wow didn't knew Lost Legends was still alive!
I knew a guy called Liazon was working on it but then he dropped the entire project in September I think.
Halifax was working a bit on it too a while before until retiring.
Seeing the ""Shadow over Ragnoth" part of the storyline I assume this will be the new name though?
I hope this eventually gets finished.
Wow, that's good stuff. It's great to see that Lost Legends is still alive.
Well, I think the issue was that Grendel, the project founder, left the scene
How is the grayscale done? Uses jim's e or duck's lib?
So, i herd from DJ taht u wood liek a mid-pow3r'd ASM codur.
Uhm... I mean, I'm shamelessly self-advertising myself as a halfway decent coder, in the event that you might need one. On another note, I *could* take a break from CaDan for a while.
If you need help, say something.
So, Liazon didn't contact anyone? Well, that's not a good sign. I seriously do wonder if something happened to him...I will see that. No compromises.
As for the status of Lost Legends (http://code.google.com/p/lostlegends/), that's pretty much vaporware. If someone wants to salvage the contents of the SVN (http://lostlegends.googlecode.com/svn/trunk/) and take over the project, then be my guest. Maybe they will have better luck getting it developed. As for Lost Legends II, I'm rebranding it to "Escheron: Shadow over Ragnoth." The two plots were never related in the first place, so there's no continuity with either game. Lost Legends (I) is just something I'm not fond of revisiting at this point, because I've had so much bad luck trying to get anything done with it. So like I said -- if anyone wants to take over and do something with it, it's theirs. I believe what little code Liazon and Halifax contributed are still in the SVN, along with the rest of the game's resources.
I will see that. No compromises.
You want to develop it? I'll add you as a project administrator, if that's the case.I will see if the game itself interests me and if I have a nail kit (skills) to continue it. (or gain experience as I work on it)
I've gotten much of the information needed to start the project mentioned at the start of this thread, but I want to also say that I'm having a bit of trouble getting map editor to show the correct tiles. Gives an error about "Tile set could not be located".
I am. It's giving me *something*, but it looks rather "wrong", like tiles were interchanged and transposed or something. On the overworld map, for example, I could identify that a castle was *supposed* to have been there, but it looks like a carefully coded jumble, symptomatic of a damaged tileset. Is there more than one tileset in the package?"
On another note, those notes found in the design documentation had best be finalized. I'm creating the data structures that all the weapons and armors are going to be kept in. Lemmie tell ya. It's a LOT of work entering in all that data.
Well, it's not exactly "unchangeable", but the entire layout will be dependent on the stats that are given. It would be okay to alter the already existing stats ...
Hell, I'll be adding a few things in myself, partly for those "hidden goodies" effect, and partly for items to be used in beta testing. You know. uber weapons and armors to get through the game quickly so that the events can be tested without much of a hassle.
Zera, I decided to pick LL1.
Go for it. Let me know your e-mail so I can add you as an administrator to the project page. (then you'll be able to commit updates to the SVN) You can PM me your e-mail if you don't want it to be posted here.I made some time a mail for development. Since it is Omnimaga and I will be using it for software releases, there is no problem. [email protected]
If you have any questions, I can answer them. As for the maps, they are divided into blocks -- or screens -- that are explored block by block. The screen scrolls to the next block when you leave the current one, similar to the same style used in Zelda. It's important that the mapper use this method, because all the maps are designed to function this way. (I believe Liazon already finished that code)
Maps aren't directly connected to one another, because you use warp tiles to move from map to map instead. If you step onto a staircase, for instance, you're taken to a different room. (and possibly a different map) If you step onto a village or temple on the world map, you're taken off the world map and transported to that area. It's pretty straightforward.
If you want to start a thread for the project, then you're welcome to do so. You're essentially taking it over altogether, so it's yours to do whatever you want with.
I kinda understood what you meant about the mHP and the Agi modifiers that were sorta left out. I has a solution to it that only slightly changes the data structure that *should* work, but it will limit some options. Since they are so few and far in between, the solution is to add another property that remaps an unused stat (unused modifier or stat change) to the mHP and the AGI. If I were to do that, the item would lose the ability to add to that stat, but then again, it might be worth it. After all, most armors don't have an attack bonus and most weapons don't have have anything to do with defense by themselves.
Though, I've gotta wonder why the "Minerva" is listed twice. One that doesn't modify mHP and one that does.
[...]I am suggesting that I swap out some unused attributes for the specific items that affect mHP and AGI. This will be done by the addition of a 14th byte to the data structure that determines which byte within the item's data structure is going to be used, instead, for mHP and AGI. I can do both at the same time because I intend on using half a byte, each for mHP and AGI.
If you can be more elaborate about how your structure would work, and what sort of edits I would need to make, I can consider it. Are you suggesting swapping out unused attribute slots for each specific item that affects mHP and AGI?
[...]
Got it. This will be yet another thing that I'll have to keep at the back of my mind when it comes time to programming the battle sequences.
At the moment, I'm going to spend some time putting in most of the textual and statistical data for things like place names and enemies.
EDIT: Under the "bestarium" section, would you further explain what each entry is supposed to mean? I mean, some of it's clear-cut and some of it really isn't. A better explanation of "rank" would be good.
Well it works fine now. However try to watch how you talk to others. Not everyone got a IQ of 2000 like you do and there's no point in trying to make others who somehow say something that seems to make not sense like retards
by vertically aligned, will this change the way grayscale is displayed? I mean, for example, will the grayscale scanlines will be vertical, literally? Also was 4x4 tilemapping very hard to implement? Knowing tiles are generally a multiple of 8 for widthGraphics will be displayed as usual. I don't know how it will flicker. Because the interlace now is done vertically scan lines are vertical. I guess yes. But if you manage to get them out, no problem. ;D
(2) The text routine is being handled by a 4x4 aligned tilemapper. That has been verified to work so I'm filling it with the text needed to render all in-game text. It turns out that all objects are aligned in this manner, so I can have what I like to call a "textmap". The menu borders are being coded in this way, and has already been demonstrated to work.ASCII map in grey ftw. xD
(2) The text routine is being handled by a 4x4 aligned tilemapper. That has been verified to work so I'm filling it with the text needed to render all in-game text. It turns out that all objects are aligned in this manner, so I can have what I like to call a "textmap". The menu borders are being coded in this way, and has already been demonstrated to work.ASCII map in grey ftw. xD
Actually, from LL1 I discovered that making a custom font set with menu borders, special symbols (like a hand, sword, bow, etc..) makes things simple and nice.
I figured that since Iambian is going to continue posting progress here that this project deserved its own sub-forum, along with Drak's PotterQuest 2 (hoping he finishes it)So Iambian is so awesome that he didn't even need to apply for this game to be featured?
4. Just keep trying again and again to accelerate the tilemapper. Currently, I'm using prerotated tiles with two masks to merge the tiles to achieve horizontal scrolling. The specific logic is the follows: " ld a,(de) \ and b \ xor (hl) \ and c \ xor (hl)" to achieve the sprite. C the logical not(B). Enlightening me on alternative schemes would be of best help. Currently, the tiles are interleaved and the buffer is the same, and is also vertically aligned, so if this was a simply aligned version, it would be a few LDIRs to the buffer.Putting that in logic corresponds to: { [ ( (de) and b ) xor (hl) ] and c} xor (hl) ? the two (hl) are the same?
DeMorgan's Laws
~(A ^ B)=(~A V ~B)
~(A V B)=(~A V ~B)
Commutativity
(A ^ B) = (B ^ A)
(A V B) = (B V A)
Association
(A ^ (B ^ C)) = ((A ^ B) ^ C)
(A V (B V C)) = ((A V B) V C)
Distribution
(A ^ (B V C)) = ((A ^ B) V (A ^ C))
(A V (B ^ C)) = ((A V B) ^ (A V C))
Double Negation
A = ~~A
Contra position (technical translations are hard :S )
(A -> B) = (~B -> ~A)
Material Implication
(A -> B) = (~A V B)
Material Equivalent
(A <-> B) = ((A -> B) ^ (B -> A)
(A <-> B) = ((A^B)V(~A^~B))
Exportation
((A^B)->C) = (A->(B->C))
Tautology
A = (A V A)
A= (A ^ B)
~ = not()
V = or
^ = and
-> = conditional (I think it doesn't have interest)
<-> = bicondicional (same as above)
Searching things in:1. Change interrupt scheme. Previously, everything's being run in the interrupt. This could change so that the "main code" would contain the tilemapper
[...](to prevent the page from getting too long, much stuff was omitted,but the post can still be referenced)
When you talked about changing buffers stuff, I had an idea that I don't know what could bring in real implementation.
The idea is to make in pairs of two bytes with dark and light layer:
(x1,y1)dark , (x1,y1) light , (x2,y1)dark , (x2,y1)ligh ...
To get the light layer is just inc hl...
[...]
edit:
what size are the tiles and why do you need masks to merge the prerotated tiles?
(to prevent the page from getting too long, much stuff was omitted,but the post can still be referenced)Oh I never got what interleaved was. Actually I confused with interlaced?
When I say that the gray buffer is interleaved, what is quoted is exactly what I mean. Except that the buffer is also vertically aligned: (x1,y1)dark, (x1,y1)light, (x1,y2)dark, (x1,y2)light, ...
that actually sounds like a ridiculously good idea afaik. in practice it's probably hard to implement[...](to prevent the page from getting too long, much stuff was omitted,but the post can still be referenced)
When you talked about changing buffers stuff, I had an idea that I don't know what could bring in real implementation.
The idea is to make in pairs of two bytes with dark and light layer:
(x1,y1)dark , (x1,y1) light , (x2,y1)dark , (x2,y1)ligh ...
To get the light layer is just inc hl...
When I say that the gray buffer is interleaved, what is quoted is exactly what I mean. Except that the buffer is also vertically aligned: (x1,y1)dark, (x1,y1)light, (x1,y2)dark, (x1,y2)light, ...
i can't imagine a messuptiles being faster. are you storing the pieces into a buffer? like are you buffering the pieces before the merge? i'm guessing you're not building every combination on the fly?[...]
edit:
what size are the tiles and why do you need masks to merge the prerotated tiles?
The tiles are 16*16, but they'll be treated as 8*16 for the purposes of the tilemapper.
I'm using masks to put together the prerotated tiles to achieve horizontal scrolling. Say that the tileset has been rotated 4 times so far (to provide the illusion of moving to the side 4 pixles). The line of the tile on the left reads %11011011 and the first line of the tile on the right side reads %01010101. The mask will be %11110000 and after the merge, the byte will read %11010101. I assume there's a faster way?
It looks great ;D Is the buffer still vertically aligned and interleaved?Sho enuff, it be. :P
Ooooh awesome! I like it so far. I wonder if you could make the water move faster, though? Like 22x faster?
I always had trouble with area names in many of my RPGs that didn't have a world map before, because it was quite hard with my map engines sometimes to tell if I actually just moved to another map in the same area or if I completly moved to a new one.
Is it possible to walk faster than that?i agree he is kinda slow.
Personally, I would say not higher than 2.5-3 tiles a second, because in all old RPGs, that's the fastest you could walk. Plus, given the smaller resolution on a calc and the tiles sizes, moving too fast would cause the grayscale to blur too much and you would also accidentally run into traps, doors, entrances, exits or even boss fights because you don't have time to react and stop moving.very true moving too fast would be bad :P
I'm making the assumption that you're viewing the page using Firefox, or maybe Opera. IE and Google chrome will not show the animated .gif file at any framerate higher than 10fps (the ones attached are always shot at around 30fps).That's why it seemed quite slow. :D
Same problem here :PI'm making the assumption that you're viewing the page using Firefox, or maybe Opera. IE and Google chrome will not show the animated .gif file at any framerate higher than 10fps (the ones attached are always shot at around 30fps).That's why it seemed quite slow. :D
Interesting, how many save slots will there be btw?There will be two save slots. I wanted three, but the design documentation calls for two slots due to the size of the screen and what is to be represented there. You can always do something like use Celtic III to change the appvar to a program so you can back up its contents, put the appvar in a group, or send the appvar to the computer or another calc. A hassle, yeah, but there's no better way to share save files if you do the latter :P
Yay! I love saved games in archive!Saved games in archive to not only keep the thing safe, but in the event that the game crashes at some random point, you've got a backup somewhere in FlashROM if you did not garbage collect yet. If you ever find yourself in that situation, http://www.ticalc.org/archives/files/fileinfo/411/41120.html can help with that.
You're talking weeks now. If only that was how long till I got to play it. *sigh*
Oh. I can see the first one, but not the second.
It looks great though.
Is there a way to make the water under the culvert move. I saw this after you load the saved file. (The tile next to you when you quit at the end of the gif is what I'm talking about.)
Just make sure the save points are not too spread out, like for example, taking over 2 hours to reach a save point from another, because some people might have restricted time to use their calc and might not want to let it running overnight or during an entire class where calcs aren't allowed :PYes i agree all but one of my classes don't allow calcs to be used and that is math but i have to actualy do math with it in that class :P
As for myself, my parents allowed me to play video games only one hour a day until 2002, but I could do calc stuff all day long, except that my mom kept complaining I spent my entire time doing that and got my calc taken away twiceya the same thing would more than likely happen to me if i were on my calculator more
Wow, an hour a day! I'm only allowed 2 hours on the weekend...i didn't notice that part but i get the same thing as Eeems for videogames which realy bites when you get a new game :(
And we all know what happened to my calc :p
yeah :/true enough we both do aparently
oh well I find ways to be on longer though :P
1 : You do not have a traditional experience system. It's more aligned to how often you use spells and abilities and how they will strengthen. Equipment "proficiencies" will involve how well you can use: Sword, bow, axe, staff, shield, and armor. You gain bonuses from having a higher proficiency level for each. Every so often, your base stats will improve based on probability and the stat gain associated with each piece of equipment. It'll be your job to figure out what those gains are.
Do you have to be attacked before attacking?I am curious about that to what is the answer?
you wouldn't believe how hard/tedious it is to build menus in Z80 ASM. I mean, those that looks halfway decent and not crappy like the TI-OS menus.
Nice, old skool, reminds me FF games for the NES to a certain extent ^^Reminds me FF too.
What do you mean by "going foreward"?
*Ztrumpet dosn't get simple termanology...
Because you know... you want to see the immediate effect of what you equipped, right?Yup, I really hated how FFIV didn't do that. It was trial and error to equip anything in this game. Same to buy stuff, you would get ripped at many shops because of idiot sellers selling weaker equipment than previous shop for more. I got more frustrated at buying stuff than fighting hard bosses in this game.
Sounds nice!It is, but such an idea only really works when you've figured out conclusively that the stuff you want out of it is *all* that you will ever need. It becomes a pain (at least on my end) to have to update the small include file if you want to put in another romcall or some other reference from ti83plus.inc
I like the little include idea. That's pretty neat.
Nice. I still remember when TASM would take 3 seconds to compile Hello World on my 350 MHz Pentium 2...On my (supposedly) 2 GHz Sempron 3400+ TASM *still* takes 4-5 seconds to compile a Hello World program. SPASM takes less than a second to compile a 4 KB program.
It appears that Maya(that was the character's name right?) is walking through water in the screen shot in the upper left. Is that actually possible in game, and does it require a special item?
I still use WabbitEmu 2.0 or something (2007 or 2008), I think, which doesn't have a still screenshot feature (I can only do animated)Me too.
When I finished Illusiat for the TI-81, I had 7 bytes of free RAM after adding magic animations. I simply reworded some sentences and added better punctuation to not leave any free byte :PThat would very probably don't work in TI-83+ series because of how it manages variables.
Yeah the thing on the 81 is that everything but program content and lists used some of the additional 5.6 KB of hidden RAM so even with 0 bytes of free memory, you could still run stuff fineWhen I finished Illusiat for the TI-81, I had 7 bytes of free RAM after adding magic animations. I simply reworded some sentences and added better punctuation to not leave any free byte :PThat would very probably don't work in TI-83+ series because of how it manages variables.
Still a feature to not forget in the readme. hehehe :P
I wonder what's the progress % (approximately) for each parts of the game so far? I mean, if for example you're only 10% into adding maps inside the ASM code, shouldn't the app be at least 8 or 9 pages? Not that it would matter to me much, though, but ever since LL2 started on the old forums, I always was convinced it would fill at least that many, since the first LL was gonna be like 3 pages
That is such great news! Personally, I would prefer a long, well-written story as opposed to less calculator space
cool ^^, I can't wait to test, altough this will most likely be in a long while. Don't give up, though, this will probably be the best calc RPG out there*ZTrumpet agrees with both Hot Dog and DJ. :D Do you think I could beta test too? ;D
Beta testing *does* ruin a game's experience, so be aware of that.
Can setting up private topics be done on a user-by-user basis or does it have to be done on a usergroups basis?I'm not sure about SMF, but on TIfreakware's forums it allowed individuals to be added as necessary as far as I could tell. Although, I suppose it could have been a temporary usergroup that just didn't display as one( in forum posts/user info etc).
Also, the planned early beta will only include the battle engine and the boss battles needed to make the game go forward. These testers can still look forward to the story as event debugging will be done by a very small group, perhaps consisting of only me, Zera, and my storywriting friend.
lol nice, same here. I never got such dream x.xTo answer that one for him, yes. Not a character level, but a proficiency level. Which is to say, you've gotta be experienced at wearing helms (lv 1) before you can wear lv 2 helms. Same goes with swords, armours, and shields. (EDIT: Though any piece of equipment that has varying levels only has two. Your base and your improved version.)
Btw, you mention Level-2 helmet. Does that implies in this game, some equipment requires you to be at a minimum level to equip them?
That system reminds me alot of Final Fantasy II(NES).
Except that you could "cheat" and attack your own party members with spells or physical strikes and level up alot each battle. (higher levels were alot more of a PITA though)XD. I don't think it had levels for armors though. As far as I remember their weren't requirements for weapons or armor either, you just became more proficient in skills as you used them. (skills in bows, swords spears etc.) magic leveled up on a per spell basis and became more powerful as you used it. Defense and Hp leveled up the more often you took blows (I think).I also remember how in FFII you didn't always increase in lv every battle. It seemed pretty random. It could get pretty frustrating. TO be fair I didn't like this system a lot because I always ended up with magic doing like 100 damage because they took too long to master and regular attacks did 2000
Are you able to attack your own party members to gain proficiency in Escheron? Or are you unable to attack them at all?
I also remember how in FFII you didn't always increase in lv every battle. It seemed pretty random. It could get pretty frustrating. TO be fair I didn't like this system a lot because I always ended up with magic doing like 100 damage because they took too long to master and regular attacks did 2000
Are you able to attack your own party members to gain proficiency in Escheron? Or are you unable to attack them at all?
Are you able to attack your own party members to gain proficiency in Escheron? Or are you unable to attack them at all?
No. Like FF2, enemies have ranks, and how your stats are increased depends on those ranks. Even if you could attack your characters, it would not influence your stat growth. Stat growth is tied directly to which items you have equipped, and which enemies you fight. FF2 had a system where stats increased as they were used. i.e., you had to sustain damage in order to increase your vitality.
Just a minor suggestion: Could you consider editing screenshots into the original post so they're easier to find? I had to dig through several pages. It looks great, but not that many people are going to see it if they have to search through the thread. :P^
I like how the text is rendered so far. Looks great. :)+1
...
If you end up going with the typewritter effect, maybe you could implement a configuration menut that includes a speed adjustment option. (perhaps pressing a specifc button while on the map will bring you straight to this menu) I wonder what other settings could appear in that menu, though...
As for customizeable stats, the only gripe I always had about them is how at the end of battles, despite how much effort you spent in raising them, sometimes you'Ll still not get the bonus if you're not lucky. I really hate that, which is why I did not like FFII NES that much. I would have prefered if there was 100% chance to get the increase providing you work out to get that increase.
I also remember the blood swords that killed the final boss in two hits or something x.x
...Wait? There was supposed to be a default gain associated with each character?
There's also a small set of default gains associated with each character. Regardless of what you have equipped, Maya always has a chance to gain a small amount of WIS. Examples:
+1 WIS, +1 AGI, +1 mHP - Maya's default growth
+1 STA, +1 mHP, +1 STR - Edmund's default growth
...
...Wait? There was supposed to be a default gain associated with each character?
There's also a small set of default gains associated with each character. Regardless of what you have equipped, Maya always has a chance to gain a small amount of WIS. Examples:
+1 WIS, +1 AGI, +1 mHP - Maya's default growth
+1 STA, +1 mHP, +1 STR - Edmund's default growth
...
Duh... whoops.
(he wanted to add a Netham secret char who has stats set to reset to 1 every level D:... bad iambian!)No way! Bad DJ! Bad bad DJ for expos... erh.
wait will there be a Netham45 secret boss? :O or is it a test battle? :OTest battle. Against an immobile object with serious regenerative powers. Each char is supposed to be capped to 1024 dmg (good luck if I acutally observe that). DT Netham45 will regenerate close to 6000HP in a round. Good luck killing *that*.
Wait so is it a joke or is it real? x.x I hope it's the former. I kinda expected a joke but yeah x.xTo make it clear, yeah. It was a joke. I wanted to keep playing with the code nomming because it *really* does taste of cherries!
And if you change the topic title or a post subject, it will be posted in this topic fine. Posts locations are based on topic IDs, not titles
It is very handy to be able to whip up utilities when you need them, saves a hell of a lot of time and headaches.I think is very cool we (programmers) can do our tools to help ourselves and maybe others.
[...] Btw did you finish writing C tools for yourself to help project dev?I'm done with that as far as I can tell. If I need to write up anything else, I should be able to do it using what I already have.
So, next up. The battle engine.
So, next up. The battle engine.
Aw sad to hear you have like scrapped 5-6 pages of hard work but its good to hear that you are starting anew and that it will be much more efficient and better coded :) Good luck!It's not like I totally scrapped the entire project. There's quite a bit of code that's being copied from the old project. The vast majority of the driving routines like the text and tilemappers are coming in without very many modifications. I'm just putting a new spin on things so I can get cross-page data access working. All of the data management routines that handle things like character stats will have to be rewritten but only because I'm choosing a different way of handling that sort of stuff. The way I had it before wasn't based off of anything that was really in the project so routines had to be made to deal with the inconsistencies. The rebuild aims to do away with all of that.
Oooh, I had this thought that might accelerate loading of parts of the game. It involves running the pucrunch decompressor as a background service so by the time the information is needed, it'll either have been already loaded or close to being loaded. Still thinking about how it would work, tho.Interrupts? :D
Ah sounds good :D And i don't think super speed is really a neccesity for menu's really :P Even 1 FPS can work since you really aren't doing anything really intensive.It's not the speed of the menu that's worrying me. The lag can cause grayscale quality issues when the screen needs a large update. I see the inventory doing this in spades. I'm hoping to do something with the renderer that'll increase speed, but I'm not sure exactly what.
I think he means that the slowdown would occur just in general while looking at/using a menu. I had this issue as well with the bag in Ash:Phoenix; since the game was rewriting all the text every frame, the gray looked really crappy. I ended up writing a separate routine for the inventory menu that would only update the screen whenever a button was pressed, but it cost me a lot of space x.xAh, that's not really much of an issue with E:SoR, since it manages its version of a textshadow buffer rather efficiently. It runs as a 4x4 tilemapper so the text is rather ... aligned... but what I get out of it is the ability to not write to areas to the screen that are not defined in this "textmapper". This is a real asset when updating cursor positions, since the only thing on the textshadow are the characters that form the cursor.
Sweet :DThis post is to satiate your curiosity. The following is pulled straight from the project:
How exactly does your data structure for your menu's look?
Can't wait for the new thread actually :)
;=============================================================================
;Note: During initialization stage, any data that is set to -1 will cause that
; value to be, instead, loaded from the indicated register
;
;Menu system data and routines formatting:
;Initializer formatting | Internal memory structure
;Ofs Reg Description |Ofs Description
;+00 A Menu slot (0-7) |+00 Cursor X
;+01 C Starting cursor X |+01 Cursor Y
;+02 B Starting cursor Y |+02 dX
;+03 E dX |+03 dY
;+04 D dY |+04 X boundary
;+05 L X boundary |+05 Y boundary
;+06 H Y boundary |+06 Current X position
;+07 IXl LSB Routine Table |+07 Current Y position
;+08 IXh MSB Routine Table |+08 LSB Routine Table
; |+09 MSB Routine Table
;
;Routine Table (structure semi-variable)
;
;+0 Maskouts %Dl Md 2n y= Up Rg Lf Dn : Count # of bits =n. n=#of words
;+1*2n Addresses from Dl to Dn in that order (left shift)
Wellsirs. The menu system is up and running after a few failed attempts. I'm liking how it's both leaner and simpler to work with, so I'm guessing that it won't be much longer before I can reconstruct the stuff. On that note, I've gotta check up on Kerm's SourceCoder thing to see if it'll spit out the data I need to get the graphics going. Once that's done, I'll be going full speed ahead in making the thing looking like it was a while back.Cool to hear, I can't wait for new screenshots ;D
Also, I'm going to start a new thread soon to indicate that this project has been rebooted. To top it off will be the original screenies that Zera pulled off the site when there was that heated dispute some time ago.
EDIT: I haven't tested out *all* the new menu system's features quite yet. These new features lets me create more dynamic menus should I need to.
Gotta work the menu system a wee bit more. Forgot to add special support for the 2nd button.
A grayscale RPG for 15 MHz calculators, currently being coded by Iambian. Total progress is around ~40% completion. (currently working on the battle engine)
This thread will serve as the official project discussion. Progress updates will be posted here.QuoteEons ago, before the time of man, a powerful entity known as Yaldabaoth brought forth into existence a pantheon of gods. Each of these gods was conscripted into his service, and each was given the responsibility of governing the various elements of the mortal sphere. Using their powers of creation, the pantheon gave birth the world of Escheron, and the mortal men who would walk its surface.
Mankind flourished on Escheron, and there he built many lustrous kingdoms. With the passing of time, mankind began to approach a level of unparalleled technological progress. The pantheon's governance was no longer necessary to protect and maintain the mortal sphere, and so Yaldabaoth recalled their powers. Many gods did not wish to surrender their powers so willingly, leading to a great conflict within the pantheon. All but few gods were destroyed at their own devices, and the essence of their powers was left lingering in the wake of their conflict. Many of man’s kingdoms fought to claim this power for themselves. Some succeeded, and Escheron saw an age of conquest that set a precedent for centuries of suffering and warfare. The Arcanians—the self-appointed guardians of these powers—finally came into their possession, and sealed themselves away in the ruins of the realm of the gods for all eternity. The conflict had finally come to a rest. Time passed, and such accounts were held only to be legends of a past mythology...
Centuries later, the kingdom of Asnoth, and the neighboring kingdom of Ragnoth to the South, have come into a proclamation of war. Lord Leonis of Asnoth has become paranoid of the secrets held by the descendants of the Arcanian people of Ragnoth. Fearing they might one day break the seal on the realm of the gods and unleash the gods’ power once more, he has petitioned a figure known only as the Shadow Lord to seek-out the secrets of the Arcanians and eradicate their kind.
Enter Maya Anson: A young girl, and the last descendant of the Arcanians. 10 years ago, her home village was taken under the military occupation of Asnoth’s Royal Guard, and her family slaughtered by the forces of the Shadow Lord. She has hence been orphaned into civil resistance, and is now leading a campaign to liberate her village from the occupation, once and for all.
(http://img685.imageshack.us/img685/6958/wabbitemu.gif) (http://img186.imageshack.us/img186/5444/wabbitemu3.gif) (http://img691.imageshack.us/img691/9785/wabbitemu4.gif) (http://img189.imageshack.us/img189/6958/wabbitemu.gif) (http://img818.imageshack.us/img818/6545/wabbitem2u.gif) (http://img22.imageshack.us/img22/1318/wabbitemu1.gif) (http://img13.imageshack.us/img13/5444/wabbitemu3.gif) (http://img72.imageshack.us/img72/8573/wabbitemu5.gif) (http://img441.imageshack.us/img441/6958/wabbitemu.gif)QuoteMaya Anson
Age 17
A young girl from the Province of Ragnoth. Maya was orphaned into civil resistance after her home village was invaded by the forces of Asnoth, and her family put to slaughter. Since then, she has known only violence as her village has struggled to overcome the oppression of Asnoth’s constant military occupation.
Edmund Giovane
Age 32
Ex-Captain of the Knights Asnoth, and liaison to the prince. Edmund was relegated and exiled from the territories of Asnoth amid a royal scandal. He has vowed to return for the prince’s sake, and serves Ragnoth’s resistance faction to this end.
Prince Gielgud
Age 15
The youngest of the royal family, and former heir to the throne of Asnoth. Prince Gielgud is being held prisoner pending an investigation of a scandalous affair involving the Captain of the Knights Asnoth.
Princess Rose
Aged 21 (presumed deceased)
Princess Rose was the eldest sibling of the royal family. During Asnoth’s campaign against the Arcanians, the princess led many unsuccessful protests in opposition to her father’s obsession with war. 2 years ago, Princess Rose vanished, and her pendant—a family heirloom—was found discarded near a river. Many believe she was driven to suicide in a desperate outcry against the war; some believe she is still alive, and chose to estrange herself from the royal family.
Glenn Oswald
Age 25
Childhood friend of Maya, who fled the Province of Ragnoth during Asnoth's occupation. Although a superior fighter, Glenn often questions the strength of his own character, believing he can never make restitution for abandoning his people.
Lord Leonis
Age 56
A powerful monarch who rules the Kingdom of Asnoth. Lord Leonis was once considered a just and compassionate ruler, but many have begun to question his leadership in lieu of a proclaimation of war against Ragnoth and the Arcanians.
The Dark Knight
Age Unknown
A mysterious figure clad in dark armor. The Dark Knight appears to be a sellsword, or possibly an opportunist. Although his alignment—or his interests in Asnoth's affairs—remains unclear, some suspect he may have a more personal involvement in the war.
The Shadow Lord
Age Unknown
An eerie and malevolent figure serving as Leonis' right-hand man. The Shadow Lord led Asnoth into the war with the Arcanians, and was personally responsible for much of the slaughter that took place. Some suspect he may be manipulating Lord Leonis to fulfill his own agenda.
(http://img508.imageshack.us/img508/3001/mapofescheron.th.png) (http://img508.imageshack.us/i/mapofescheron.png/)
(Also, i'd prefer if you didn't use the pronoun "he" to talk about me)What would you prefer?
Chickendude releases stunning graphical RPG for the TI-83 Plus
A few days ago, Chickendude has finished his RPG project, after years of work and hiatuses, and then Chickendude uploaded it on Ticalc.org, who approved it just now. Featuring great artwork by Chickendude, the RPG features hours of gameplay, great story and more! Here is a screenshot about Chickendude game:
<insert pic here>
You can download Chickendude RPG here(link).
Generally "they" as a singular pronoun or a non-gender pronoun, typically "ze". :)(Also, i'd prefer if you didn't use the pronoun "he" to talk about me)What would you prefer?
Chickendude releases stunning graphical RPG for the TI-83 Plus;) I hope you'll be able to post that one day!
A few days ago, they finished their RPG project, after years of work and hiatuses, and uploaded it on Ticalc.org, who approved it just now. Featuring great artwork by Chickendude, the RPG features hours of gameplay, great story and more! Here is a screenshot of the game:
<insert pic here>
You can download the RPG here(link).
[...]
@Iambian: Yeah, it seems like the best way to understand it all (especially how things are stored in memory, which seems to be one of the more complicated issues) would be looking at the source along with your explanations. Also, thanks for that file, is it the same as the information available on the google code site? Anyway, i'll look through it, thanks. Take your time, there's no rush. And i don't want to take the control of the program (especially the creative control) away from you, i just want to help you finish it the way you envision it, so we'll se what we can do :)
[...]
Good idea, providing you continue keeping us updated here afterward too :)
09. If have BLIND FIGHTING, %HITRATE = %HITRATE - ( %HITRATE / 4 )
I made the new source you gave me into a WabbitCode project file but ended up having a couple errors trying to compile, and i just wanted to make sure that i've got it right. Basically, in the statcalc file in p0 there were two undefined addresses (lines 107/120), AddAtoHL and statgetbuf+5. I changed them to AddAtoHL0 and statgetbuf1+5.You're right, and I'm also kinda embarrassed that I uploaded something without checking to see if it would build at all. Aside from that, I also made another really small revision. You can see that here: http://pastebin.com/FKzmixrX (p0/statcalc.z80)
I saw him on SAX recently but that was the only time. He's stuck into playing some game I forgot the name of. X.xRealm of the Mad God...
Also, the cherry bowl is empty.
I think juju ate themActually it was me, :D Iambian is back good to see ya
No guarantees since that game is worse than WoW and crack addictions.dat true :P
I'm glad that you're gonna continue this despite losing contact with the other guy. I also hope that the other guy is OK because from Cemetech posts he seemed to have severe health problems (physically). But yeah hopefully the rewrite makes it easier for you to finish the game. Will the overall game remains the same btw?I hope Zera is okay too. The game will remain as faithful to the original ideal as I can possibly make it. Of course, there are gaps and I'm going to have to fill them however I can (missing dialog).
This is awesome Iambian! :D I'm really glad you're working on this again. Also, care to expand upon this text scripting system? It sounds interesting. :)The text-scripting system is pretty much what it was before plus a programmable component. It gets a couple command sets, 8 registers and a stack (SP is r7), and maybe any other bells or whistles I could throw into it. The point is to be able to code the entire event system and battle system in it. And maybe a few other things.
Hi, again. I got your PM and am back on my old account.for IRC I actually just use Mibbit nowadays or AndroIRC. I don't have an IRC client installed anymore. Getting connected can be annoying, though, since many EFnet servers only work in specific countries.
I'm not sure how to use IRC. It's been quite a long time since I've used it for anything. In fact, I think I deleted the old client I had installed. Could Iambian possibly PM me here and let me know his current email? I've possibly been trying to contact him through an account he isn't using anymore.
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I guess I should formally post some kind of update. Since Iambian was having a lot of difficulty implementing the grayscale, I went off to the side and worked on a few ideas for a strictly black-and-white version of Escheron, in case it might be easier to implement. (on account of having to rewrite everything anyway) It's not a definite thing - at least, not unless Iambian wants to go that route.
Wow, i love the new stuff. Well, maybe minus the one-on-one battles...
You call that not being a good artist ?
Wow, i love the new stuff. Well, maybe minus the one-on-one battles...
I thought so too. The battle dialog window to the right looks a bit cramped, so I played around with the idea of smaller enemy sprites and a larger window on the bottom.
The only problem is finding decent 32x32 sprite rips to use for the enemies. Some of the larger enemies (and bosses) could consist of 64x32 sprites, since they would appear alone.
I'm not a very good artist, so I can't draw the enemies myself.
hmm, that still looks a bit cramped. maybe you could cut the text box to only two lines tall?
That reminds me, although there is no RPG programmer for it yet, there is now a new TI-84 Plus calculator with a color screen and twice more Flash memory
In: 14112, out: 2651, ratio: 18.79%, gained: 81.22%
In terms of difficulty, will the game be more like the hard mode of Final Fantasy II (NES) for the Playstation, more like the hard version of FFVI or more like Ghost N Goblins hard?
So I have a question for you. Would you be against the idea of quick saves? Or if we have the ability to implement them should we? I feel that on the platform we are programming this for it would be unwise to not be able to exit ... err promptly.
an honest-to-god sprite routine
So I have a question for you. Would you be against the idea of quick saves? Or if we have the ability to implement them should we? I feel that on the platform we are programming this for it would be unwise to not be able to exit ... err promptly.I guess it could be implemented, as long as it doesn't aid in save scumming. A quicksave file would have to be erased as soon as its resumed.