Author Topic: Escheron: Shadow over Ragnoth  (Read 160964 times)

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Offline meishe91

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Re: Escheron: Shadow over Ragnoth
« Reply #465 on: October 02, 2010, 10:10:42 pm »
Sweet! Good luck :)
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Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #466 on: October 03, 2010, 04:58:20 am »
Wow nice to see this is still alive. I was a bit scared when you said stuff like not talking to you about E:SoR progress for a while or something similar. I thought it might have an uncertain future x.x

Good luck!
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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #467 on: October 13, 2010, 12:48:28 am »
Bump. Small bit of progress. (crossposted to Cemetech)

Working on an automatic re-target function for E:SoR's battle engine. The specifics are as follows:
1. Obtain target flags for those that are still alive.
2. Invert flags if you're trying to target the dead.
3. Compare (AND) with what you are actually trying to target.
4. Load target flags back to attack slot and return IF the AND function returns nonzero.
5. Attempt to re-target based on probable use (i.e. If target a character who's dead, try someone else)
6. If attempting to find a target fails, change character action to "Parry". Note that this *can* happen under certain circumstances without the battle engine declaring victory or defeat.

So... Yeah. I haven't got point #5 down quite yet. Point #6 should be easy once #5 is done.
« Last Edit: October 13, 2010, 12:54:05 am by Iambian »
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Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #468 on: October 13, 2010, 02:45:26 am »
YAY! ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D
* DJ Omnimaga is glad this is still alive :D
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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #469 on: October 22, 2010, 10:27:26 pm »
Automatic retargeting has been completed. It seems to work, though I am quite unsure of how it actually will in practice. It'll likely work. Details of this (though not much has been said about it) can be found somewhere on the Cemetech boards.

Next, gotta figure out how enemy skills and flags are put together when they use 'em. It might have been done already, but still gotta make sure.

Then, I'll start putting the damage calculations into code.
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Offline guy6020665

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Re: Escheron: Shadow over Ragnoth
« Reply #470 on: October 22, 2010, 10:28:08 pm »
Yay! Progress!!!

Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #471 on: October 22, 2010, 10:50:57 pm »
Good luck! Also I am glad you are adding automatic retargetting. The lack of it in FF1/2 on the NES and Lufia 1 on the SNES made battles a bit annoying. X.x
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Offline guy6020665

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Re: Escheron: Shadow over Ragnoth
« Reply #472 on: October 22, 2010, 11:17:27 pm »
I remember that there was one RPG that i got so annoyed with and stopped playing it because of it's lack of auto-retargeting, I'm way too used to just hitting Attack all on one unit.

Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #473 on: November 10, 2010, 12:00:43 am »
Haven't progressed much. What I've planned for the meantime is pretty much a simple routine, which should take all of five minutes to code:

A routine that checks the availability of participants. You know. Just so you don't run into anything about dead guys doing stuff. Or if you revive some guy in the middle of a round and the guy hasn't had his/her/its turn yet.
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Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #474 on: November 10, 2010, 12:09:16 am »
Ah ok, I checked Cemetech earlier but unfortunately I didn't get what it meant ???

Nice to see there's still some minor progress/thoughts, though.
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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #475 on: November 27, 2010, 10:38:00 pm »
I keep meaning to add things to the code, but I've never gotten around to doing it yet. Just haven't been able to bring myself to do it. Been playing too much Persona 3 (FES).

I haven't lost track of the project, but I did notice that my memory slipped a little bit on the placement of my notes. Remembered that I wrote them into a .txt file instead of the standard on-paper things. The on-paper were the early notes.

So there will be damage calculation and the other stuff going. I've got to plan how I'm going to implement skills, since there's quite a few and some do special things.
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Offline shmibs

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Re: Escheron: Shadow over Ragnoth
« Reply #476 on: November 27, 2010, 11:31:12 pm »
/\heh, P3FES is so ridiculous and addicting. i'm still ashamed of myself for purchasing the multi-disk ost

yay for progress!

Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #477 on: November 28, 2010, 09:36:31 pm »
As long as this is still alive and progressing every now and then ^^

I'm really looking forward for this game. :)
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Offline TIfanx1999

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Re: Escheron: Shadow over Ragnoth
« Reply #478 on: December 08, 2010, 12:03:30 am »
* Art_of_camelot entices Iambian with some Cherries to nom on.
Just wondering, but how many app pages is ESOR currently sitting at? I really need to go through and look at that info you posted a while back on the battle system too... maybe tonite. =D
« Last Edit: December 08, 2010, 12:03:51 am by Art_of_camelot »

Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #479 on: December 24, 2010, 11:32:28 pm »
Sorry guys. Progress is going to have to wait. For a while.

I'm rebooting the project, this time, to have a much more sane page management system. I'm using SPASM as my assembler, so this is going to ease those cross-page woes that has plagued the original project. TASM just isn't cut out for this sort of thing.

The real reason why I'm doing this is because space was quickly running out on the page I needed everything to be and I was afraid I couldn't add in any more. It's not just the data that was killing me, but the fact that I couldn't forward-reference routines from across page boundaries. I had some nasty kludges to help overcome that, but even then, the scheme was running very close to its limit. In its current state, the project simply could not continue. Even if I had finished the battle system, I'd have no way to add in events or NPC dialog.

On another note, Athena can stay right where it is. It's practically functional, and I don't intend on messing with it, at least not until I can get E:SoR running (functionally) back to the way it was.

While I'm at it, I might as well redo the entire menu system, since I've learned a whole lot more about menus. And now that I'm able to cross-reference pages, I'm able to clean up quite a few things with it. I mean, the amount of code and data was scary. 10KB ought not to be used to simply drive the menu system. Another 16KB ought not be used to form all that textual data. I need to deal with this in a smarter way.

Also, while I'm at it, I might as well recode some things to provide myself much saner data structures. I ought not need small routines just to transform numbers to something that can be plugged into another routine when these numbers should have been "right" to begin with.

So...

What I'm trying to say is that I'm overhauling the whole thing. I've got the knowledge now to do what I needed to do in the beginning. I now know C, which helps in dealing with data that I never wanted to see or hear of again. And I can now produce something that I can truly be proud of, not only of its magnitude, but of how it was coded.

It is time to restart. It is time to renew. It is time to make sure the game that should've been done last year run to completion this upcoming year. Wish me luck.

------------
To answer a previously asked question, E:SoR was at 5 pages and quickly growing into a sixth page.
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