds and subtracts resistance equally
- Keep resistance to strong if more equipment adds the resistance than it subtracts (for example, two items that are strong to an element ignore one peice of equipment that is weak to it)
- Keep resistance to weak if more equipment subtracts the resistance than it adds (for example, two items that are weak to an element ignore one peice of equipment that is strong to it)

Hopefully, that's not a difficult exception to make. If so, I'll go ahead and write it into the documentation.

ya, that seems entirely logical, but i think more than three tiers of resistance would be better, IMO it would be better to have 5+, adds a little more poison to having multiple things that remove resistance. it may seem like with 5 that it is harder to calculate that clashing res thing but i would just store res as a value -2 to 2 and then do math to figure out sigma resistance, (-54125+OO,-2) and (2,OO) would just be rounded to +-2. idk, i just think that there should be more punishment for  having multiple things that take away resistance, if theres no change to res after the first minus, then it stops being a factor.

edit: i change my mind, i like your system better

as to app vs MOS prog:
i would say its better to be safe than sorry. if you go with MOS/DCS you may run out of space, plus then you have to include MOS and a single program> multiprogram installation when pepole arent that familiar to the calculator. apps really dont have the space limit, besides even if 24 was enough, alot of people dont understand how to get the necessary ram open for such large apps, even i have trouble running 24k asm programs though not because i dont know how to open space, but because i have a ton of groups. I think an app will be more alluring to a larger crowd. (btw if people think i keep 'flip flopping' as i was the one that brought up MOS ram copying, i just wanted to put all the options out there before)

This post has been edited by dinhotheone on 4 Nov, 2007, 10:38

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 04, 2007, 04:26:00 am

 THE POST 13505735
This is currently how I have all the elemental properties set up:

c1
-->
CODE
ec1[Fire] and [Cold] are elemental modifiers added to weapons, abilities, etc. Some
enemies will sustain additional damaged when targetted with an elemental weak
spot. Accordingly, the following sums up various states in which these modifiers
can exist:

 
Title: "Lost Legends" for 84+, An ASM RPG
Post by: dinhotheone on November 04, 2007, 04:37:00 am

 THE POST 13505751
now that i think about it again, im not gona lie, it seems like theres a sort of ellegance to having it be so black and white across the board. it seems to fit in with the style of your artwork. i bet that sounds dumb decause his art is 4 level gray, its hard to explain what i mean but it seems to fit in along with his fighting system (untraditional in its artwork) and leveling system (untraditional), adding a res system that works traditionally (many levels of resistance) doesnt seem to fit.









Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 04, 2007, 05:37:00 am

 THE POST 13505848
QuoteBegin-dinhotheone+4 Nov, 2007, 10:07
-->
QUOTE (dinhotheone @ 4 Nov, 2007, 10:07)
as to app vs MOS prog:
i would say its better to be safe than sorry. if you go with MOS/DCS you may run out of space, plus then you have to include MOS and a single program> multiprogram installation when pepole arent that familiar to the calculator. apps really dont have the space limit, besides even if 24 was enough, alot of people dont understand how to get the necessary ram open for such large apps, even i have trouble running 24k asm programs though not because i dont know how to open space, but because i have a ton of groups. I think an app will be more alluring to a larger crowd. (btw if people think i keep 'flip flopping' as i was the one that brought up MOS ram copying, i just wanted to put all the options out there before)

ya I agree with you there because since we don't know how much code there will be.  Not to mention, if it has to be MOS and not ion, then you're already alienating 83, people.  Might as well put it in APP form, which definitely isn't 83 compatible.  The only thing is, you only get 8 characters to describe name your app  :Dbiggrin.gif

as for the discussion at hand, I like how we're discussing this stuff.  Why doesn't someone make a note of it in the SVN or the issues section of googlecode so we don't forget.  Right now, I'm a bit more concerned with the base code for the project.  It's kinda important to establish now APP or MOS -> atm, I'm swayed towards APP, but that means a bit more work to get GS fully operational.  Don't mind as long as it works, cuz it's worth it.

Probably won't get to combat related kind of stuff for awhile.  I like grendel's plan to work on font followed by mapping.  I'll probably stick to that.

edit:  I almost forgot the important thing I had to ask.  Grendel, if all the text and dialogue is complete for the game, do you think you can go through and count up and list all the different words?  Thanks!

@Halifax:  Whenever you get your gmail account, PM one of us and we'll add you to the project.

This post has been edited by Liazon on 4 Nov, 2007, 11:39

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 04, 2007, 05:53:00 am

 THE POST 13505919
QuoteBegin
-->
QUOTE
Grendel, if all the text and dialogue is complete for the game, do you think you can go through and count up and list all the different words? Thanks!


Total word count, or number of unique words? Does this include item lists, too?

EDIT: I guess I'll have to dump all the dialogue into one giant text file. I wasn't sure how to organize it before, so a number of stuff hasn't been inserted into the trunk yet. Since there are a lot of special characters in the font, I've had to go by a "table" when writing the dialogue. I guess I'll just stick all of that in the same folder and hope that people can understand what the hell it means. :Ptongue.gif

And by the way...

user posted image

I plan to localize this project after we finish. (though, I will likely do all of that work myself) Just thought I would throw that out there.

This post has been edited by grendel on 4 Nov, 2007, 11:56

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 04, 2007, 06:00:00 am

 THE POST 13505942
total unique words, ignoring punctuation except for ' or the like, including item names as well as the symbols associated w/ them.

I just need a list of words in a text file, as well as the number, that's all.

... I don't know how Japanese is structured, but is that Katakana, or Hirugana?  Are there also "words" per say, as in groups of symbols -> something.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 04, 2007, 06:57:00 am

 THE POST 13506044
wow japannese? o.oblink.gif I sure hope there will still be an english version when finished O_Oshocked2.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 04, 2007, 07:22:00 am

 THE POST 13506077
Yes, Liazon I agree with an Application. I was just simply stating.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 04, 2007, 07:36:00 am

 THE POST 13506096
minor update: it's now an app  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 04, 2007, 08:23:00 am

 THE POST 13506161
I went ahead and merged all the spoken dialogue into a file called "dialogue_batch.txt," so I hope it's easy to read.

I'm not sure how to count every unique word. There are over 800 words in the dialogue.

EDIT: I also crammed every single piece of dialogue into a file called "random_dialogue_crammed_together.txt"

If I had some kind of program to count unique words in a document, I could sort them that way. Otherwise, what you're asking is rather impossible...

This post has been edited by grendel on 4 Nov, 2007, 14:52

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 04, 2007, 09:12:00 am

 THE POST 13506233
thanks grendel, that's really about all I need.

I can probably write some kind of script in Java or something to cut it down to a list of unique words.  I had an interesting compression idea involving tokenizing words, but seeing as you plan to localize this game, I duno if that'd be good for Japanese.

I've updated the SVN w/ the latest executable in APP form

Some time this week, I'm going to test _vputs and _puts and see how much it messes w/ gs. Rumor has it, they disable interrupts during the texting process, which means bad for RGP.  If it comes down to it, I'll write my own text routine and some kinda of Java program to convert regular strings to a modified charset.  I'll probably use PenCol/Row or CurRow/Col just because they're already there for inputs.

Hope that helps  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 04, 2007, 09:20:00 am

 THE POST 13506242
I have a special APP made vputs if you need it. (Made by jon)  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 04, 2007, 09:36:00 am

 THE POST 13506268
wow, anyone can explain me why vertical scrolling is faster than horizontal? Is it because it is more difficult to clip the left/right sides of sprites because they have to be 8 bits multiple width? o.oblink.gif

That said I love how it looks ^^  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 04, 2007, 09:47:00 am

 THE POST 13506281
Don't worry too much about the Japanese dialogue for now. That comes much, much later. I actually consider it a secondary project to be tackled long after the game is normally finished. All it would really involve is replacing the font bitmap and inserting a different dialogue file. It shouldn't be no more complicated than translating a game ROM.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 04, 2007, 09:58:00 am

 THE POST 13506296
QuoteBegin-DJ Omnimaga+4 Nov, 2007, 15:36
-->
QUOTE (DJ Omnimaga @ 4 Nov, 2007, 15:36)
wow, anyone can explain me why vertical scrolling is faster than horizontal? Is it because it is more difficult to clip the left/right sides of sprites because they have to be 8 bits multiple width? o.oblink.gif

That said I love how it looks ^^

There are several reasons why actually.

First I'd like to point out that the default settings for the demo is NOT pixel by pixel scrolling.  It's actually scrolling 4 pixels at a time.  IIRC:
F1: 1 pixel scrolling
F2: 2 pixel
F3: 4 Pixel
F4: 6 Pixel
F5: 8 pixel

2nd: Turn SE speed on (SE only)
Mode: Turn SE speed off (SE only)

So the screens are actually at 4 pixel scrolling.

As for why:

4 pixel scrolling is a "worst case" scenario because you have to rotate each byte in each row 4 times, regardless of whether you rotate from the left or the right (because there are 8 bits in a byte).  In vertical scrolling, it doesn't matter how much you scroll by.  you just need to figure out where you start copying from and copy.  I think Jim e uses an extra row of tiles in his buffer so that all mapper needs to do is calculate the row to start copying from and then just do one loop essentially (in ASM, it's ldir, but I think Jim e uses lots of ldis for some reason).

also, keep in mind that since the screen is shorter, but wider, things would probably naturally appear to move faster vertically because it'd only be present for 2/3 as many pixels.

edit:

@Halifax:  Sure, that'd be useful.

@grendel:  Is all text in the game going to be at that large font?

This post has been edited by Liazon on 4 Nov, 2007, 16:08

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 04, 2007, 10:22:00 am

 THE POST 13506342
Yes, all the text in the game uses the custom font.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 04, 2007, 10:43:00 am

 THE POST 13506366
I see what you mean liazon, thanks for claryfying it up :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 04, 2007, 11:21:00 am

 THE POST 13506434
Wow. I was just looking over some of the old resources I've yet to delete from the original concept. (back when I had planned it for 82, and was using pure black and white tiles) Check it out:

user posted image

user posted imageuser posted image

It was kind of lame back in its earlier stages, so yeah. :Ptongue.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 04, 2007, 11:22:00 am

 THE POST 13506438
That actually looks pretty good!

At Liazon, yes ldis are faster than using one ldir to match them.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 04, 2007, 11:31:00 am

 THE POST 13506450
wow nice :Dbiggrin.gif

ppl should really start submitting sprites again in the pixel art forum ^^  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 04, 2007, 11:34:00 am

 THE POST 13506453
Oh, and Liazon, a note about the map code -- I need some maps to be able to loop. For example:

user posted image

user posted image

When you walk off either side where the tiles are connected, the map will simply loop around. All other maps are designed with blockage preventing you from coming in contact with the edges, so it can be made into a universal exception that all maps should loop. (if that's easier)  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 04, 2007, 11:47:00 am

 THE POST 13506473
o.oblink.gif you didn't actually expect me to already be starting that did you?  lol I hope you aren't expecting a Thanksgiving or Christmas release either ^^

I'm working on atm.  I'll get back to mapping once that's finished, though the looping and stuff shouldn't be too hard, just change a couple numbers here and there ^^.  Your timing was impeccable btw.  If you had posted this project a week earlier, or a week later, I probably wouldn't have as much time to help you :)smile.gif

the black and white tiles look pretty nice too :)smile.gif

This post has been edited by Liazon on 4 Nov, 2007, 17:49

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 04, 2007, 11:55:00 am

 THE POST 13506509
O_Oshocked2.gif this is so awesome looking, darn so true to final fantasy games!  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: TIfanx1999 on November 04, 2007, 12:59:00 pm

 THE POST 13506583
The black and white tiles look great too, wasnt oxyale from final fantasy one where you have to go underwater in the barrel?  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 04, 2007, 01:05:00 pm

 THE POST 13506589
QuoteBegin-art_of_camelot+4 Nov, 2007, 18:59
-->
QUOTE (art_of_camelot @ 4 Nov, 2007, 18:59)
The black and white tiles look great too, wasnt oxyale from final fantasy one where you have to go underwater in the barrel?  

 Yes, but I actually removed it from the current version.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: dinhotheone on November 04, 2007, 04:13:00 pm

 THE POST 13506833
the castle in that first 4level gray picture looks wicked nice.

i mean, more than the other stuff even.

This post has been edited by dinhotheone on 4 Nov, 2007, 22:15

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Spikeman on November 04, 2007, 08:14:00 pm

 THE POST 13507012
I'm going to say definitely application for reasons people have already said.

As for compression, what Liazon described is actually a system used in lots of games for NES, SNES, and the like (by the way Grendel and I met on a ROM hacking board ;)wink.gif) called Multiple Tile Encoding (MTE). I'm going to suggest Huffman encoding for text compression and maybe some form of LZ compression for graphics.

On another note, I still have the source for the old intro and ending to the game (the one with just black and white graphics) which includes things like the custom font and displaying text as well as a simple character walking around demo. I'll find those and upload them to the SVN.  


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: billthecat on November 05, 2007, 01:08:00 am

 THE POST 13507216
lol that looks like the arcane sanctuary from dII  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 05, 2007, 02:40:00 am

 THE POST 13507311
QuoteBegin-billthecat+5 Nov, 2007, 7:08
-->
QUOTE (billthecat @ 5 Nov, 2007, 7:08)
lol that looks like the arcane sanctuary from dII  

 I actually based it on the Lunar Subterrane from Final Fantasy IV:

user posted image

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 05, 2007, 05:43:00 am

 THE POST 13507565
I was sure it was from Mystic Quest o.oblink.gif

either way awesome :)smile.gif this is starting reminding me the Reign Of Legends 3 a lot, altough it had 8x8 b/w graphics ^^  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: tifreak on November 05, 2007, 06:09:00 am

 THE POST 13507611
Hmm... Would someone be able to steal the black and white tiles/sprites? I am sure with the use of xlib, they could make a fantastic game out of them as well. :)smile.gif

(And no, that person wouldn't be me. Pokemon consumes my soul. :Dbiggrin.gif )  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 05, 2007, 06:47:00 am

 THE POST 13507686
QuoteBegin-tifreak8x+5 Nov, 2007, 12:09
-->
QUOTE (tifreak8x @ 5 Nov, 2007, 12:09)
Hmm... Would someone be able to steal the black and white tiles/sprites? I am sure with the use of xlib, they could make a fantastic game out of them as well. :)smile.gif

(And no, that person wouldn't be me. Pokemon consumes my soul. :Dbiggrin.gif )  

 I don't mind designing a tileset for you. I'm currently working on one for trevmeister, though.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 05, 2007, 07:03:00 am

 THE POST 13507707
I am considering moving this project in the staff project section, even though the two persons who started it aren't Omnimaga staff at all, since two of our staff (or more?) are currently helping on the coding and we don't have a featured RPG project section (anymore).  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 05, 2007, 07:05:00 am

 THE POST 13507714
I was actually discussing that with Liazon earlier. I suggested we sort of "orphan" the project into his forum, since he's the main coder. I have no problems with this.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 05, 2007, 08:11:00 am

 THE POST 13507838
I will prbly move it now. You'll see a small arrow on the topic icon and it will redirect you to the moved topic under "Our Project"/Lost Legends  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 05, 2007, 08:43:00 am

 THE POST 13507892
Oh, wow. It actually gets it's own forum? :Ptongue.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: dinhotheone on November 05, 2007, 09:05:00 am

 THE POST 13507922
compared to some of the other projects that have thier own forum, quality wise, this one deserves two or three  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 05, 2007, 12:42:00 pm

 THE POST 13508336
congrats grendel!!  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Ranman on November 05, 2007, 02:15:00 pm

 THE POST 13508546
This project looks very promising.  :thumbup:google.gif


My only dislike is that the maps seem to lead the player down a specified path.

This post has been edited by Ranman on 5 Nov, 2007, 20:22

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Netham45 on November 05, 2007, 02:35:00 pm

 THE POST 13508567
if what you need to translate into english is just words, I think I can help you. I know a little Japaneese, and I have my trusty dictionary.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 05, 2007, 04:32:00 pm

 THE POST 13508715
QuoteBegin-Netham45+5 Nov, 2007, 20:35
-->
QUOTE (Netham45 @ 5 Nov, 2007, 20:35)
if what you need to translate into english is just words, I think I can help you. I know a little Japaneese, and I have my trusty dictionary.  

 No worries there. I plan to undertake the translation myself. :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: kalan_vod on November 06, 2007, 05:06:00 am

 THE POST 13509374
QuoteBegin-Ranman+5 Nov, 2007, 20:15
-->
QUOTE (Ranman @ 5 Nov, 2007, 20:15)
This project looks very promising.  :thumbup:google.gif


My only dislike is that the maps seem to lead the player down a specified path.  

 I would agree, it would be nice to see the sanctuary be similar to diablo 2 Arcane sanctuary XDsmiley.gif...misleading paths.  


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: JFISH on November 06, 2007, 05:32:00 am

 THE POST 13509423
heey its been a while since a ive posted on Omnimaga.... but.... holy crap NICE WORK!  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 06, 2007, 05:34:00 am

 THE POST 13509425
JFISH!!!!! :bounce:bounce.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Speler on November 06, 2007, 09:35:00 am

 THE POST 13509805
ZOMG!  IT'S JFISH!  Still working on Fate I hope :)smile.gif.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Netham45 on November 06, 2007, 12:11:00 pm

 THE POST 13510156
QuoteBegin-grendel+5 Nov, 2007, 20:32
-->
QUOTE (grendel @ 5 Nov, 2007, 20:32)
QuoteBegin-Netham45+5 Nov, 2007, 20:35-->
QUOTE (Netham45 @ 5 Nov, 2007, 20:35)
if what you need to translate into english is just words, I think I can help you. I know a little Japaneese, and I have my trusty dictionary.

No worries there. I plan to undertake the translation myself. :)smile.gif

 Ok!

Wow, this allready has it's own forum section. o.oblink.gif. that didn't take long. :Dbiggrin.gif

This program is frickin amazing lookin. :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 06, 2007, 01:45:00 pm

 THE POST 13510265
core text code is basically done, although I need to fix it a bit ^^ for got how many characters I needed to accomodate for.

may start more map related stuff later this week.

Halifax: did you ever get a gmail account?  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 06, 2007, 02:06:00 pm

 THE POST 13510286
No, I have to wait 'til the weekend before I can start coding this anyways. :(sad.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 06, 2007, 02:42:00 pm

 THE POST 13510329
what do you want to work  on?  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 06, 2007, 02:55:00 pm

 THE POST 13510350
Is the tilemapper up and running?  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 06, 2007, 05:44:00 pm

 THE POST 13510589
Yes, Jim e's mapper is now functioning as an APP.

the way I see it, the development process will have to follow something like what grendel originally outlined
c1
-->
CODE
ec1
Font
 - The font itself
 - All the routines related to calling the font in-game
Map
 - The maps theirselves
 - How player moves across the map, and goes to different locations
Game System
 - How player interacts with objects (dialogue, etc.)
 - How player can buy and sell items, or stay at inns
 - How player can recieve treasure from chests
 - How sequences are initiated according to interaction (like battles)
 - How player may save and load the game
Menu System
 - How items and stats are displayed, the windows, etc.
 - How player may use items and change equipment
Battle System
 - The very mechanics of turn-based fighting
 - How skills and abilities work
 - How status augmentation and ailment works (like poison, shield, etc.)
Monsters
 - The monsters theirselves
 - Where they appear, and at what rate
 - Their stats and abilities
Item lists and functions
Script and dialogue
Sequences (cut-scenes)c2
ec2

I've basically taken care of PutC, unless you disagree with my decision to not use ASCII and just use custom character codes.  I figured that since all text was aligned and 8x8 and covered whatever was below, I figured it'd be easier to do it that way.  CurRow/CurCol are used for inputs.  textinverse -> darkgray, textscrolled -> lightgray, set both and you've got an 8x8 white block.  We can figure out custom character codes later and write scripts/tools to convert regular strings to w/e we decide.
Unless you'd like to rewrite it yourself.  I'll update the SVN when I get a chance.

So now I think the biggest tasks are:

1.) Map: this includes
-getting transitions to work
-handling tilebased/event based events
-making sure doors and edges of the screen go the the right door/edge on another screen
-anything else i've forgotten.

2.) Battle Engine:
-I'm going to assume that returning the winner will be a good enough mold for the battle engine and we can go from there.  then just work all the event based stuff around that.

3.) Menu System:
-This can kinda fall under both of the two above.  We'll have to see.

So I think one of use should take something while the other works on something else.  When we agree on font/text conventions, we can stick to it and just start coding everything else.

This post has been edited by Liazon on 6 Nov, 2007, 23:45

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 07, 2007, 09:10:00 am

 THE POST 13511575
Okay, I will have to talk to your in-depth this weekend a little more, in a more personal way. (mIRC, AIM, etc.)

I agree with the giving tasks to separate programmers as that will provide most beneficial.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 07, 2007, 10:13:00 am

 THE POST 13511671
true, and more organised. Now it's awesome cuz we alerady have a designer and he alerady did his entire job. One could do battles and menus and the other  could do the walking engine and programming events or boss fight triggers for example  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 07, 2007, 10:18:00 am

 THE POST 13511678
I leave all the technical stuff up to the programmers. Whatever methods you feel are most efficient / convenient works for me.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 07, 2007, 12:44:00 pm

 THE POST 13511898
although since it's your story, we're probably going to have to ask you about a lot of the event driven stuff as it comes along.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 07, 2007, 12:54:00 pm

 THE POST 13511915
QuoteBegin-Liazon+7 Nov, 2007, 18:44
-->
QUOTE (Liazon @ 7 Nov, 2007, 18:44)
although since it's your story, we're probably going to have to ask you about a lot of the event driven stuff as it comes along.  

 Of course. :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: dinhotheone on November 07, 2007, 01:26:00 pm

 THE POST 13511964
is spikeman still a large part of this? dont forget him  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 07, 2007, 01:42:00 pm

 THE POST 13511980
He pops in and out. Haven't had a chance to talk to him lately. I'll remind him to check in.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 07, 2007, 03:35:00 pm

 THE POST 13512121
He doesn't seems to be active much in the community because from what i noticed he joined DS forums in 2004 and he posts like once per 6 or 8 months O_Oshocked2.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 07, 2007, 03:39:00 pm

 THE POST 13512127
Detached Solutions is quite slow, though. I rarely even check in anymore. He's pretty busy with school and independent studies, so it's hard to catch him at the right times.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 07, 2007, 03:42:00 pm

 THE POST 13512135
Yeah since Omnicalc 1.26 and emu8x got released not much happens at DS anymore, plus the forum shut down during the entire august month didn't helped at all. I think the most active TI forums are United-TI, Omnimaga, Cemetech, MaxCoderz, Revsoft and TI-Freakware in order now

I would add calcg.org but it's mostly newbies who need to know how to turn on their calcs who come here  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 07, 2007, 05:48:00 pm

 THE POST 13512282
i still find the "save the whales" and "save the platypi' funny

well, if spikeman wants to help out, he can.

If he and Halifax want to make a cool DS game, that's also good, but hopefully it'll have Omnimaga presents in purple ^^  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Madskillz on November 08, 2007, 10:54:00 am

 THE POST 13513316
Wow I missed this earlier...looks very good. I would love to see this on the calc! I am pretty busy with some projects working on right now. (crunch time if you will) but once december hits I could maybe offer some assistance.  


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 08, 2007, 10:57:00 am

 THE POST 13513323
The more the merrier. We're trying to divide the programming tasks up as much as possible, so wherever you could contribute would be great.

EDIT: And also, I haven't had much success with other communities. People admire the project, but aren't otherwise interested in joining. I think if we could get at least 5 or 6 people on the project, we would have it done in no time. (that would be about 1 person per area)

I'm not sure what Spikeman plans to do, code-wise. I still need to check with him.

This post has been edited by grendel on 8 Nov, 2007, 17:49

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 08, 2007, 12:44:00 pm

 THE POST 13513446
Well, we probably won't need too many people actually.  Assembly is one of those languages that's hard to do group projects with.  Increasing the number of people doesn't necessarily speed up production, in fact, sometimes it will hinder it, or people just play small roles.  One issue is that some parts of the program greatly rely on other parts, so you might as well have the original author just write it too.  Though a couple of people to do optimizations afterwards might be good.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 08, 2007, 02:13:00 pm

 THE POST 13513560
I agree with Liazon. I like to have a direct connection with developers on projects such as these so things can be done, essentially, fast!

I think a good team setup would be, 3-4 programmers, 3-4 optimizers, and you as a graphics artist. :Ptongue.gif

@grendel: Also, don't get discouraged since people aren't joining the development team. It is just that this project is so huge that it may be intimidating to some, or they just simply don't have the time.

This post has been edited by Halifax on 8 Nov, 2007, 20:14

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 08, 2007, 02:18:00 pm

 THE POST 13513564
By the way, we're all at an understanding about the GNU license, right? I mean, I also want this to be an educational thing. If people want to develop similar games, they'll have this as a resource.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 08, 2007, 02:25:00 pm

 THE POST 13513575
time is usually a big problem of course :Ptongue.gif

ya, GNU = include source.  No problem.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: dinhotheone on November 08, 2007, 04:50:00 pm

 THE POST 13513734
i think the main thing thats holding people back is asm, its only about 5% of the people here know asm, about 1-2% of them are inactive or not here right now and then many others are , as you said tied up. i for one would helpl if i could, unfortunately day 14 isnt enough to create a good program so... also, im not quite sure im retaining everything, asm is alot harder than i had originally thought it would be.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 08, 2007, 05:10:00 pm

 THE POST 13513758
So, why do you want the trunk to be private, Liazon? I mean, considering we're doing this under a GNU license. We don't have anything to hide! :Ptongue.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 08, 2007, 05:13:00 pm

 THE POST 13513763
true, I was just thinking it might be nice to keep the whole story under wraps ^^ no spoilers!!!!

*Liazon
Title: "Lost Legends" for 84+, An ASM RPG
Post by: Spikeman on November 08, 2007, 05:15:00 pm

 THE POST 13513767
I really do plan on helping out as much as I can it's just my busy schedule and various other projects that are holding me back. I will go find my code I already did for the custom font and such because I think that code probably save a bit of work. Since you guys seem to have a lot more free time than me I'll probably just pop in and work on whatever I feel like doing when I have the time. :)smile.gif

But yeah going to add my old work to the SVN right now before I forget.

Edit: I'm an idiot, the font stuff was already there. I'll add the old intro though.

This post has been edited by Spikeman on 8 Nov, 2007, 23:29


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 08, 2007, 05:15:00 pm

 THE POST 13513769
I guess we could make it private. It really doesn't matter to me, either way. Although, I'm not sure how to go about doing that... Spikeman?  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 08, 2007, 05:19:00 pm

 THE POST 13513773
or just email the story outline to all current members, and we'll redistribute to anyone who jumps in.

Unless anybody objects and wants the story available to view in the SVN?

That's really the only thing i'd like to keep between us until release time.

edit:

on second thought, it's probably okay.  Just don't peek people if you want to be surprised!!!  :Ptongue.gif:Ptongue.gif:Ptongue.gif
maybe spoiler warnings are needed ^^

This post has been edited by Liazon on 8 Nov, 2007, 23:26

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Spikeman on November 08, 2007, 05:43:00 pm

 THE POST 13513788
Yeah if you don't want the story spoiled, don't look at it!

Also my old work is now in the SVN so please check it out. :)smile.gif

Edit: I just tried out the APP in the SVN and the grayscale looks AMAZING. Much better than Duck's kit in my opinion.

Edit 2: I have no idea what is and isn't allowed in APPs, can someone recommend somewhere to read about that?

This post has been edited by Spikeman on 9 Nov, 2007, 2:07


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 09, 2007, 07:27:00 am

 THE POST 13514522
Liazon, I've finished the item / event arrangment maps, and you'll find them in a folder named "map arrange." Hopefully, I didn't miss anything.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 09, 2007, 02:51:00 pm

 THE POST 13515002
Thanks grendel!

@Spikeman:
wikiti can probably explain in more detail, but basically, no SMC is allowed.  That means no variables at all that are defined like
c1
-->
CODE
ec1
label:
 .db
c2
ec2
or real SMC for modifying the code itself.

Also, you can't use PutS if your string is in flash because you have to change ROM pages, and when you change ROM pages, the pointer is no longer pointing to the string.

Generally speaking, code on one APP page has no access to code on another.  Mostly, RAM is used to pass stuff in between, registers, or the stack.  Passing parameters by code stream is impossible.  Passing by reference works to a certain degree, assuming data is near the location of the bcall.  Generally speaking, you want to put associated data w/ associated routines, instead of all of it at the end.

if you define data using .db, it's permanent, so stuff like sprites, constants, etc can be defined that way provided that the routines that use them won't have to modify them while they work.

Hope that helps :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 09, 2007, 04:35:00 pm

 THE POST 13515085
to clarify up SMC here means Self modifying code  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Spikeman on November 12, 2007, 12:37:00 am

 THE POST 13518285
Ah okay, I was under the understanding that many bcalls and such were not allowed. In short, it's not as hard as I thought. I'm anxious to start working on something, where should I start?  


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 12, 2007, 12:47:00 pm

 THE POST 13519252
Halifax, check the the project's discussion. I've updated some of the information for you. :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 12, 2007, 01:30:00 pm

 THE POST 13519336
QuoteBegin-Spikeman+12 Nov, 2007, 6:37
-->
QUOTE (Spikeman @ 12 Nov, 2007, 6:37)
Ah okay, I was under the understanding that many bcalls and such were not allowed. In short, it's not as hard as I thought. I'm anxious to start working on something, where should I start?  

 ya, we've been constantly updating and keeping in touch using googlecode and the SVN, so you could probably look there and here for any updates.

atm, Halifax and I are finalizing the text standard.  From what Jim e told me, using bcalls for text is generally bad in gs because interrupts are disabled (so no GS interrupt running).  I've tested it w/ my temporary appSafePuts routine, and it isn't as bad as he says.  However, it only comes in dark gray, since only one layer of gs is affected by the bcall.  Designing it from scratch looked like a good idea since the text is aligned 8x8 sprites, and we have the flexibility of 3 colors of text, as well as invisible text lol.

We've been laying some ground work for the most part.  When I get a chance, I'll organize all the map based events into categories, and we can probably discuss how to implement it in code.

For now, I'd just say check the SVN and the googlecode page, and get familiar with the code we've been working on now.  Probably get used to how to use RGP and graymapper, though it wasn't documented too well.

I suggest you get wabbitspasm, or SPASM and wabbitsign separately from revsoft.  We'll be using those instead of TASM and devpac8x.  We'll also be using wabbitemu for emulation, and I think that's already been included in the SVN.  

I think that's it for now.  Thanks so far :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 12, 2007, 05:22:00 pm

 THE POST 13519763
Glad to see this is progressing. This could be the first grayscale ASM RPG ever released for the 83+ if we don't count desolate as a RPG  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: JonimusPrime on November 13, 2007, 01:58:00 am

 THE POST 13520150
IDK Desolate was close enough for me to call it a RPG but this will be so much larger and have more things that desolate ever had.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: tr1p1ea on November 13, 2007, 07:07:00 am

 THE POST 13520548
Like a good plan lol :Dbiggrin.gif.

Looks great and id go with the custom font routine, makes it more authentic.  


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 13, 2007, 07:56:00 am

 THE POST 13520597
It has been a while since I saw tr1p1ea here O_Oshocked2.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 13, 2007, 09:18:00 am

 THE POST 13520704
QuoteBegin-Liazon+12 Nov, 2007, 19:30
-->
QUOTE (Liazon @ 12 Nov, 2007, 19:30)
QuoteBegin-Spikeman+12 Nov, 2007, 6:37-->
QUOTE (Spikeman @ 12 Nov, 2007, 6:37)
Ah okay, I was under the understanding that many bcalls and such were not allowed. In short, it's not as hard as I thought. I'm anxious to start working on something, where should I start?

ya, we've been constantly updating and keeping in touch using googlecode and the SVN, so you could probably look there and here for any updates.

atm, Halifax and I are finalizing the text standard.  From what Jim e told me, using bcalls for text is generally bad in gs because interrupts are disabled (so no GS interrupt running).  I've tested it w/ my temporary appSafePuts routine, and it isn't as bad as he says.  However, it only comes in dark gray, since only one layer of gs is affected by the bcall.  Designing it from scratch looked like a good idea since the text is aligned 8x8 sprites, and we have the flexibility of 3 colors of text, as well as invisible text lol.

We've been laying some ground work for the most part.  When I get a chance, I'll organize all the map based events into categories, and we can probably discuss how to implement it in code.

For now, I'd just say check the SVN and the googlecode page, and get familiar with the code we've been working on now.  Probably get used to how to use RGP and graymapper, though it wasn't documented too well.

I suggest you get wabbitspasm, or SPASM and wabbitsign separately from revsoft.  We'll be using those instead of TASM and devpac8x.  We'll also be using wabbitemu for emulation, and I think that's already been included in the SVN.  

I think that's it for now.  Thanks so far :)smile.gif

 Also to expand on that, make sure you document anything, and everything that can be documented so other programmers can jump right in. Try to keep code clean.

Explain disabilites in your code, ideas on implementations, what needs to be done still, etc.

Also try to structure things in a nice fashion so things aren't strewn all over the place, and this will generally lead to a cleaner, well-produced, and easily expandable codebase.

P.S. I always communicate through issues in the googlecode project, and I check them 3-4 times in a day daily.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 14, 2007, 11:46:00 am

 THE POST 13522671
Well, after compiling only half the text for this game, it came out to 1577 bytes.

So just by taking a stab in the dark, I will say that the text will be around ~3200 bytes. o.oblink.gif

Either way, after reading through basically half the script, I can guarantee you that the story will be very good!

Well, I will try to get the other half of the script compiled by the end of tonight, and possibly some coding on the text display routine.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 14, 2007, 11:59:00 am

 THE POST 13522712
wow 3200 bytes thats not big, you compressed it right? o.oblink.gif cuz in RL2 there was around 35 KB of text iirc, same for RL3

Keep it up progressing guys!  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 14, 2007, 11:59:00 am

 THE POST 13522714
o.oblink.gif that's like no text.  that's like almost the amount of RAM we use up for gs o.oblink.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 14, 2007, 12:05:00 pm

 THE POST 13522736
Oh really? lol, well then, I thought it was a lot.

And no, the text is not compressed yet, but I intend on compressing it.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 14, 2007, 12:06:00 pm

 THE POST 13522742
k  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 14, 2007, 01:25:00 pm

 THE POST 13522879
I kept the dialogue relatively short and to-the-point. Mainly, because the screen dimensions don't give space to work with, but there were also concerns about file size.

I hope it doesn't end up ressembling an early NES translation. :Ptongue.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 14, 2007, 01:40:00 pm

 THE POST 13522921
don't worry, I think it's fine.

well, I meant 3200 bytes is not a lot compared to how much RAM we allocated for RGP and Graymapper, which is ~3500 iirc.  idk if that's actually a lot of text, but probably more than most non-RPG games (maybe even most RPGs).  but ya, compression will be nice if we want to keep this under a page i hope  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 14, 2007, 03:16:00 pm

 THE POST 13523098
QuoteBegin-grendel+14 Nov, 2007, 19:25
-->
QUOTE (grendel @ 14 Nov, 2007, 19:25)
I hope it doesn't end up ressembling an early NES translation. :Ptongue.gif

 You should have seen the Reign Of Legends 2 translation in english o.oblink.gif

It was the second of my calc games I translated in english  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 14, 2007, 05:31:00 pm

 THE POST 13523269
Oh...we are trying to keep things under 1 page? I mean, I was thinking 2 pages would be a fine limit because it seems that 1 page won't be enough. (just thinking...)

~70 tiles
16x16 = 32 bytes
2 layers = 70 * 2 = 140
140 * 32 bytes = 4480(I think) bytes

4480 + ~3200 bytes = 7680 bytes

So yeah, I guess we have like half a page left. Nevermind, we can keep this in one page especially with compression. Good call, Liazon. ;)wink.gif

This post has been edited by Halifax on 14 Nov, 2007, 23:32

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 14, 2007, 06:04:00 pm

 THE POST 13523307
You will never fit an entire RPG in one page o.oblink.gif

Unless you meant the sprite/text data only  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 14, 2007, 06:08:00 pm

 THE POST 13523312
Well yeah, I think we can fit it on one page. The overall bytes above were the requirements for data, without compression. This would mean that, even without compression, half a page is left for game coding.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: kalan_vod on November 14, 2007, 06:11:00 pm

 THE POST 13523318
A RPG in one page? I have to see this, even jamolta (spelling?) wouldn't fit on one page, not to discourage the progress or anything :Ptongue.gif.  


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 14, 2007, 06:15:00 pm

 THE POST 13523320
I wouldn't doubt that it wouldn't be able to fit into one page. In fact scratch that total above. o.oblink.gif

Geez, I forgot the 72x32 enemies. o.oblink.gif

So...:

72x32 = 144 bytes
144 bytes * 16 enemies = 2304 bytes

7680 + 2304 = 9984 bytes

Which leaves only about ~6,000 bytes for game code. So yes it will possibly be two pages.

(Note: This does not include the size of the mapper code, the size of all the maps, or the size of the font set.)

This post has been edited by Halifax on 15 Nov, 2007, 0:16

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 15, 2007, 05:48:00 am

 THE POST 13523836
Aren't you forgetting the 96x64 px 4-level grayscale cut-scenes? :Ptongue.gif

And let's not forget the character portraits!  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: TIfanx1999 on November 15, 2007, 06:22:00 am

 THE POST 13523875
QuoteBegin
-->
QUOTE
A RPG in one page? I have to see this, even jamolta (spelling?) wouldn't fit on one page, not to discourage the progress or anything .

Jamolta? I assume you meant Joltima :Ptongue.gif and yea, joltima was like 14,000 bytes or so IIRC, and thats with out grayscale or gigantic enemy sprites. :)smile.gif I don't think he used compression though.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: dinhotheone on November 15, 2007, 06:32:00 am

 THE POST 13523892
QuoteBegin-art_of_camelot+15 Nov, 2007, 12:22
-->
QUOTE (art_of_camelot @ 15 Nov, 2007, 12:22)
QUOTE
A RPG in one page? I have to see this, even jamolta (spelling?) wouldn't fit on one page, not to discourage the progress or anything .

Jamolta? I assume you meant Joltima :Ptongue.gif and yea, joltima was like 14,000 bytes or so IIRC, and thats with out grayscale or gigantic enemy sprites. :)smile.gif I don't think he used compression though.  

 why doesn it matter? even black editions can make room for a 2page app of this quality  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 15, 2007, 03:50:00 pm

 THE POST 13524617
don't worry about space now.  as long as it's less than 8-10 pages, we're good ^^

we can probalby compress after, though the annoying thing about that is where are we going to copy the decompressed data to?  it's kinda a trade off between RAM usage and space taken up.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 15, 2007, 04:10:00 pm

 THE POST 13524646
I don't understand compression methods that well, but aren't there "container" compression methods that simply contain the data (with a trivial amount of compression) so it can be accessed directly?  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Ranman on November 15, 2007, 06:26:00 pm

 THE POST 13524787
QuoteBegin-Liazon+15 Nov, 2007, 21:50
-->
QUOTE (Liazon @ 15 Nov, 2007, 21:50)
though the annoying thing about that is where are we going to copy the decompressed data to?  it's kinda a trade off between RAM usage and space taken up.  

 Absolutely... and it can be tricky if you are already short on RAM.

If you plan on compressing later, you should keep compression and decompression in mind as you plan your implementation.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: JonimusPrime on November 16, 2007, 02:09:00 am

 THE POST 13525083
That is one advantage of the 86 you can esily compress data with out issues because of the amount of ram you have to work with. :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 16, 2007, 04:01:00 am

 THE POST 13525229
I wish they did a 86+ (normal 86 with flash rom)  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: dinhotheone on November 16, 2007, 02:50:00 pm

 THE POST 13526106
i wish the 86 didnt stink...  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: TIfanx1999 on November 16, 2007, 03:01:00 pm

 THE POST 13526118
Theres nothing wrong with the 86.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 16, 2007, 03:19:00 pm

 THE POST 13526168
true, it sucks there is no archive though  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: TIfanx1999 on November 16, 2007, 03:23:00 pm

 THE POST 13526189
Yea, so that just means no apps. not a big deal really. you got 96 k user ram to work with anyways :)smile.gif.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 16, 2007, 03:32:00 pm

 THE POST 13526206
yeah but no protection against random crashes  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: JonimusPrime on November 17, 2007, 05:24:00 am

 THE POST 13526724
Well for Crashes Brandonw Intorduced me to chmasc Which works most of the time to restore you memory after a ram clear on an 86. and The larger screen size of the 86 is really nice.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 17, 2007, 12:39:00 pm

 THE POST 13527158
oh nice i didnt knew this program existed. It,s like RAM recovery for Omnicalc, right?  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 17, 2007, 01:37:00 pm

 THE POST 13527227
QuoteBegin-art_of_camelot+16 Nov, 2007, 21:23
-->
QUOTE (art_of_camelot @ 16 Nov, 2007, 21:23)
Yea, so that just means no apps. not a big deal really. you got 96 k user ram to work with anyways :)smile.gif.  

 you'd have to manually swap RAM pages though.  It's almost like writing an APP while not being an app o.oblink.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: JonimusPrime on November 18, 2007, 12:40:00 pm

 THE POST 13528286
QuoteBegin-DJ Omnimaga+17 Nov, 2007, 18:39
-->
QUOTE (DJ Omnimaga @ 17 Nov, 2007, 18:39)
oh nice i didnt knew this program existed. It,s like RAM recovery for Omnicalc, right?  

 Well sort of, just read the readme. Though it has been found to be more buggy when your ram is almost full.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 18, 2007, 12:51:00 pm

 THE POST 13528289
IIRC the 86 has 128 KB of RAM, so it may be using the hidden 32 KB of RAM in it since only 96 KB can be used by the user,  which is why it becomes unstable  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: JonimusPrime on November 18, 2007, 01:28:00 pm

 THE POST 13528328
I don't believe that is the issue but i'm not sure.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 18, 2007, 01:42:00 pm

 THE POST 13528347
well, imagine if you use the entire 96K. If u have ram recovery it need an additional 96K to backup the content of the usable 96K, so if the calc only have 128K...  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 18, 2007, 04:10:00 pm

 THE POST 13528643
i think the 32KB is being used by ti-os, but not sure.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: TIfanx1999 on November 18, 2007, 05:38:00 pm

 THE POST 13528817
QuoteBegin
-->
QUOTE
It's almost like writing an APP while not being an app
Sometimes things are not always as they seem... ^_^..... 0_os049.gif............  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: JonimusPrime on November 19, 2007, 02:15:00 am

 THE POST 13529161
QuoteBegin-DJ Omnimaga+18 Nov, 2007, 19:42
-->
QUOTE (DJ Omnimaga @ 18 Nov, 2007, 19:42)
well, imagine if you use the entire 96K. If u have ram recovery it need an additional 96K to backup the content of the usable 96K, so if the calc only have 128K...  

 I'm pretty sure that isn't how he dose it be cause any program using that area could corrupt the backup.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 19, 2007, 05:50:00 am

 THE POST 13529444
maybe you're right, I'm really curious about how he does it.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 24, 2007, 12:27:00 am

 THE POST 13536711
Sorry for the lack of updates on the project issues. Hectic holidays...

Halifax, I left a note for you. Once we get that out of the way, I think I can have the dialogue finished up in no time. (unless there are any other technicalities I forgot...)

EDIT: Also, I'm still waiting for you to get on AIM one of these days. :Ptongue.gif

This post has been edited by grendel on 24 Nov, 2007, 6:28

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 24, 2007, 03:41:00 am

 THE POST 13536843
I'm glad the project is still alive, I was geting worried about lack of updates x.x (altough liazon/halifax told me they were busy too). Liazon comes often on AIM but Halifax doesn't always come on it, you need luck to catch him, but he's mostly on IRC during evening/nights so you can catch him in #omnimaga channel  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: arglactable on November 24, 2007, 08:02:00 am

 THE POST 13537053
 :???:confus.gif  So why is the sequal in production when the original isn't even close to being done?

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 24, 2007, 08:59:00 am

 THE POST 13537121
QuoteBegin-arglactable+24 Nov, 2007, 14:02
-->
QUOTE (arglactable @ 24 Nov, 2007, 14:02)
:???:confus.gif
Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 24, 2007, 01:10:00 pm

 THE POST 13537349
I don't think there is even any coding done yet on Lost Legends 2. The story as well as some maps are done, but Lost Legends 1 is the one which is more advanced in term of progress ATM.

Btw welcome on the forums, but you need to fix your signature image because it doesn't work -.-blah.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 24, 2007, 04:11:00 pm

 THE POST 13537552
true, though at this point work on either could easily begin.  however, the first one was planned for ease of implementation.  the second one is kinda like free planning :)smile.gif

welcome btw!  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: JonimusPrime on November 25, 2007, 02:28:00 pm

 THE POST 13538798
Hey I am willing to help with coding but if your looking for some more coders am am willing to chip in though I have only made one working program.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Netham45 on November 25, 2007, 02:58:00 pm

 THE POST 13538858
QuoteBegin-TheStorm+25 Nov, 2007, 18:28
-->
QUOTE (TheStorm @ 25 Nov, 2007, 18:28)
Hey I am willing to help with coding but if your looking for some more coders am am willing to chip in though I have only made one working program.  

 I'm sorry, but I read that three times, and I still have no idea what you are saying.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: JonimusPrime on November 25, 2007, 03:18:00 pm

 THE POST 13538882
QuoteBegin-Netham45+25 Nov, 2007, 20:58
-->
QUOTE (Netham45 @ 25 Nov, 2007, 20:58)
QuoteBegin-TheStorm+25 Nov, 2007, 18:28-->
QUOTE (TheStorm @ 25 Nov, 2007, 18:28)
Hey I am willing to help with coding but if your looking for some more coders am am willing to chip in though I have only made one working program.

I'm sorry, but I read that three times, and I still have no idea what you are saying.  

 I'm saying I'm willing to help code. But I have only finished one other program.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: AaroneusTheGreat on November 25, 2007, 03:59:00 pm

 THE POST 13538944
That's a start. :)smile.gif

Wouldn't it be kind of funny if the sequil or the threequil (third installment, idk what you call it.) came out first. Then it'd be kind of like Star Wars, except you wouldn't screw it up by creating movies that go too far back into the story and add all kinds of unnecessary drama.

(Yes I didn't like episode I or II as much as the originals. The extra stuff they added bugged the crap out of me, like that romance thing with Princess Armadillo and Fluke Skysquaker's dad, Annie-kins.)

%)rolleyes2.gif I'm just kidding around actually, they were all great movies, just the earlier ones were better. I'm just poking fun now, but this thread is about Lost Legends 2 so I'm gonna get back on topic now.

Looks good so far! :Ptongue.gif

This post has been edited by AaroneusTheGreat on 25 Nov, 2007, 22:01


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: necro on November 25, 2007, 05:22:00 pm

 THE POST 13539019
Any chance you'll port it to pc?  With game maker it'd be easy.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: trevmeister66 on November 25, 2007, 05:25:00 pm

 THE POST 13539022
That would be pretty cool if it was ported to the PC. Heck I'd even help with it then if it's using game maker, although I'd have to re-teach myself the ways of Game Maker.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 25, 2007, 07:01:00 pm

 THE POST 13539072
QuoteBegin-necro+25 Nov, 2007, 23:22
-->
QUOTE (necro @ 25 Nov, 2007, 23:22)
Any chance you'll port it to pc?  With game maker it'd be easy.  

 Well, it's not entirely necessary since there are TI emulators perfectly capable of running it with full accuracy. ;)wink.gif

Game Maker isn't really my cup of tea, though. I only have experience with Multimedia Fusion and RPG Maker.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 26, 2007, 11:25:00 am

 THE POST 13540094
QuoteBegin-TheStorm+25 Nov, 2007, 21:18
-->
QUOTE (TheStorm @ 25 Nov, 2007, 21:18)
QuoteBegin-Netham45+25 Nov, 2007, 20:58-->
QUOTE (Netham45 @ 25 Nov, 2007, 20:58)
QuoteBegin-TheStorm+25 Nov, 2007, 18:28-->
QUOTE (TheStorm @ 25 Nov, 2007, 18:28)
Hey I am willing to help with coding but if your looking for some more coders am am willing to chip in though I have only made one working program.

I'm sorry, but I read that three times, and I still have no idea what you are saying.

I'm saying I'm willing to help code. But I have only finished one other program.  

 sure, if you have a gmail account, I can add you to the project list.

although right now, most of the stuff is available in the SVN.  you can probably get busy by getting yourself familiar w/ everything.

I've been kinda busy irl so I haven't gotten much done except set up a lot of the gs code.

@Halifax and Spikeman: How about you guys?  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 26, 2007, 11:58:00 am

 THE POST 13540183
TheStorm is free to join in, of course. The more the merrier! (unless it gets overly-complex due to all the differences in code...)

:)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: JonimusPrime on November 26, 2007, 04:26:00 pm

 THE POST 13540528
Ok, well I don't have a gmail but you can contact me at nsturm1 at wi dot rr dot com. I'll take a look at the SVN but can someone give me a link to it.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 26, 2007, 09:37:00 pm

 THE POST 13540715
QuoteBegin-TheStorm+26 Nov, 2007, 22:26
-->
QUOTE (TheStorm @ 26 Nov, 2007, 22:26)
Ok, well I don't have a gmail but you can contact me at nsturm1 at wi dot rr dot com. I'll take a look at the SVN but can someone give me a link to it.  

Here you go.

(I believe it's public, but I'm not certain)  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 27, 2007, 12:45:00 am

 THE POST 13540811
QuoteBegin-Liazon+26 Nov, 2007, 17:25
-->
QUOTE (Liazon @ 26 Nov, 2007, 17:25)
QuoteBegin-TheStorm+25 Nov, 2007, 21:18-->
QUOTE (TheStorm @ 25 Nov, 2007, 21:18)
QuoteBegin-Netham45+25 Nov, 2007, 20:58-->
QUOTE (Netham45 @ 25 Nov, 2007, 20:58)
QuoteBegin-TheStorm+25 Nov, 2007, 18:28-->
QUOTE (TheStorm @ 25 Nov, 2007, 18:28)
Hey I am willing to help with coding but if your looking for some more coders am am willing to chip in though I have only made one working program.

I'm sorry, but I read that three times, and I still have no idea what you are saying.

I'm saying I'm willing to help code. But I have only finished one other program.

sure, if you have a gmail account, I can add you to the project list.

although right now, most of the stuff is available in the SVN.  you can probably get busy by getting yourself familiar w/ everything.

I've been kinda busy irl so I haven't gotten much done except set up a lot of the gs code.

@Halifax and Spikeman: How about you guys?  

 Yeah, things have been hectic because of thanksgiving, but I think they will chill out this week a little bit, and then probably start up next week or so, since my brothers, and sister in-law are coming home. :)smile.gif (Which I can't wait for  :w00t:woot.gif )


Title: "Lost Legends" for 84+, An ASM RPG
Post by: JonimusPrime on November 27, 2007, 01:39:00 am

 THE POST 13540833
Yeah I've been busy with school too but I try to help as much as I can and hopefully get some more asm experience.

This post has been edited by TheStorm on 27 Nov, 2007, 7:40

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 28, 2007, 07:29:00 am

 THE POST 13543029
Halifax, I think I understand how you've formatted the text string, but I'm afraid I'm going to mess something up if I mess around with it.

Is there any way you could get on AIM and sort of clarify this?

(or Liazon, if he knows)

This post has been edited by grendel on 28 Nov, 2007, 13:29

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 28, 2007, 10:29:00 am

 THE POST 13543246
actually, come to think of it, I can't get it to run properly on my comp  o.oblink.gif can't find the output for some reason or maybe I'm looking in the wrong place o.oblink.gif??  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Halifax on November 28, 2007, 03:26:00 pm

 THE POST 13543687
Uhh I really don't get your questions?

It outputs to gen_text.txt. Maybe it just doesn't work on your computer. Are you using Vista?

Maybe you should try recompiling textcomp on your computer. The source is error free.

This post has been edited by Halifax on 28 Nov, 2007, 21:28

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on November 29, 2007, 10:15:00 am

 THE POST 13544750
I'm not sure what Liazon is talking about, but I meant the reformatted dialogue file. You're labelling each instance of the dialogue with strings like "fenris_g_str1." It's hard to keep count of where the dialogue actually takes place, and how I should organize it in the reformatted document.

I really want to help here, but this feels a bit too technical for me. I'm sure I could figure it out if someone explained it, though. Which is why I say we should meet up on AIM, or something. It might be a little easier to discuss it one-on-one so there's no confusion.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 29, 2007, 11:12:00 am

 THE POST 13544838
QuoteBegin-Halifax+28 Nov, 2007, 21:26
-->
QUOTE (Halifax @ 28 Nov, 2007, 21:26)
Uhh I really don't get your questions?

It outputs to gen_text.txt. Maybe it just doesn't work on your computer. Are you using Vista?

Maybe you should try recompiling textcomp on your computer. The source is error free.  

 ya, that file isn't created.

it's probably my comp.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: MSR5 on November 29, 2007, 11:44:00 am

 THE POST 13544889
how long will it be until it comes out?
it looks like it will be one of the best RPGs so far  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on November 29, 2007, 01:10:00 pm

 THE POST 13545015
usually for most TI projects there are no release dates much anymore, because it is very hard to meet the deadline. In most cases the game get released at a later month and there is some rare cases where the game get released earlier  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on November 29, 2007, 02:32:00 pm

 THE POST 13545204
QuoteBegin-MSR5+29 Nov, 2007, 17:44
-->
QUOTE (MSR5 @ 29 Nov, 2007, 17:44)
how long will it be until it comes out?
it looks like it will be one of the best RPGs so far  

 kinda depends atm actually.

it was only announced semi-recently here.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 03, 2007, 08:01:00 am

 THE POST 13549994
I guess everybody will be a little busy for the holidays, so we might not be posting much updates until after the 1st. Just a reminder, in case anyone gets the idea that we're all slacking off. :Ptongue.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: JonimusPrime on December 03, 2007, 01:52:00 pm

 THE POST 13550595
OK I have figured out what I can do for this project I will port it to the 86. I am in the middle of porting another game (asteroids :Ptongue.gif ) so I figured that would be the area I could help the most in so once you have sections of code that are completed I can work on changing them to work with the 86, I should only need to change sprite display code and the gray scale interrupt code.    

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 03, 2007, 05:03:00 pm

 THE POST 13550905
Being open source and all, anyone is welcome to port the project however they like. If you need me to make any accompanying changes to the graphics, resolution and so forth, I can provide this.

Why 86, though? I don't know much about this platform, but I've heard it has some serious technical issues.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on December 03, 2007, 05:21:00 pm

 THE POST 13550919
it's not a bad platform, it's just been discontinued essentially.  still lots of people have it, and the thing about the z80 calc is once you've made it for one, it's not that hard to port to another.  that being said, would it fit easily?

btw, most people port to 86 from 83+ by only using part of the screen.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: JonimusPrime on December 04, 2007, 01:38:00 am

 THE POST 13551313
yeah That will most likely be how I do it The main issue sould be the sprite routines so if those are finnished and I have a way to test them I can get to work on that.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: TIfanx1999 on December 04, 2007, 06:29:00 am

 THE POST 13551654
Glad to hear it'll be on the 86 too. :)smile.gif I still love that old thing heh. If it were me, id make use of the wider screen by displaying more tiles... but that's just my oppinon. I don't know how much of a pain it would be to re-work it though.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 04, 2007, 07:06:00 am

 THE POST 13551689
QuoteBegin-art_of_camelot+4 Dec, 2007, 12:29
-->
QUOTE (art_of_camelot @ 4 Dec, 2007, 12:29)
Glad to hear it'll be on the 86 too. :)smile.gif I still love that old thing heh. If it were me, id make use of the wider screen by displaying more tiles... but that's just my oppinon. I don't know how much of a pain it would be to re-work it though.

Hmm. Might not be too hard to rework. I'll have to look into some of the tech. specifications and see.

Also, any other plans for other platforms? 89 might also be a good idea, though there's much more space to work with, so I might have to redo the graphics in their entirety. o.oblink.gif

EDIT: If we do 89, I think I'll want to rework the game in general -- kind of give it a face lift. That would have to be another project entirely, though, and I would work on it seperate to everything else. Hmm. Kind of gives me a few ideas...

This post has been edited by grendel on 4 Dec, 2007, 13:08

Title: "Lost Legends" for 84+, An ASM RPG
Post by: TIfanx1999 on December 04, 2007, 12:02:00 pm

 THE POST 13552080
QuoteBegin
-->
QUOTE
Perhaps taking on an 89 exclusive project could be on your "to do" list after LL1 and LL2 are completed. Instead of just doing a port you could do something that takes full advantage of the res and hardware.
Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on December 05, 2007, 09:21:00 am

 THE POST 13553386
true, most 89 games use 16x16 and the graphics are good enough anyway ;)wink.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on December 05, 2007, 12:58:00 pm

 THE POST 13553715
why don't we get this one finished first :)smile.gif ???  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on December 05, 2007, 05:28:00 pm

 THE POST 13554083
yeah i know, I was just having ideas ;)wink.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 10, 2007, 01:13:00 pm

 THE POST 13560001
About transparency:

There's only one sprite in the game that actually moves around and displays transparent borders, and that's the main character. Everything else is static. Originally, I wasn't sure how the transparency would be handled. Spikeman suggested that we try assigning one of the grayscale colors as a transparent value. This seems like the easiest solution, as sprite-based games generally go this method anyway. It would only require a few minor adjustments to the sprite, which I could take care of in no time. I just want to make sure this is alright with Halifax and Liazon first.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Ranman on December 10, 2007, 01:24:00 pm

 THE POST 13560016
You must have been reading my mind.

I was just thinking about this project and voila... an update! :)smile.gif


Keep up the great work guys! :thumbup:google.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 10, 2007, 01:31:00 pm

 THE POST 13560028
17 pages and still holding strong. :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: dinhotheone on December 10, 2007, 01:50:00 pm

 THE POST 13560048
im fairly sure that transparency is not hard, i can do it fine in 3 level B,G,W xlib basic. i think that your method may actually make this harder from a coding perspective. what your talking about is masking its not hard, all you gota do is and a mask a negative silouet of the sprite, so like make a silouet and reverse black with white, then whenever your gona output the sprite, 'and the mask and 'or' the sprite. the 'anding' keeps all the detail of the scenery and clears the area of the sprite so it can be 'or'd. this is how it works in basic i would assume itd be the sameish in asm but then again i have no clue what an interupt is or anything. either way, its been done in every good asm game there is, its not a big deal and shouldnt require narrowing of the pallet

This post has been edited by dinhotheone on 10 Dec, 2007, 19:59

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on December 10, 2007, 02:57:00 pm

 THE POST 13560116
grendel: are you familiar with regular black and white masking?  the same can be applied to grayscale.

basically, the mask layer is black and white.  black = transparent, white = what's going to get covered.  what happens is that the mask is first applied to what ever is already on the screen and blots out the white area.  then the sprite is put on top.  this is done for both layers.

with this in mind, you can probably make a mask easily i hope.

you can make a modified 3 color version if you want, but keep the 4 level gs one because i'm pretty sure it'll work out fine in terms of masking.  besides, this is an RPG, so it's not to speed critical, considering it's an aligned mapper w/ a moving sprite.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 10, 2007, 04:51:00 pm

 THE POST 13560271
So, which would be more efficient? I can create a mask, if you want to go that route. I just want to make sure it's not going to require more memory, or slow the game down any.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: tr1p1ea on December 11, 2007, 12:19:00 am

 THE POST 13560522
Although masks make your sprites 3bpp instead of 2bpp and do require more work by the sprite routine, it isnt really too taxing on everything, especially if this isnt a smooth scrolling game.

So you're not going to have any animated tiles or NPC's or anything in this game?  


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: Ranman on December 11, 2007, 12:43:00 am

 THE POST 13560541
Yeah... As triplea just pointed out... using masked sprites will increase the memory required by the sprite by 50%.

That is one reason I opted to not use masked sprites in UV. The other 2 reasons are: the original does not use masked sprites, and it would not have a profound effect on the visual experience of the game (UV moves a full tile at a time).

If your character sprites move a pixel at a time rather than by a full tile at a time, then masked sprites for them might be a good idea. Else, you would have to redraw the entire screen everytime you move.

This post has been edited by Ranman on 11 Dec, 2007, 7:11

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 11, 2007, 09:44:00 am

 THE POST 13561126
Okay, I'm not sure I understand. I'm more oriented toward how actual video games usually handle these routines -- that is, they simply assign a normal palette value as transparent, sort of like you would in a GIF image. I've never heard of masking until I got into TI development.

So it would be more efficient NOT to mask, right?  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: dinhotheone on December 11, 2007, 10:04:00 am

 THE POST 13561144
yes/sorta, its not that big of a deal but yes, like how monochrome is more efficient and less memory consuming that gscale, however gscale and masking make things look nice. but even this is not a good analogy because masking will not out any noticeable tax on the system. i think the alternative to masking is that the guy just sits on a white tile, which probably wont look to good. i have not ever heard of transparency masking in calc games. also, you only have one thing that this needs to apply to, some games mask 10 things simultaneously.

at its most basic level, masking is just puting out 2 sprites instead of one. the first prepares the tile so that it looks normal, you dont want to be able to see the scenery behind the sprite right? and the second just puts the sprite out there on the prepared location.

as to your question about slowing the game down, it wont be noticeable. if you read what i wrote before, its not anything that requires an artists touch to create a mask, i would leave this part up to the coders. if you still dont know how calculator masking works, just post and ill try to go more indepth or w/e you need, my first post goes fairly technically into it, and if you dont know what 'and'ing or 'or'ing a sprite onto someplace i can explain that too.

This post has been edited by dinhotheone on 11 Dec, 2007, 16:14

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 11, 2007, 10:31:00 am

 THE POST 13561171
I understand what masking is and how it works, but I don't understand the speed / efficiency differences between masking, and NORMAL transparency methods. (what I just said in my above post) I don't really understand why simply telling the system that X color value = null / transparent value would be difficult.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: JonimusPrime on December 11, 2007, 11:18:00 am

 THE POST 13561254
It is difficult be cause that isn't how grayscale displaying works. the second method would still need a masked sprite but it would be generated when the sprite is displayed instead of already being there that is the only difference.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 11, 2007, 11:38:00 am

 THE POST 13561273
Uh, huh? o.oblink.gif

This is what I'm talking about:

user posted image

This post has been edited by grendel on 11 Dec, 2007, 17:50

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on December 11, 2007, 11:51:00 am

 THE POST 13561297
using a color as transparent is generally a console/handheld only thing because they have graphics hardware displays the color as transparent for them.

since few people use gs, there's no real standard.

you have to keep in mind that grayscale data is stored kinda like this:

.db 00001111
.db 00110011

That right there controls 8 pixels.  so basically, if the bit is 00 in both bytes, it's white.  if the bit is 11 in both bytes, it's black.  then either or gives the two values of gray.  it's kinda difficult to specify one color unless you look at both bytes, which most routines don't.  they kinda process one at a time.  i think what some people might do is generate a mask from one of the other or both layers.  or they might use one of the inverted layers as the mask itself.

i personally like using separate masks.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 11, 2007, 12:15:00 pm

 THE POST 13561337
Can you give me a visual example of what a sprite with mask would look like, as well as what you mean by keeping them seperate?

I'm really not sure how this works any differently from assigning a color value. Even when you create a mask layer, you're telling the system that black values = transparent values, right?

This post has been edited by grendel on 11 Dec, 2007, 18:17

Title: "Lost Legends" for 84+, An ASM RPG
Post by: JonimusPrime on December 11, 2007, 01:26:00 pm

 THE POST 13561428
a mask would be a sprite containing all of the transparent data so the outline of what you are trying to draw.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: vuurrobin on December 12, 2007, 01:12:00 am

 THE POST 13561958
if you want an example of masking, you can look at the xlib guru page for it.

http://xlib.revsoft.org/index.php?title=Masked_Sprites  


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 13, 2007, 12:07:00 pm

 THE POST 13564618
SVN question: How do I remove a file from the trunk? I choose "delete" from the context menu, but it actually deleted the file from my computer. When I restored it, it just put a big red X over the file icon, and refuses to update the SVN when I try to commit. -_-  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: dinhotheone on December 13, 2007, 03:06:00 pm

 THE POST 13564938
here is step by step
1. sprite
2. mask
3. background
here is what happens when you mask a sprite:
4. mask anded onto the background
5 sprite ored onto that (4)

thats all there is, now from what liazon says, you do this for each image in the gscale and you have a masked sprite.

some wierd things happened to that guys leg because of the res, i think you should be able to open it yourself though

QuoteBegin
-->
QUOTE
Can you give me a visual example of what a sprite with mask would look like, as well as what you mean by keeping them seperate?

I'm really not sure how this works any differently from assigning a color value. Even when you create a mask layer, you're telling the system that black values = transparent values, right?
the thing is, nothing is actually transparent. black is not being called transparent, transparency is a bad way to think of it. i like to think about it like the mask prepares the tile for the sprite. its basically cheating compared to what you usually do. ill try to go into more detail about what was said above. when you look at the picture, you see four level grayscale, however this is not what is displaying, the calc is displaying 4 different pictures, each of which are black and white. for it to look and analyze what you are seeing, you would have to have something go through 8*8 pixels in all four picks, trying to find 3 on pixels or 2 or w/e you set as transparent. then each time it tries to display the picture, you have to tell it not to display those pixels which im sure is not too easy, assuming you can define what is transparent as another layer, you can might be able xor this layer onto each display. which now that i think about it, is esesntially the same as masking, except yours cuts down the pallet, requires figuring out what is transparent and what is not during runtime, making the sprite display run slower each time the picture changes (assuming they can code it so that routine only happens once per sprite,BG combination and not slow it down all the time). whereas masking is the same, instead of xoring the transparency mask ill call it, you 'and' the regular mask. what disapeers is figured out beforehand, speeding things up, and it doesnt cut down the pallet.

This post has been edited by dinhotheone on 17 Dec, 2007, 19:00

Attached Image (Click thumbnail to expand)

Attached Image

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 13, 2007, 03:50:00 pm

 THE POST 13565006
This is probably why I haven't messed with programming very much. I don't know why I have such a difficult time trying to understand these concepts. I'll just have faith that it works.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on December 13, 2007, 05:17:00 pm

 THE POST 13565122
I feel kinda the same way than you when trying to understand concepts x.x I really need images then someone to do it in front of me before I understand. In some cases images and descriptions are enough though

but yea you can see why I used TI-BASIC for that long o.oblink.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on December 13, 2007, 05:53:00 pm

 THE POST 13565166
ya.  the ti resources should really be promoted more.  wikiti has a lot, but i wish it was easier to search for an article you wanted.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: JonimusPrime on December 14, 2007, 06:54:00 am

 THE POST 13565735
Yeah I can never find what i want there now I mainly just ask on IRC or something like that.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on December 16, 2007, 04:19:00 pm

 THE POST 13568872
WARNING!!!!!!!!!!!
REALLY REALLY REALLY REALLY MINOR UPDATE!!!!!
Sorry ahead of time for any disappointment! i just wanted to make sure people didn't think this was dead ^^

user posted image

so after pondering the efficiency of using a smooth scrolling tilemapper for a game with very little scrolling, I decided to write my own aligned (NO SCROLL as opposed to unaligned which does scroll) tilemapper.  As a result, you need ~2000 less bytes of free ram to run Lost Legends!  

edit: on top of that, I think I might have cut the size of the mapper in half by using my own instead of jim's.  not that that really means anything in an app.

So now the free RAM requirement is ~1500 bytes (as opposed to 3500) if anybody cares.  I'm going to wait a bit before trying to cut down even more, because I'm not sure if appbackupscreen will be needed for anything else.  otherwise, I'd use it as one of the active buffers and save another 768 bytes from the free ram requirement.  personally, I'd like to reduce the amount of free ram that will be needed, but atm, it's hard to say ;)wink.gif

as you can also see, the bare bones text is working nicely.  btw, it displays in black, dgray, lgray, and invisible (like that makes any sense)  fortunately, because of the way the game was designed, masking wasn't necessary.  i should probably loop the thing and save another 50 or so bytes. meh

from here, I just need to start adding hit detection to the maps, as well as the proper transitions and warping, and object interaction, etc.  It's probably going to be awhile before another update.  i'll probably get more done over break.

latest executable

btw: can someone test the error message by testing it on a calc that has less than 1400 RAM on it?  it should display an message and quit properly.  i don't have enough stuff on me atm to flood RAM ^^

This post has been edited by Liazon on 16 Dec, 2007, 22:23

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 16, 2007, 04:32:00 pm

 THE POST 13568877
Nice, Liazon. :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Ranman on December 16, 2007, 05:12:00 pm

 THE POST 13568909
Very nice looking and very fast tile engine! I like the memory savings too -- this will lend more memory for story development.

In my opinion, the story line is more important than visual appearance. Smooth scrolling is more of an "eye candy" effect. If you have plenty of memory available, then go for the eye candy.

Good job Liazon! :king:king2.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 16, 2007, 05:34:00 pm

 THE POST 13568936
I think anyone looking forward to a deeply involving story will be disappointed. It's your run-of-the-mill fantasy RPG. :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: trevmeister66 on December 17, 2007, 08:06:00 am

 THE POST 13569580
Wow that looks great. Even if it is just a run-of-the-mill fantasy RPG, the graphics look amazing and as long as it has a relatively lengthy gameplay, then the story won't be as important. I guess it depends on what you like.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on December 17, 2007, 10:52:00 am

 THE POST 13569851
This is awesome! O_Oshocked2.gif

But when you're talking about less free RAM needed to run LL do you imply it will no longer be a Flash APP at one point? I would rather always have the program in the archive, that way if calc crashes you don't lose the game  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on December 17, 2007, 11:34:00 am

 THE POST 13569934
no you see, since it's a flash APP, I can't do something like
c1
-->
CODE
ec1
variable:
 
Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on December 17, 2007, 11:54:00 am

 THE POST 13569958
ooh i see, i was afraid you decided to make the game a 8xp program again, good to see it's just for variable and such stuff

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on December 17, 2007, 12:09:00 pm

 THE POST 13569984
ya, as it was mentioned before, the amount of static data would definitely be at least an app page.  it's hard to say if code would exceed 8k, but it probably will.

and dont' worry about losing stuff in a crash, appvar can be archived fortunately :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: tr1p1ea on December 18, 2007, 01:35:00 am

 THE POST 13570781
You wont be able to seperate the grayscale active buffers from one another since they interlacing uses an optimisation that relies upon them being together in memory :Swacko.gif.  


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on December 18, 2007, 11:09:00 am

 THE POST 13571447
too bad :(sad.gif i always wondered why they were usually together.

almost forgot to thank you for telling me that.  it would have been nasty if I had finished the game and tried that "optimization" only to find it was nasty. lol

thanks tr1p1ea!!!  :Dbiggrin.gif

This post has been edited by Liazon on 18 Dec, 2007, 20:24

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on December 18, 2007, 08:33:00 pm

 THE POST 13571988
Keep up the good work, guys!  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Spikeman on December 19, 2007, 04:37:00 pm

 THE POST 13573471
About the grayscale thing: I'm fairly sure Duck's GS kit does what Grendel was talking about (make the dark gray transparent). At least his Zelda demo did and looking over the code I didn't see anything special to do it. Either way I'd be willing to make a routine to say, convert a sprite stored in that form (dark gray = transparent) to a sprite and a mask just to save storage space.  


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on December 19, 2007, 04:58:00 pm

 THE POST 13573525
If durk gpp does it, Jim E RGP must do it, IIRC it was an enhanced version of durks  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: tr1p1ea on December 20, 2007, 03:13:00 am

 THE POST 13573987
Yeah Jims routines are compatible with Duck's. Although you save space with that masking routine (2-bits/pixel instead of 3) you lose a shade of gray.  


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: Ranman on December 20, 2007, 03:25:00 am

 THE POST 13573997
QuoteBegin-tr1p1ea+20 Dec, 2007, 9:13
-->
QUOTE (tr1p1ea @ 20 Dec, 2007, 9:13)
Yeah Jims routines are compatible with Duck's. Although you save space with that masking routine (2-bits/pixel instead of 3) you lose a shade of gray.  

 With as much graphics data that is planned for this game, I would recommend using the the GS routines that save the most memory.

Transparency is not necessary for this game; and it would be completely unnoticeable by the end user.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on December 20, 2007, 03:47:00 am

 THE POST 13574024
yeah but then doing it 3 level gs would require the entire sprite sheet to be redone and it may not look very great with some sprites  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 20, 2007, 03:50:00 am

 THE POST 13574027
QuoteBegin-Ranman+20 Dec, 2007, 9:25
-->
QUOTE (Ranman @ 20 Dec, 2007, 9:25)
QuoteBegin-tr1p1ea+20 Dec, 2007, 9:13-->
QUOTE (tr1p1ea @ 20 Dec, 2007, 9:13)
Yeah Jims routines are compatible with Duck's. Although you save space with that masking routine (2-bits/pixel instead of 3) you lose a shade of gray.

With as much graphics data that is planned for this game, I would recommend using the the GS routines that save the most memory.

Transparency is not necessary for this game; and it would be completely unnoticeable by the end user.

Actually, it is necessary. (albeit, only for one sprite) There's a lot of empty space bordering the main character's sprite set. When super-imposed on top of most floor tiles, it wouldn't look right without some kind of transparency.

And Spikeman, I like your idea, but since we're using a custom mapper, would it be compatible?

EDIT: My main concern is what ends up being most efficient. If we could write a custom routine for transparency that would require less memory than mapping, then I say we should go for it. Every little bit of free space helps.

This post has been edited by grendel on 20 Dec, 2007, 9:53

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Ranman on December 20, 2007, 04:15:00 am

 THE POST 13574070
QuoteBegin-grendel+20 Dec, 2007, 9:50
-->
QUOTE (grendel @ 20 Dec, 2007, 9:50)
Actually, it is necessary. (albeit, only for one sprite) There's a lot of empty space bordering the main character's sprite set. When super-imposed on top of most floor tiles, it wouldn't look right without some kind of transparency.

Again... Transparency is not necessary -- according to triplea, you will lose a one shade of gray.

Proper masking will do the exactly what you want to do AND use you get to keep all colors. ;)wink.gif

You will only have to generate the mask for the one sprite.


Edit - My mistake... Having a mask for every tile would require more memory. But for just one tile would be negligible. :oops:embarassed.gif

This post has been edited by Ranman on 20 Dec, 2007, 10:23

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on December 20, 2007, 04:21:00 am

 THE POST 13574077
Ranman I think grendel means transparency as masking. At first i misinterpreted you though and thought you wanted him to do the game so the char sprite has an ugly white square around him when he walks on textured tiles, which doesn't look professional above 12x12. I think masking would be the solution, lot of games use it including Tr1p1ea's Desolate.

EDIT: THat goes for the playable character btw, not the NPCs, because for the NPC you could always store its sprite in the tileset and have it display as a tile instead of a sprite so you could edit the sprite border so the background is similar to the rest of the floor in the room

In games using 12x12 or 8x8 sprites it's not too bad because things are small and it's hard to notice the squares since in most of those the character almost takes the entire sprite slot  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 20, 2007, 05:58:00 am

 THE POST 13574241
QuoteBegin-Ranman+20 Dec, 2007, 10:15
-->
QUOTE (Ranman @ 20 Dec, 2007, 10:15)
... according to triplea, you will lose a one shade of gray.  

 But the sprite is only 3-level grayscale -- the darker gray isn't used at all. Which is why I proposed it as a candidate for transparency. ;)wink.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on December 20, 2007, 06:28:00 am

 THE POST 13574279
I thought the game was 4 level? o.oblink.gif I noticed you use both gray in lot of the sprites, or do u mean just the main char?  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 20, 2007, 06:31:00 am

 THE POST 13574280
Tileset: 4-level
Sprite: 3-level
Font: monochrome  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: dinhotheone on December 20, 2007, 10:27:00 am

 THE POST 13574571
im so confused why did this come up again.

to ease confusion let me catagorize the ability to not have white boxes around your sprites as masking if it doesnt cut down the pallet, but requires one extra sprite, and transparency, cutting down the pallet but potentially saving a good 20 bytes or so. for the sake of us newbs who have no clue whats going on, please refer to each version of the sprite effect correctly.

second thing: is tripelea saying that sprite masking is not viable using the routines that liazon and or halifax has decided to use? im not quite sure.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: TIfanx1999 on December 20, 2007, 10:32:00 am

 THE POST 13574576
From what spikeman said it will be the same either way. If his method requires a mask also, it sounds like you guys are talking about the same thing. Using a mask and then "ANDing" it then "XORing" the sprite essential displays transparency right?  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on December 20, 2007, 11:16:00 am

 THE POST 13574645
QuoteBegin-tr1p1ea+20 Dec, 2007, 9:13
-->
QUOTE (tr1p1ea @ 20 Dec, 2007, 9:13)
Yeah Jims routines are compatible with Duck's. Although you save space with that masking routine (2-bits/pixel instead of 3) you lose a shade of gray.

jeez, you guys talked a lot.  please read everything thank you.

ok first
@tr1p1ea: I looked through both Jim e's graylib.inc and graylib2.inc and all I found was gsalignedmasked sprite.  If there is an unaligned version in Duck's original include file, then that should be compatible with trivial buffer edits.  either way, my main concern is that Jim's is aligned, and I thought you wanted the character to be able to move pixel by pixel.

second
the display of the walking character sprite is independent of the mapper.  it doesn't matter what method you choose, it can always be changed.  the only difference is that each method works differently and appears differently.

third
it's only one moving character.  that's only 8 sprite animations for walking.  that's 96 bytes per sprite including the mask.  it's really trivial to save 32 bytes per sprite.  in the end you only save like 256 bytes.  that's like 1% of an app page.  

we can always change it later on, so at this point it is more important to get things working that to argue over something as trivial as which method of masking to use.

@Spikeman: if you can find Duck's routine, then we can probably use that.

This post has been edited by Liazon on 20 Dec, 2007, 17:17

Title: "Lost Legends" for 84+, An ASM RPG
Post by: TIfanx1999 on December 20, 2007, 11:40:00 am

 THE POST 13574678
I know this is un-releated to the current disscussion of graphics, but I had this thought occur to me a while ago. The title of these games are "The Lost Legends". Were these originally intended as "Lost" games in the Final Fantasy Legend series?  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 20, 2007, 11:53:00 am

 THE POST 13574688
I'm sorry. I didn't mean to incite an argument, or anything. (if that's what this actually is?) I was just asking questions about efficiency / function so I have an idea about how to work things around.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 20, 2007, 11:59:00 am

 THE POST 13574696
QuoteBegin-art_of_camelot+20 Dec, 2007, 17:40
-->
QUOTE (art_of_camelot @ 20 Dec, 2007, 17:40)
I know this is un-releated to the current disscussion of graphics, but I had this thought occur to me a while ago. The title of these games are "The Lost Legends". Were these originally intended as "Lost" games in the Final Fantasy Legend series?  

 No. It's spiritually based on similarities to the game, but is otherwise not related. "Lost Legends" was just a generic title. :Ptongue.gif

(but it was meant to sort of contrast with the naming convention in Final Fantasy, being that both words in the title share the same initial letter)  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: TIfanx1999 on December 20, 2007, 12:07:00 pm

 THE POST 13574700
Just wondered because they do seem to share some similar elements, and because you are familar with the Final Fantasy Legend series of games. There is also the fact that many of the graphics are either from or based on graphics from different Final Fantasy games . :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Ranman on December 20, 2007, 12:23:00 pm

 THE POST 13574719
QuoteBegin-art_of_camelot+20 Dec, 2007, 16:32
-->
QUOTE (art_of_camelot @ 20 Dec, 2007, 16:32)
Using a mask and then "ANDing" it then "XORing" the sprite essential displays transparency right?  

 Yes... With this method you get transparency along with 4 level grayscale -- instead of just 3. ;)wink.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 20, 2007, 12:38:00 pm

 THE POST 13574744
QuoteBegin-art_of_camelot+20 Dec, 2007, 18:07
-->
QUOTE (art_of_camelot @ 20 Dec, 2007, 18:07)
Just wondered because they do seem to share some similar elements, and because you are familar with the Final Fantasy Legend series of games. There is also the fact that many of the graphics are either from or based on graphics from different Final Fantasy games . :)smile.gif

 Indeed. I borrow a lot of influence from the series.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: tr1p1ea on December 20, 2007, 04:53:00 pm

 THE POST 13575042
Errr, the masked routine that uses the dark gray layer for the mask *is* only an aligned routine. Thats why it appears the way it does in Jims ... the same as in Duck's. I dont recall the needs for this game, but you may need to write your own masked sprite routine. Even modding the aligned one should be possible :?  


 THE POST    
Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on December 20, 2007, 05:38:00 pm

 THE POST 13575084
You people need to calm down a bit, i don't want to have to lock (or even delete) this entire topic just because of a stupid argument because of people who get pissed off just because someone said "transparent" instead of "masked".

As for now I am not reading this topic anymore  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 20, 2007, 05:48:00 pm

 THE POST 13575094
QuoteBegin-DJ Omnimaga+20 Dec, 2007, 23:38
-->
QUOTE (DJ Omnimaga @ 20 Dec, 2007, 23:38)
You people need to calm down a bit, i don't want to have to lock (or even delete) this entire topic just because of a stupid argument because of people who get pissed off just because someone said "transparent" instead of "masked".  

 Whoah. I don't think anyone's actually arguing. You may be reading into things a little too literally. We're just having a hard time communicating masking verus general transparency, because I wasn't familiar with the routine. I think I have a better understanding of it now, though. :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on December 20, 2007, 06:19:00 pm

 THE POST 13575119
i was afraid it was an argument because everybody kept telling each other to quit saying stuff the wrong way even thought they were doing their best and it seemed to escalate

I just think it's unnecessary to make others feel bad. I do hope things are back to normal now though  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: dinhotheone on December 21, 2007, 11:40:00 am

 THE POST 13576143
i didnt mean to come across that way, i just wanted to be clear on what was being said, i came to this after 5 or so posts and had no clue what was going on. so i defined what i thought each meant and asked that others try to ease the confusion. i would say it hasnt reached the level of argument, nor will it, maybe a bit more confusion, but i dont sense tensity (..i know) or anything bad in the current posts and i feel that this is a climax of sorts. or am i completely misjudging the situation.

This post has been edited by dinhotheone on 21 Dec, 2007, 17:42

Title: "Lost Legends" for 84+, An ASM RPG
Post by: TIfanx1999 on December 21, 2007, 02:27:00 pm

 THE POST 13576326
@DJOMNIMAGA:No one was arguing, its all good :)smile.gif. Just trying to explain the concept and making sure people understood eachother. No worries man, it's cool!  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on December 21, 2007, 06:36:00 pm

 THE POST 13576535
QuoteBegin-tr1p1ea+20 Dec, 2007, 22:53
-->
QUOTE (tr1p1ea @ 20 Dec, 2007, 22:53)
Errr, the masked routine that uses the dark gray layer for the mask *is* only an aligned routine. Thats why it appears the way it does in Jims ... the same as in Duck's. I dont recall the needs for this game, but you may need to write your own masked sprite routine. Even modding the aligned one should be possible :?  

 ya that's what I was thinking too.  when I first experimented w/ RGP for CoC, I used the default gsputsprite and used a modification that used SMC to call it twice.  once in AND mode and once in XOR mode.  obviously I can't do that in an app ^^

thanks for the help though :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 22, 2007, 12:23:00 pm

 THE POST 13577163
I was thinking, why don't we give our little development team a name and logo? (just something that can appear before the game's title card) Who knows, maybe we'll also get together and work on other projects in the future.

That being said, what would you guys think about:

user posted image

We'll take the TI community by storm! :Dbiggrin.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on December 22, 2007, 01:53:00 pm

 THE POST 13577277
mhmm I don't think there is a need for a team, as there is alerady like 10 teams in the community, it would be better imo to join an existing one, but it doesn't hurt to have your own logo in your game anyway so it's easier to recognise from who the game comes from. Nice logo btw. We could always use the Omnimaga logo too since half of the project members are Omnimaga staff so we got something like:

Screen 1: your logo

Screen 2: Programmed by Omnimaga

Screen 3: Title

On an unrelated note on Jan 1st there is supposed to be another hiring news article, since at this date we're gonna accept some people in the community who make music mostly,  I may also accept some people who helps the developpement of calc games or PC games but doesn't necessarly code  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Radical Pi on December 22, 2007, 01:56:00 pm

 THE POST 13577280
I haven't really been following this project since I first noticed it, but I noticed it looks like a definite GOTY/must download. I've only read the first few pages of the topic, but WOW! I cannot wait for this!  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: TIfanx1999 on December 22, 2007, 02:01:00 pm

 THE POST 13577287
QuoteBegin-grendel+22 Dec, 2007, 19:23
-->
QUOTE (grendel @ 22 Dec, 2007, 19:23)
I was thinking, why don't we give our little development team a name and logo? (just something that can appear before the game's title card) Who knows, maybe we'll also get together and work on other projects in the future.

That being said, what would you guys think about:

user posted image

We'll take the TI community by storm! :Dbiggrin.gif

 I think it's a cool idea, the name is good, and the logo looks freakin sweet. :thumbup:google.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on December 22, 2007, 02:37:00 pm

 THE POST 13577331
QuoteBegin-DJ Omnimaga+22 Dec, 2007, 19:53
-->
QUOTE (DJ Omnimaga @ 22 Dec, 2007, 19:53)
mhmm I don't think there is a need for a team, as there is alerady like 10 teams in the community, it would be better imo to join an existing one, but it doesn't hurt to have your own logo in your game anyway so it's easier to recognise from who the game comes from. Nice logo btw. We could always use the Omnimaga logo too since half of the project members are Omnimaga staff so we got something like:

Screen 1: your logo

Screen 2: Programmed by Omnimaga

Screen 3: Title

On an unrelated note on Jan 1st there is supposed to be another hiring news article, since at this date we're gonna accept some people in the community who make music mostly,
Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 22, 2007, 10:01:00 pm

 THE POST 13577615
QuoteBegin-Liazon+22 Dec, 2007, 20:37
-->
QUOTE (Liazon @ 22 Dec, 2007, 20:37)
I'd still really appreciate it if walkable tiles were grouped together because then I could just make one comparison instead of many in order to determine if a tile was walkable.


I created a reference chart for that, remember? It should be a simple matter of assigning this just by tile number. (all you have to do is make a small table no more than 72 lines, right? I could do it for you if you would give me a reference to the code syntax)

What you're asking me to do is recreate every single map in the entire game, because CalcGS will jumble the maps if I move even one tile around. o.oblink.gif

EDIT: Really nice job getting the map looping to work. :thumbup:google.gif

This post has been edited by grendel on 23 Dec, 2007, 4:17

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Ranman on December 23, 2007, 04:07:00 am

 THE POST 13577773
I agree with grendel...

The reference table (Look-Up Table) is the best method for this. The tile number will be the index into the LUT. It is a simple implementation that will make it easy to add and modify tiles to the tileset. As grendel stated, you will not have to modify any maps if you decide to change the definition of a tile -- this will come in handy when you migrate to Lost Legend II.

Some will argue that this method uses more memory -- in some cases it will. But, the benefits outweigh the negatives.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on December 23, 2007, 04:35:00 am

 THE POST 13577785
I so love those tiles :)smile.gif

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on December 23, 2007, 07:17:00 pm

 THE POST 13578592
in case anyone cares, took some time to write a 16x masked gs sprite routine.

will post screens after I work on it some more after xmas  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on December 23, 2007, 07:20:00 pm

 THE POST 13578595
cool I can't wait!  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Liazon on December 24, 2007, 08:33:00 am

 THE POST 13579114
user posted image

meh, still WIP, but you get the point.  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: Zera on December 24, 2007, 08:36:00 am

 THE POST 13579120
Very nice, Liazon. :thumbsup:  

Title: "Lost Legends" for 84+, An ASM RPG
Post by: DJ Omnimaga on December 24, 2007, 08:37:00 am

 THE POST 13579121
awesome! The sprite looks nice with the rest :)smile.gif