Author Topic: OmniRPG - Main Topic  (Read 52774 times)

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Offline Matrefeytontias

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Re: OmniRPG - Main Topic
« Reply #225 on: September 12, 2013, 06:13:04 am »
I'm not familiar with git, I don't want Virtualbox on my PC and I always program on-calc (by that I mean never think about me programming Axe on a comp). Is it still okay ?

Offline Xeda112358

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Re: OmniRPG - Main Topic
« Reply #226 on: September 12, 2013, 10:09:28 am »
I am still not familiar enough with git, either. I was also wondering if we could have a main application that holds a bunch of sub routines so that Axe programs can use the PageSwap axiom to easily access them. The app could also handle loading a save file and copying the main program to RAM and running it (thus protecting the user from RAM clears making them lose the game and having to redownload it to their calc.).

Offline Matrefeytontias

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Re: OmniRPG - Main Topic
« Reply #227 on: September 12, 2013, 10:34:59 am »
The app could also handle loading a save file and copying the main program to RAM and running it (thus protecting the user from RAM clears making them lose the game and having to redownload it to their calc.).
Not sure what you mean by that, could you explain a bit further ?

Using PageSwap to share routines is a good idea though, but then we'll have to build this app before we start anything else.
« Last Edit: September 12, 2013, 10:36:52 am by Matrefeytontias »

Offline pimathbrainiac

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Re: OmniRPG - Main Topic
« Reply #228 on: September 12, 2013, 02:26:48 pm »
Okay so I'm deciding how the team work will be organized since it looks like I'm recognized as lead dev. :)

-All the (re)source, build scripts, etc. will be hosted on Github.
-Shmibs's tok8x will be used to tokenize Axe code which will be stored in raw text files with .axe as extension.
-SPASM will be used for all Asm code (which will e compiled as Axioms) and resource file generation.
-Sprites should be stored as 8x8 or 16x16 BMPs since we use SPASM.
-Code formatting conventions should be established.
-When working on something, contributors would do their thing in a new branch which I'll approve before merging to master.
-I'll write some scripts (GNU make based) to compile Axe code in an emu (tilem2) and then run it either in emu or on an attached hardware calc. This will make testing easy and convenient for everyone.
-Every contributor shall be able to build binaries in order to test (including spriters and mappers). This means that at least a Linux virtual machine is required. I can cook up a VirtualBox image with all the dev environment set up if needed.

Anything to add / ammend ?

Question: may we do it on googlecode instead? Reason: subversion is portable, git is not :P

Edit: I can make some windows versions of those scripts that will work with wabbit if you want. Shouldn't be too hard
« Last Edit: September 12, 2013, 02:32:52 pm by pimathbrainiac »
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Offline Xeda112358

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Re: OmniRPG - Main Topic
« Reply #229 on: September 12, 2013, 02:31:31 pm »
The app could also handle loading a save file and copying the main program to RAM and running it (thus protecting the user from RAM clears making them lose the game and having to redownload it to their calc.).
Not sure what you mean by that, could you explain a bit further ?
If the person runs the app OmniRPG, it can be used to load the game, as well as providing a bunch of routines and holding data.

Offline willrandship

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Re: OmniRPG - Main Topic
« Reply #230 on: September 12, 2013, 02:33:05 pm »
I'm confused: How is git not portable? Do you mean in the "port to other architectures" sense (which is not true at all) or the "Not runnable on-calc"? (which is also true of svn)

If you're talking in the "I can have this on a flash drive" sense, then git is still portable.

https://code.google.com/p/msysgit/downloads/list
« Last Edit: September 12, 2013, 02:34:24 pm by willrandship »

Offline Streetwalrus

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Re: OmniRPG - Main Topic
« Reply #231 on: September 12, 2013, 02:49:40 pm »
Non issues:
-git: There's a.Windows app for github for those who don't know how to use it, for pimath: what willrandship said.
-On calc coding: no real problem here but you'll have to detokenize your stuff and merge or overwrite it in git.

Virtualbox is a real problem though. If I can figure out this batch scripting bullshit. then it's not.gonna be necessary but you'll still need tilem and optionallly tilp.

Offline pimathbrainiac

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Re: OmniRPG - Main Topic
« Reply #232 on: September 12, 2013, 03:31:23 pm »
Street/Will: yeah, I didn't know that windows app existed

Street: I can make some batch files on windows to do the same thing as your scripts would on linux (using wabbit, though, and not TiLEm.
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Offline willrandship

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Re: OmniRPG - Main Topic
« Reply #233 on: September 12, 2013, 04:03:41 pm »
You can run make in cygwin, so as long as we use a cross-platform assembler suite (like the DCS ide does) we should be fine. Just package a cygwin version of make.

Also: Make it use an adjustable setting for the emulator, in a separate config file/section. Then, you can just set up whichever emu you want.

You know, it doesn't really have to open the emulator. Just have it generate a valid program/app/OS and then open it yourself. It makes more sense that way, since you can then send it directly to your calc without rebuilding.
« Last Edit: September 12, 2013, 04:06:55 pm by willrandship »

Offline Streetwalrus

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Re: OmniRPG - Main Topic
« Reply #234 on: September 12, 2013, 04:10:35 pm »
The emu is needed to build Axe binaries, but I could of course slave a real calc to build it too, just less convenient. ;)

Offline Matrefeytontias

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Re: OmniRPG - Main Topic
« Reply #235 on: September 12, 2013, 04:24:57 pm »
So for example let's say I finished today my battle engine. The source is a *.8xp, and I wrote instructions on how to use it. What do I do with it ?

Offline Streetwalrus

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Re: OmniRPG - Main Topic
« Reply #236 on: September 12, 2013, 04:32:57 pm »
You put the instructions on the Github wiki, and you detokenize your source to a .axe file with the scripts I'll (or Pimath will for Windows) provide then you add it in the project folder and click commit in the Github app. Add a comment, then sync. Boom, you just uploaded your work and everybody can access it. :D

Offline Matrefeytontias

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Re: OmniRPG - Main Topic
« Reply #237 on: September 12, 2013, 04:38:54 pm »
How will I put things in the Github wiki ? I know a bit about project management via git (a bit I said), but I never heard of this.

Offline willrandship

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Re: OmniRPG - Main Topic
« Reply #238 on: September 12, 2013, 04:39:26 pm »
Have you ever put something in wikipedia? It's just like that.

Offline Matrefeytontias

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Re: OmniRPG - Main Topic
« Reply #239 on: September 12, 2013, 04:42:49 pm »
Nope, but I wrote the AxeDCS doc on dcs.cemetech.net, which I think uses the same web skeleton/functionalities, so I think it'll be okay :P