Author Topic: Darkblasters: A new graphical TI-84+/SE BASIC RPG  (Read 10695 times)

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Offline DJ Omnimaga

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Darkblasters: A new graphical TI-84+/SE BASIC RPG
« on: January 01, 2014, 10:13:45 am »
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.

http://www.omnimaga.org/index.php?action=downloads;sa=view;down=879
« Last Edit: September 07, 2021, 07:25:05 am by DJ Omnimaga »

Offline Matrefeytontias

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Re: Dual-layer RPG Graphics Demo
« Reply #1 on: January 01, 2014, 12:33:32 pm »
Wow, that's one good-looking demo ! What characters do you superpose to get this tilemap ?

Offline DJ Omnimaga

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Re: Dual-layer RPG Graphics Demo
« Reply #2 on: January 01, 2014, 06:35:49 pm »
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.
« Last Edit: January 01, 2014, 06:38:37 pm by DJ Omnimaga »

Offline tr1p1ea

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Re: Dual-layer RPG Graphics Demo
« Reply #3 on: January 02, 2014, 12:18:11 am »
So it wasnt plausible on the CSE? Mainly because of speed reasons?

Could xLIB help in any way?
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Offline DJ Omnimaga

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Re: Dual-layer RPG Graphics Demo
« Reply #4 on: January 02, 2014, 12:28:23 am »
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
« Last Edit: January 02, 2014, 12:42:59 am by DJ Omnimaga »

Offline tr1p1ea

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Re: Dual-layer RPG Graphics Demo
« Reply #5 on: January 02, 2014, 03:30:31 pm »
Oh ok, BASIC only, i get ya now :).

Very impressive B&W screenies btw, looks amazing :).
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Offline TIfanx1999

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Re: Dual-layer RPG Graphics Demo
« Reply #6 on: January 02, 2014, 04:43:39 pm »
Yepp, I have to say, looks great. :D Too bad it's only a demo.

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Re: Dual-layer RPG Graphics Demo
« Reply #7 on: January 02, 2014, 08:17:19 pm »
Thanks. What I am curious about really is if, with such engine (and small map data, which is basically just a bunch of letters displayed on top of each others to form a mini-map), it would be possible to produce an above average (per ticalc standards) calc RPG and still keep it to Mario/Lotus-like file sizes. In Illusiat 13, I already use heavy compression/size saving measures on magic spell animations by using the same code for almost every animation but a different tileset, and enemy graphics using dual-layer ASCII and the engine above wouldn't be too large, especially considering the monster above looks fine regardless of if the bottom rows of tiles are omitted or not. See an example below:



Basically, the 1st is like a slime, the 2nd a warrior with two lances, the 3rd is an hornet and the 4th is some sort of giant dragonfly.


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Re: Dual-layer RPG Graphics Demo
« Reply #8 on: January 02, 2014, 11:17:07 pm »
Those are real good dj o

keep it up


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Re: Dual-layer RPG Graphics Demo
« Reply #9 on: January 04, 2014, 11:55:49 am »
That demo is looking awesome DJ, keep up the great work! :D

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Offline DJ Omnimaga

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Re: Dual-layer RPG Graphics Demo
« Reply #10 on: September 06, 2021, 12:22:10 pm »
So this shifted, layered text-sprite RPG engine got a revival:

https://i.imgur.com/orglXJP.gif

Currently, the map data is about 105 bytes per dungeon (30 bytes of which is for event location data, for a total of 5 events per dungeon), each of which can contain a maximum of 221 rooms (even at 221 rooms an entire dungeon can be as small as 65 bytes).
« Last Edit: September 07, 2021, 04:08:22 pm by DJ Omnimaga »

Offline DJ Omnimaga

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Re: Darkblasters: A new graphical TI-84+/SE BASIC RPG
« Reply #11 on: September 07, 2021, 05:39:16 pm »
It's official: The game is called Darkblasters and all maps are now implemented and linked together. There are over 390 rooms to explore in 6 different areas and the game takes a little under 5 KB so far.



Battles are not included yet, so they just show a monster with the screen flashing then exits.
« Last Edit: September 07, 2021, 08:48:35 pm by DJ Omnimaga »

Offline E37

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Re: Darkblasters: A new graphical TI-84+/SE BASIC RPG
« Reply #12 on: September 08, 2021, 08:33:33 pm »
That is some seriously nice graphics for basic! I definitely thought you were using an asm library. Also, (c)2091? That's optimistic... or perhaps pessimistic. I guess it depends on what you are aiming for.
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Offline DJ Omnimaga

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Re: Darkblasters: A new graphical TI-84+/SE BASIC RPG
« Reply #13 on: September 09, 2021, 09:12:50 am »
Thanks! And yeah I usually set copyright dates very far now in case I don't respect them. XD

Here is a complete battle in action, although not with the real stats:

Offline SpiroH

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Re: Darkblasters: A new graphical TI-84+/SE BASIC RPG
« Reply #14 on: September 09, 2021, 04:35:03 pm »
It's official: The game is called Darkblasters and all maps are now implemented and linked together. There are over 390 rooms to explore in 6 different areas and the game takes a little under 5 KB so far.
....

Battles are not included yet, so they just show a monster with the screen flashing then exits.
It does look very entertaining!
Please keep up the good work.