Omnimaga
Calculator Community => Discontinued => Major Community Projects => Escheron: Shadow over Ragnoth => Topic started by: Iambian on January 12, 2011, 09:31:12 pm
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Escheron: Shadow over Ragnoth
A full 4-level grayscale RPG for the 15MHz calc series (TI-83 Plus SE, TI-84+, and TI-84+SE) (http://ourl.ca/3383/162121), written in Z80 ASM and packaged as a multi-paged Flash Application.
I'm officially announcing that this project has been restarted, so to that end, I'm working on getting this project back to the way it was before I restarted it, which means recoding and putting in all the menus, reworking all the data that's associated with them, and putting back in the ability to freely explore the in-game world.
What's left after that and something I was unable to do in the previous code iteration is as follows: Put in NPC/character dialog, complete the battle system, put in NPCs, and add cutscenes and other automated events.
With this fresh start (thanks to this shiny "new" compiler, SPASM), I should be able to get back to where I was at in a relatively short amount of time and go above and beyond that. Mostly, it's because of SPASM's built in cross-page functionality that I'm able to do this, something that TASM falls far short of.
So, what am I doing right now? Gotta rebuild the menu system and the tilemapper. Below is a reference image I am using to help with the menus.
EDIT: Carefully note that some of the stuff you see below will NOT be accessible in the final version of the game, mostly the debug stuff.
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YAY!
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/\tru dat!
hopefully things wont take too long for it to get frustrating. good luck iambian!
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I really love these screenshots. I hope not too many reboots are required, though X.x. I'm glad the last one made it easier for you to work on the game, though. Nice work so far!
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Mmmmm.... Shiny new topic is new... and shiny!/me tosses Iambian a couple of cherries.
Now back to work! :devil:
*Edit* And no nomming onna source this time!
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:crazy: Wow that is insane! I have never once looked into this topic because I always felt late to arrive into the conversation if a project has already been started. I always feel lost, so I just started avoiding topics that have been around before me... but holy cow that is awesomely awesome.
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Added in the tilemapper and transition effects. The routine isn't complete yet, but this is the new transitioner. Hope you guys like it, coz the previous one is a pain to code back in. I suppose I should be well on my way to getting it working again...
Oh, and don't mind the lack of sprites. I haven't exactly put that back in...
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Awesome Iambian!
/me 's eyes explode
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/me gets another famous nose-bleed.
nicely done Iambian.
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Very nice :D
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OMG! Definite bookmark.
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I love the transition effect :)
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That transition, btw, was pretty easy to make. Takes advantage of the buffer's vertical-alignedness.
I'm still working on those menus. Having a bunch of numbers from the old code to back up the reference images greatly help.
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Ah good to hear. Some stuff is definitively easier to do vertically than horizontally (such as smoothscrolling. When nor aligned horizontally, sprites takes longer to appear X.x)
Keep up the good work :)
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Awesome work! One of the best transitions on a TI calc!
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It's so beautiful! I... I... I cannot believe how pretty it is. Wow. Iambian, you are amazing. This will be an amazingly cool game to play and show off to friends. I don't even play games, but this will be an exception, obviously.
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o.O
Did you make all the graphics yourself?
What size are the tiles?
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o.O
Did you make all the graphics yourself?
What size are the tiles?
I did not actually make all the graphics. They were provided to me by Zera, along with most of the other assets. I just put together what was there and made some code. These "assets" include tile data, sprite data, almost all the other image data, and much of the text data. A document provided to project coders explain how some of the complicated stuff (like the battle system) should work. It doesn't explain every single detail, so that's where I've got to use a little creativity to help fill in the gaps. Like that transition.
The tiles are 16x16 pixels, 4 level grayscale (64 bytes each tile). For rendering purposes, the tiles are further subdivided into 8 pixels wide, 16 pixels high. There's a total of 128 tiles on the tilemap, not counting any of the sprites which *should* go there. The sprites themselves (not in the project quite yet) number about 80-ish, and that's just the bare-bones stuff. Sprites that have flipped orientations are done via code and not by keeping a separate instance of them in the sprite data.