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Darkblasters: A new graphical TI-84+/SE BASIC RPG

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DJ Omnimaga:
Dual-layer RPG Graphics Demo

This nowhere close to finished, but this program from December 2012 (I made this to experiment with dual-layer ASCII when the 84+CSE was leaked, but such technique was finally impossible on the new calc) showcases an RPG-like map engine and tile-mapper, with missing random battle and menu code. However, a monster graphic and battle background still show up as well as a window box at the bottom of the screen before quitting.

Its main features, however, is that it uses dual-layer ASCII (superposing two ASCII characters on top of each others to generate nice-looking sprites) and limited drawing commands in order to achieve ASM-like graphics, and a simplified map engine to keep map data as small as possible. All of this is done in TI-BASIC. Although this program is simple, it can show that very good stuff can be done in this language without using a single ASM library.

Use arrows to move around, 2nd or Enter to continue and ON to quit.;sa=view;down=879

Wow, that's one good-looking demo ! What characters do you superpose to get this tilemap ?

DJ Omnimaga:
Thanks, for this tile map, I used "[xhat]" and "K" (the first is the lowercase X with an horizontal bar above). One of them is offset by 1 pixel, but I forgot which one.

So it wasnt plausible on the CSE? Mainly because of speed reasons?

Could xLIB help in any way?

DJ Omnimaga:
on the 84+, when using RecallPic, the OR logic is used, meaning that only black pixels from the pics get displayed on the screen, white remaining transparent.

On the color model, white pixels stored inside a picture overwrites the screen content like colored pixels would, and sadly, Text() generates a non-transparent white background (or gray, depending of the text color), preventing the dual-layer trick from even working at all.

I doubt that speed would be an issue, but the only text sprite tricks that still work are horizontal/vertical text sprites (which are already slow on monochrome models to begin with).

That said, if Celtic2CSE had text transparency options for the graph screen, I am fairly sure that it would allow people to use dual-layer ASCII sprites fine, but given that xLIBC also comes with Celtic2CSE (Doors CSE 8), I don't see the point, since we can just use xLIBC text or actual sprites anyway. But again, using ASM libs would kinda defeat the point of this particular BASIC program, which is to show an example of how far TI-BASIC graphics can be pushed without aid from ASM libs, while still rendering at somewhat fast speed. :P


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