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Messages - JamesV

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1
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: November 12, 2021, 02:18:18 am »

Version 3.0.0 is now complete and available for download:


TI-84 Plus CE download
TI-83/TI-84 Plus download


Enjoy!

2
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: June 03, 2021, 04:49:24 am »
The rest of the tilesets are now complete (Stores, Science and Main Tower areas respectively in the screenshot below. Also in the Main Tower video you can see the new cloaked enemy if you look closely. They won't be super common but will show up late in the game as the difficulty ramps up.

Most of the levels are roughed out now, but I still need to do the event scripting to make them properly playable.


3
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: May 20, 2021, 11:00:51 pm »
I'm adding in an additional 20 achievements in v3.0.0 (bringing the total number of achievements to 45). Below is the full list. Bonus points if you want to work out the many references in the names, they're not very subtle :P

There are also 6 new "cheat" passcodes that will be revealed in the Episode III epilogue, so there are now 16 cheat codes that all have varying effects on the game (eg. disable wall clipping, no enemies, fast enemies, reversed direction controls, etc.)

Also the Security Guard enemy from ABIV has been reimplemented.


4
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: May 14, 2021, 11:15:09 pm »
Any plans on implementing linkplay?
Nothing immediate, I tried in v2 but was struggling to get it to sync and maintain decent FPS. But I never say never, I'd like to get it working one day!

I'll have a 3rd beta release ready in a couple of days, but in the meantime, here's a preview of the tileset for the Military Tower levels..




EDIT: The 3rd beta can be downloaded here :)

Edit (Eeems): Fixed link

5
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: May 11, 2021, 05:28:48 am »
A few more things have been done..

- Added the land mine trap in outdoor areas for Episode III
- Implemented basic floor tile randomisation that applies when levels are loaded
- Simple laser turret enemy for outdoor areas
- Tileset for the "Civilian Tower" areas now done
- 2 player co-op (same calc, no linkplay) now ported across to the CE



I hope to have another beta update in the next week or so :)

6
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: May 04, 2021, 05:50:19 pm »
Just tried out the latest demo, but on my 84+, I would recommend having a "are you sure?" dialog on quit, or moving the quit button to [mode]. Accidentally hitting clear when using the arrow keys can be a little bit annoying ;P
Heh yes I was a bit lazy not implementing the "are you sure?" prompt, but I did get around to doing it a few days later, so it will be in the next beta :)

7
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: May 04, 2021, 04:11:06 am »
Seeing as the "porting" part is mostly done now, I've started working on the new campaign, Episode III: Impact. This campaign will have 30 levels with multiple paths through to the finish (ala Alien Breed: Tower Assault). There are 7 potential routes, which will take you through between 11-14 levels depending on the path you take.

Below shows an early draft of part of the first level, where you've crash landed outside a base that has been overrun by the aliens.


8
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: April 23, 2021, 04:08:45 am »
I've updated to Beta 2, which now is almost a full CE port of the game as it was on the 83+/84+ (sans a few minor features, and proper enemy sprites).

Whilst a lot of the changes are bug fixes or porting little things across, the screenshot below shows the updated "air ducts", which are now 2x2 tiles, you can walk around the edge of them (but don't fall in!), and then how the CE handles the "power out" type effect on Episode I Level 11.

The download link is the same as before.



Edit (Eeems): Fixed link

9
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: April 16, 2021, 08:01:40 pm »
Looks awesome! Gave it a quick try this morning (but now I've got to get back to work). I noticed that you can shoot through walls by standing next to them.
Thanks! I've fixed that bug now (specifically, it was with the machine gun and when you were facing either up or left against a wall).


Still working on cleaning up backend stuff, but I did improve the countdown sequence a little by adding in the screen shaking effect, and the level explosion sequence when the timer runs out.



10
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: April 15, 2021, 03:57:10 am »
Ok it's been a minute.. But I've been progressing steadily along on this for the last 2 months, and now have a beta version for anyone interested in trying out the CE build! You can get it here.


Below are a couple of recent screenshots showing some of the progress, from more fleshed out tileset gfx (there are now multiple tilesets & palettes), to cleaner transitions, animations, etc. Enemy & boss sprites aren't done yet.


 


There's still a lot of work to do but I'm much more organised than I was 4 years ago, so fingers crossed I get it finished!

Edit (Eeems): Fixed link

11
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: November 03, 2017, 03:40:26 am »
Small update on the CE version.. I've added in a couple more tiles, finished the explosion and door opening animations (although the latter isn't demonstrated here), finished the one-way laser beams, and drawn a placeholder alien sprite :P I'm having trouble getting the aliens to look how I want when reducing the original 32x32 sprites down to 16x16 (I suck with pixel art), so I might need to ask for help at some point - I'll see how I go :)


12
ASM / Re: ASM Optimized routines
« on: October 17, 2017, 04:49:18 pm »
Thanks for the optimisations/fixes! I guess I was lucky that I don't actually use the remainder in my program, and also C will only ever be between 1-64 inclusive. I like the negate HL optimisation too, that's neat :)

13
ASM / Re: ASM Optimized routines
« on: October 16, 2017, 10:50:12 pm »

This is great, Xeda!


I recently took a fairly standard Div16/8 routine and modified it slightly to allow the dividend to be signed. To do this, it checks HL (the dividend) at the start, and if it's negative then it negates it back to positive, performs the division, and then negates the result. Is this an efficient way of handling this, or would you suggest something else?


For what it's worth, it performs well enough for the task I was working on, but I'm just curious as I've not delved much into bit-level multiplication or division before :)

Code: [Select]
; divide HL by C (HL is signed, C is not)
; output: HL = quotient, A = remainder
divHLbyCs:
    bit     7,h
    push    af
    jr      z,divHLbyCsStart
    ld a,h \ cpl \ ld h,a
    ld a,l \ cpl \ ld l,a
    inc     hl
divHLbyCsStart:
    xor     a
    ld      b,16
divHLbyCsLoop:
    add     hl,hl
    rla
    cp      c
    jp      c,divHLbyCsNext
    sub     c
    inc     l
divHLbyCsNext:
    djnz    divHLbyCLoop
    ld      b,a
    pop     af
    ld      a,b
    ret     z
    ld a,h \ cpl \ ld h,a
    ld a,l \ cpl \ ld l,a
    inc     hl
    ret

14
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: October 16, 2017, 05:21:27 am »
The TI-83/84+ monochrome equivalent:


15
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: October 13, 2017, 07:45:43 pm »

I decided to attempt to recreate the menu screen from the original Amiga game, and it's now working! The camera is flying through a star field, panning on x/y at varying speeds, and alternating on z between flying forwards and backwards (also at varying speeds). The stars are each drawn in 1 of 8 shades of grey, depending on their current depth.


Unfortunately the GIF doesn't really do it justice with pixel artifacts resulting in some static stars and the flashing logo border not appearing very smooth.. But it looks much nicer running in CEmu, and even nicer again on calc :)





I'll try to back port this to the monochrome version as well.

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