Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Yeong on December 28, 2012, 09:42:28 pm

Title: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on December 28, 2012, 09:42:28 pm
Huzzah!

(http://img.removedfromgame.com/imgs/illu_test.gif)

I'm porting Illusiat 11 for contest! :D (with all-mighty Grammer)

I'm about 70% done with the new battle engine (even though it doesn't look like it in the screenshot, since screenshot only contains some sprite tests)

Since Grammer only supports 3 lvl greyscale, I'll have to live with it XD

Also, blame wabbit about flickeringness.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on December 28, 2012, 09:57:22 pm
Quote from: yeongJIN_COOL
something easier and shorter - Illusiat 11

O.O

That said, it looks very nice so far. Will you add battle backgrounds? Also how will be the map format? Will it remain flat like the original game or will there be some work done to make it look more 3D-esque like FF games rather than Dragon Warrior? Maybe something like Zelda would be nice, with dynamic tiles, so it doesn't look too bland in large dungeons.

Also what would be nice is if you replaced menu-based areas (such as where you choose where to go and towns) with small maps to connect each areas, even if villages are kept simple like in ROL1/2.

Good luck (especially considering the game has about 15-20 hours of gameplay)!
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on December 28, 2012, 10:01:34 pm
Actually I have a different idea about how to handle the town and stuff. XD

also by "shorter", I meant shorter time to program, not play :P

I have the idea of battle background in my mind. I just have to figure out why RecallPic in Grammer won't work.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on December 28, 2012, 10:15:52 pm
Ok cool to hear. :) Since you mention map changes on Cemetech, will there be heavy changes though? That might be a lot of work lol for the limited time frame. Also if there are maps with hidden paths (like a small entrance on the very edge of the map) it might be good to preserve them, although I guess it won't be possible if you add scrolling. :P

As for the old menu world maps, you could maybe make them like Chrono Trigger, where it's impossible to explore towns and instead you just enter small houses, especially since there is usually 2-3 house. You could also possibly modify some stuff so that it's possible to go back through old chapters. For example, after falling through the volcano and the spiral map, you couldn't go back on that map in the next chapter. You could make it so you can go back leveling up on the spiral map.

EDIT: Also lol I just noticed the battle command menu is like Lufia and Reuben Quest :P. How will you handle the custom commands, though? ???
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on December 28, 2012, 10:23:46 pm
for the custom commands, left and right arrow key stuffs are changable. (on the screenshot, left arrow has ITEMS and right arrows has MAGIC)
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on December 28, 2012, 10:26:52 pm
Ah ok good to hear. Make sure to add a legend though (assuming you have to press 2nd after pressing an arrow, unlike Reuben Quest, where just pressing an arrow selected the command automatically), like discussed on IRC, so people know which commands are what. :P

Also, what sucked in the original game (due to limited RAM in early versions) was how in battles you didn't know how many item left you had.  It might be nice to change that. :P

Also will you nerf the Legendary Weapon boss fight? That boss fight was rather sadistic O.O . You could maybe do it so he has slightly fewer chances to select Trimag or Bolt.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Sorunome on December 29, 2012, 12:00:22 am
Wow, pretty nice, I like it that the old games come back :D
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on December 29, 2012, 12:30:01 am
For dat boss, I'm thinking of 2 phase fight. Also, how does level and order of attack related?
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on December 29, 2012, 12:42:49 am
Ah ok. You could maybe keep the current phase that is solely luck-based, but allow the character to go beyond LV 99 (maybe 128 or 150?) while still staying at 9999 HP/999 MP so that part can be easier, then part II could be a boss that changes elemental weakness every few turn like I did in another game (I think it's Illusiat 13 or Mystique), inspiring myself from a Final Fantasy VI boss. So the boss becomes extremely weak against that element (but not to the same extent as Boss 8 O.O) and almost immune to everything else. The boss could also cast an unique spell at the start of the battle that makes every physical attack (including Coin Toss/Money) innefective, so only the 3 magic, Trimag and 1000 Neddles or whatever it was called will work. That way, people can't use cheap techniques like the coin tossing tech to get around the constantly changing elemental protection change.

In any case, though, the current version of the boss is too brutal lol. You need LV 97 or higher, but even then, it's so luck-based that every turn, there is 2 chances out of 3 that you'll have to heal yourself, unable to attack, so sometimes you end up using like 30 elixirs in a row if you're unlucky. (In two occasions, I had 99 elixirs and it was still not enough to defeat him (he had 80000 HP left once), while another time, I managed to do it with 46). Instead of nerfing it, though, you could definitively increase the LV cap a bit so your defense/attack can continue increasing. And I think I read somewhere that RPG fights that are almost entirely luck-based aren't necessarily a good thing.

As for level and order of attack, if you check prgmLC, every loop iteration, it checks if you or the enemy reached 0 HP or if you ran away. Then it increments both invisible ATB gauges. Once one reaches a certain amount, it's his turn to attack. The higher your LV, the faster it increases (or the higher it resets back at, I forgot). This is why Boss 8 attacks so fast. (he's LV 150, although Scan doesn't display any LV above 99)
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on December 29, 2012, 10:03:50 am
Well I wanted to do 2 phase battle because hp wasToo big O.O
And ok ill check prgmLC
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on December 29, 2012, 03:03:03 pm
Oh ok. The funny thing is how initially this boss had 500000 HP, then I reduced it before releasing the game.

I hope integer sizes won't be too much of an issue for this project, though. >.< (if that's why you are splitting the battle in half)
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Sorunome on December 29, 2012, 03:07:57 pm
Maybe you can program your own routine for 4 byte ints :D
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on December 29, 2012, 03:37:38 pm
Grammer already has a 32 bit stuff built into it. Its just not functioning well
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Sorunome on December 29, 2012, 03:38:26 pm
Oh, lol, then make your own well working routine :P
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on December 30, 2012, 12:41:25 am
Do you mean it's buggy or just not enough for Illusiat's insane damage?
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Nick on December 30, 2012, 02:20:16 am
Uh, what kind kind of contest? am I missing something?

And btw, it looks nice so far, but i guess there's no flickering on the calc?
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on December 30, 2012, 05:20:50 pm
He means the Cemetech Contest. Also I think it's less flickery on-calc. WabbitEmu was probably not setup properly.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Xeda112358 on December 30, 2012, 05:25:48 pm
Wow, nice Yeong o.o A few notes:
Grammer supports 3 and 4 level grayscale :P
Also, Grammer supports a few miscellaneous 32-bit commands, but noe for doing math with 32-bit numbers. However, if you have any specific routines, I should be able to create some Grammer code to work with 32-bit (or larger) numbers :D

If that isn't against the rules >.>
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on December 30, 2012, 11:47:03 pm
What do you mean by rules? ??? If you mean using previously-made games in the contest, then in fact the contest theme is ports, meaning porting existing games to new calcs, along with a game occuring around a ferry or cables being plugged in ports. :P

Also how good is the 4 level grayscale in grammer?
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on December 30, 2012, 11:57:08 pm
Drat. I must be using older version. XP

Also, attacking finally works now. (Just physical attack) now that I fixed the glitch that always gave me 9999 dmg XD
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on December 31, 2012, 12:26:58 am
By the way, are you porting the 2002 version of the 2006 one?
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on December 31, 2012, 08:30:41 am
2002 one.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Xeda112358 on December 31, 2012, 08:43:42 am
What do you mean by rules? ??? If you mean using previously-made games in the contest, then in fact the contest theme is ports, meaning porting existing games to new calcs, along with a game occuring around a ferry or cables being plugged in ports. :P
I mean rules relating to getting help from somebody else.
Also how good is the 4 level grayscale in grammer?
Runer or thepenguin77 could probably make it better using interrupts or something, but otherwise it is pretty good, I think. There are 12 grayscale modes, but it is all 4-level gray using different saturations. Even black/white and 3-level uses the four-level grayscale routine when you do DispGraph. Its just with 3-level gray, it uses 100-50-50-0 for the colors, so the grayscales have the same color.

Here is a quick screenie :)
Title: Re: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on December 31, 2012, 01:13:40 pm
I'll check later since attachments do not wwork in Tapatalk, and yeah I don't think he can ask Help (except maybe in his Cemetech topic), although reporting Grammer/Axe bugs (which he ran into with big integer numbers) might be fine.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on December 31, 2012, 07:05:54 pm
Aw righty. Now that I now know that recallpic didn't work, I can put the backgrounds. Weeeee.
Let's see what I need. Forest,cave,mountain,field, city?
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on December 31, 2012, 07:22:23 pm
What are you using as recallpic alternative?

And yeah the first area is inside a king castle, the 2nd is a cavern, 2 villages, later there's a forest and mountain (that one can use a background sky for the left side like Reuben kinda), then a river. In chapter 2 there's another forest, but with crystal ground and trees (that forest has another high dmg magic boss), an elvish hotel, two towns, some ruins, an elevated rock path on a canyon or something. Chapter 3 has a bridge that is half in ruins (meaning you need water tiles as well), another canyon (this time at the bottom of it), a mountain that later turns into a volcano crater, an inferno place (inside volcano), a fire dungeon, fire village, some sort of crystal road (kinda like that optional place in ROL3 with tiled floor), a somewhat dark forest and cave (floor looks like a star sky or something), 3 elemental dungeons, a cemetery and the final dungeon. That should give an idea overall of what kind of tiles you might need.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Xeda112358 on December 31, 2012, 07:23:46 pm
Oh, we figured out why it didn't work, it as because Grammer uses the syntax where Pic1=0, Pic2=1, Pic3=2,...
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 01, 2013, 12:39:53 am
What xeda said XD
Also those maps are just asking for dem rol3 tiles :P
Btw the bg will just be grey because if it had full greyscale the stuffs will get bit too big.
Expect another screenshot in this week XD
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 02, 2013, 08:08:55 pm
Yeah I thought the ROL3 ones would fit well since a lot of areas are kinda similar dungeon textures. As for battle background I just thought it would be nice to at least have one or a floor since the original game has at least a floor. Not having anything might make battles look a bit bland and too basic (like most calc RPGs). Maybe you could do like Lufia and have the map as background in light gray (anything black becomes light gray and the rest becomes white), though, or the opposite (white becomes dark gray and everything else black), and monsters earn a white outline.

(http://retrojrpg.thefannish.org/wp-content/uploads/retrojrpg.thefannish.org/2012/04/lufia_inventory.png)

So at least there would still be something in the background. Way too many non-BASIC calc RPGs lacks much graphics in battles. x.x
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 03, 2013, 06:05:58 pm
That actually doesn't sound half bad. :)

Progress today!
- Finished the battle menu. yay!
- The HP/MP text will change to grey if the player has less than 20% of the Max HP.
- Able to use items

I'll post the screenshot tomorrow with working physical attack. :P
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Xeda112358 on January 03, 2013, 11:25:14 pm
Cool! I take it that is why you wanted to know how to draw text to another buffer?
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 03, 2013, 11:36:09 pm
Does the item count now show up in battles? That was quite a problem in the original game, especially vs Legend Weapon >.<
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 04, 2013, 11:58:33 am
Yes the item count shows up :)
Also icons will turn to something like X sign if u can't use it (not enough mp, no items, etc)
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 04, 2013, 01:25:40 pm
Wouldn't it be better to not show the item at all in the case of items? :P Else, it kinda sucks to spoil all existing items right at the game start (although there are only 4 items so that might not be that bad. I know some of my early games actually did that since you selected items from a Menu() thing.

Do you plan to show the abilities that come with each battle command so we know in advance what gets equipped? (possibly enabling the ability to use Cure outside battles in the process)
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 04, 2013, 01:46:20 pm
For items, it is already set up that way :)

Also for ability I could include info in menu
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 04, 2013, 02:23:17 pm
I realized that i won't have time to upload screenshot this afternoon, so I'll do it now even though physical attack is not really complete.
(http://img.removedfromgame.com/imgs/illutest.gif)
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 04, 2013, 10:33:09 pm
Kinda nice. It would be nice to add some slash animation over the enemy when he is hit (unless if you miss where there shouldn't be any animation on him)
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 04, 2013, 11:39:54 pm
As I said, the animations are not complete yet :)
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Sorunome on January 04, 2013, 11:48:56 pm
Looking nice already!
And is the greyscale on-calc also so flimery?
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 04, 2013, 11:59:10 pm
As I said, the animations are not complete yet :)
Just making sure, since earlier on IRC you seemed to have in mind to go for FF1 NES-like magic animations :P, which would kinda have been a massive backward step from the original game released more than a decade earlier :P
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 05, 2013, 12:32:26 am
Don't worry. My rpg will have decent graphic, even if it weas pure ti-basic http://ourl.ca/15211 :P
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 05, 2013, 01:16:57 pm
Lol that actually kinda looked nice for ASCII. The issue with ASM/Axe/non-TI-BASIC RPGs is often that authors cut down on battle graphics for some reasons. In most cases, they do not even show a single monster/char sprite so battles are pretty much menu-based, and when there are graphics, the only magic animations they're really simple. If you don't do this you might even be the 3rd ever non-BASIC 83+ RPG to ever feature battle animations at all, behind Dying Eyes and Final Fantasy 1.198. :P
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 05, 2013, 01:33:45 pm
How about tvf?
Title: Re: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 05, 2013, 02:23:48 pm
We miss 100% of the time due to bugs so I never had the chance to see magic in action. :P
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 06, 2013, 08:57:52 pm
Today's update:
-magics and items work. But no effect yet
-o yay I found my old tilemapping(scroll) routine. I thought I had to reprogram routine O.O
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Deep Toaster on January 06, 2013, 09:00:14 pm
also by "shorter", I meant shorter time to program, not play :P
Still sounds like a big project lol

I really like the text fade-outs. (Unless that's just a screenshotting glitch? In that case you should program it in :D)

Good luck!
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 07, 2013, 12:03:48 am
Is it the routine from ROL3? By the way will the map be smooth scrolling?
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 07, 2013, 12:07:09 am
Meh not smoothscrolling probably (based on time)
And yes the routine is from my old project
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 07, 2013, 12:09:46 am
Ok I see. Also don't forget that the ENglish version of the game has some mistranslated stuff or misaligned text due to bad translation :P

Also would it be possible to keep the original title logo? Of course you can get rid of the Eleven part and just use ILLUSIAT XI or ILLUSIAT 11 like the last two games, but it would be nice if at least the title screen was preserved, so the game still remains somewhat true to the original series (or at least the last 3 games and the 2004 remakes of the first 4). :P


Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 10, 2013, 05:53:16 am
I think I got atb thingy working. Not much progress since my calc is having problems with grammer -_- (only 11 days left nooooo)
Also is it ok to ask other ppl for sprites?
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: TIfanx1999 on January 10, 2013, 08:25:39 am
Dunno, you should probably ask at Cemetech.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Xeda112358 on January 10, 2013, 10:31:24 am
It worries me that Grammer isn't working for you .__. The chances that it was corrupted when sending to your calc are pretty small, but I've tested the released version several times and I didn't get any issues. I tested for the problem that was occurring before, too, with archived vars, but that is no longer an issue and it was thoroughly fixed. I really cannot find anything in Grammer that is causing your problems :/
Title: Re: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 10, 2013, 12:07:45 pm
Sorry to hear about your grammer problems. I hope you can finish the game in time. Backup too (on a computer) so you don't lose the game.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 11, 2013, 09:43:37 pm
So I'm glad to say that battle engine is done except the graphic part. For now, I'll be speedcoding the maps and storylines XD

EDIT: anyone interested? :P http://ourl.ca/18149/333801;topicseen#new
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 12, 2013, 12:41:20 am
Nice to hear. Did you have any big troubles with the damage formulas?

As for magic animations could you base yourself from the 3 sprites on the Illusiat 2004 title screen above? It would be cool if they were re-used :D (sadly they're not animated tho so someone could animate them)
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 12, 2013, 12:11:25 pm
All right. Since I'm running out of time, for the mapping, I'll just generate from picture file just like how dj did. :P of course that will mean no 3d-ish effect on most of the map (most of the paths are too close to each other to make it dynamic. For tilemapping, I'll try to make it greyscale though.
Title: Re: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 12, 2013, 12:14:11 pm
It shall be fine. Plus in pic format you save lots of space anyway. Good luck!
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 12, 2013, 05:30:40 pm
indeed. 4k data vs 768 is quite knowledgeable.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 13, 2013, 10:36:28 am
So now tilemap generator and moving and scrolling works. Entiire chapter 2 maps + engine is less than 800 bytes!
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Xeda112358 on January 13, 2013, 10:48:00 am
Nice o.o Are you using the Tilemap() command for this?
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 13, 2013, 11:41:48 am
yes. Also, I forgot to mention that i excluded pic file from that 800 bytes :P

EDIT: now defining map only takes 5 variables! Yay
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 14, 2013, 01:47:48 pm
The only issue with pics is that there can only be 1 event tile per 16x8 area and its location is hard-coded with if/then/else in a program depending of where you are on the dungeon map. Would this be a problem with scrolling maps? (the program was executed everytime you reached the egde of a map, while in your case it might need to be executed everytime you walk around and require large if conditions D:)
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 14, 2013, 02:16:40 pm
of course the events will be hardcoded but it wont be a problem with scrolling map since all the locations are numbered just like how i handled event in dat rol3 port thingy. so event handling will be quite fast because all i have to do is if number=variable:do something
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 14, 2013, 02:18:52 pm
Ah ok. I was more worried about a massive speed loss or something due to checking every single frame. Also what about the river?
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 14, 2013, 02:19:41 pm
Err I'm thinking about that. probably a list of pathway will do.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 14, 2013, 02:21:03 pm
Yeah you might need to do like I did or what people would do for NPCs in a RPG, like the pathway you mention. If I remember, my way of doing it was ridiculously huge, though.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 14, 2013, 04:41:10 pm
It seems like my program is running slower and slower XD
If this continue, I might have to kiss ti-83+ support goodbye '^' (battle engine started to flicker a lot)
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 14, 2013, 06:46:49 pm
Does it get slower as you add new subprograms and data? TI-BASIC has this problem when the VAT gets cluttered. I hope that isn't the same for Grammer.  >.<

Or could you maybe switch to 3 level grayscale for dungeons?
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 14, 2013, 07:08:36 pm
so far I think i have only 5 subroutines (programs were getting too long to scroll O.o )

I havent worked on greyscale tilemap yet, even though it'll be really easy to apply once I have the sprites.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 14, 2013, 07:59:30 pm
Ok but what do you think is slowing down the game more and more? In Metroid II, I was adding absolutely nothing to the walking engine over the development, yet the game was running 2x slower once finished than when I first started. Illusiat 13 had a similar problem but not as bad.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 14, 2013, 10:12:23 pm
Uhh... apparently calling one more labl causes massive slowdown lol
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 15, 2013, 08:19:55 pm
Hmm I wonder if this is a Grammer bug... it seems weird >.<

Well good luck x.x
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 15, 2013, 10:51:23 pm
No, I just have to optimize more but I don't want to think about it until I'm pretty much done with the program. :P (The code is VERY long)
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Xeda112358 on January 15, 2013, 11:17:45 pm
Yeah, we discussed on IRC what was causing the slow down. The way Yeong was doing it was due to lack of variables, so I pointed him in the direction of a command to backup or restore the current 54 variables all at once >.> This way, he can use the preferred method which is probably a few thousand times faster.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 15, 2013, 11:46:36 pm
Hmm I am not sure if I understand but oh well. Hopefully it's solved soon :)
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Xeda112358 on January 16, 2013, 12:37:16 am
Basically, Yeong used something like Goto Lbl "<<label","<<program>> to jump to a label in another program. That code must first search the VAT for the program, then it must search the program for the label. In Grammer, you have two options. If it isn't going to be called often, this is fine, but if you are going to use that label often, you should instead do something like:
Code: [Select]
Lbl "<<label","<<program>>→A
This way, the label address is precomputed and it your program doesn't have to constantly look for it.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 16, 2013, 06:50:17 pm
Ah ok I see. Interesting, hopefully he can get the game to run faster now. In the worst case scenario, he could maybe remove grayscale.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 16, 2013, 08:06:11 pm
Err xeda were there any changes between current version and the latest official (the one in may) version? Because after upgrading, my scrolling routine isn't working well
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Xeda112358 on January 16, 2013, 08:19:09 pm
There were quite a few, yes D: Which command or commands are messing up?
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 16, 2013, 08:36:29 pm
Xeda do u remember my rol3 port? It uses a same routine. I don't think I use specific command though. Just reading data and conditionals.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Xeda112358 on January 16, 2013, 09:23:47 pm
I looked at the ROL3 source, and the first thing that I noticed was that you used Lbl to find a label in another program... without supplying the program name.

Also, in the TILE subroutine, you don't need ClrDraw >.>

But the most important things that were going wrong was using unsupported tokens like ) and your math is kind of buggy. For example:
Code: [Select]
If H=4 *!(M+T'-W') *Y' *Y=4
I am surprised that worked in the old version o.o The faster and more optimised way (as well as the way that will work):
Code: [Select]
If (M+T'-W': and Y':! and Y=4: and H=4
Did it look like it was having bugs with wiggling back and forth and moving without a key being pressed? If so, after fixing up all of the math and logic, the ROL3 code worked for me.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 16, 2013, 10:52:30 pm
ok. then it must be the random jiffy that Grammer likes to do in my calc. :< (randomly changing a bit of data in a program whenever something goes wrong)
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 16, 2013, 11:30:03 pm
Hmm it might be a good idea to not constantly change the syntax of Grammer commands too much every version, because with Axe there were usually little changes, just additions, and for people who don't update often, changes might turn them away since they have to update every version D:
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Xeda112358 on January 16, 2013, 11:32:31 pm
The syntax didn't change, Yeong was using code that happened to work that shouldn't have :/
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 16, 2013, 11:45:03 pm
Oh ok lol. I just remembered when Lua arrived on the Nspire and TI removed some important code like a function that allowed the usage of the serial port and its removal sparked some public outcry and broke compatibility with certain programs.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 17, 2013, 12:46:59 pm
Finally figured out what went wrong with the routine. Apparently new grammer hates the space between maths and prefer colons more. So scrolling works again.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Xeda112358 on January 17, 2013, 05:34:13 pm
Yeah, spaces should only be used for arguments for commands. For example, Pxl-On(3*X +4*Y,11. Colons are best everywhere else.

Also, as a tip, if something will only ever evaluate to 1 or 0, you can use " and ", " or ", and " xor " almost like you would in BASIC. This is a lot faster than the trick of using * or +. For example:
Code: [Select]
If A=3: and B=4
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 19, 2013, 11:03:06 pm
2 days left and I'm panicking XD
Right now, I'm in stage of organizing my codes. Also, Chapter 1 event coding is done, now I just have to implement it :<
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: TIfanx1999 on January 20, 2013, 12:14:21 am
Don't panic. You are a decent coder. I have faith that you'll have a demo ready by the deadline. :)
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 20, 2013, 03:24:58 am
Glad events are done coding. Hopefully you can put all you got together and add some more stuff before the deadline. :)
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Xeda112358 on January 20, 2013, 09:11:14 am
Ohmygosh, Yeong is teh greatest :D  :w00t: (Sorry, there is a reason for why I wasn't the cheerleader >.>)

Dear Yeong,

You know we will all still love you here.


Unless you don't finish this project.

Sincerely,
Zeda

P.S.-Fahahaha. Fwaha. Fwa.


Just kidding, but seriously, like Art_of_Camelot said, you are a decent programmer and you are pretty good with making things look really nice :) You've already made a pretty cool program and I've only seen part of it o.o
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 21, 2013, 12:06:18 am
Argh ERR:? On jumping to another program is back. Xeda said she doesn't have any problem in her calc so idk what the problem is. D:
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 21, 2013, 01:52:59 am
By the way the contest deadline seems to have been extended by 24 hours: http://www.cemetech.net/forum/viewtopic.php?p=198661#198661

Also what OS do you have Yeong? Maybe Grammer only works on certain OSes?
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Juju on January 21, 2013, 01:54:11 am
Well then, I guess it leave us more time to finish our entries.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 21, 2013, 10:57:27 am
I recently downgraded to 2.43.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Xeda112358 on January 21, 2013, 10:58:27 am
Yeah, 2.43 is what I am using, I don't know what is broken !_!
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 21, 2013, 05:53:34 pm
Darn I hope this doesn't kill the project :(. On my 83+ I remember being unable to compile APPs with Axe and only 1 other person was unable to do so. Could it be Zstart?
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 21, 2013, 07:11:10 pm
It seems like I still won't be able to make it into contest (took too much time dealing with my calc issue). Only if I had more time to use computer, I would've done it though. Oh well, at least I tried. :P However, do expect a demo around next week though.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 21, 2013, 08:13:37 pm
Sorry to hear. But i think the grammer buig needs to be addressed so this won't permanently stops the project x.x.

You could maybe start a new topic in calc help in case this is a single-calc issue, so ThePenguin and other OS hackers can maybe help unbricking your calc.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: TIfanx1999 on January 21, 2013, 08:36:51 pm
Aww, too bad Yeong. :/ At least you'll have a demo up soon though. :)
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 22, 2013, 10:14:32 pm
All right. So here's the screenshot of it so far

(http://img.removedfromgame.com/imgs/demo_full_of_errors.gif)

The battle system was working, but now it doesn't ;-; I'm still figuring out what went wrong.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: blue_bear_94 on January 22, 2013, 10:25:17 pm
Did you clear both of the drawing buffers before drawing the battle interface?
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 22, 2013, 10:26:35 pm
oh, that background is intentional. :D
it's just some of the monster AI makes the game freezes (it was not shown in the screenshot)
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Xeda112358 on January 23, 2013, 06:35:40 am
That is nice o.o I am trying to think of what code could cause it to freeze. I made sure to include ON breaks in everything that could potentially take a long time to execute, as far as I know D:
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 23, 2013, 04:00:04 pm
You should maybe post the entire code now that the Cemetech contest is over. Xeda might have an easier time helping you if it happens to be either a Grammer bug or a programming error :P

Also suggestion for the title screen, seeing you changed your nickname to just "Yeong": Maybe change the copyright to 2002 Omnimaga 2013 Yeong? :P
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 23, 2013, 04:33:21 pm
Prolly on that title screen :P

Fine, I'll post dat problematic program ;-;

(to xeda: it's the label "ETURN that sometimes freezes. Pic1 and Pic0 stays archived, and make sure you choose "new" first before selecting "load")
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Xeda112358 on January 23, 2013, 06:02:15 pm
I'll have to look at this when I have time. Hopefully I can find the problem, and more importantly, the solution.
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: DJ Omnimaga on January 29, 2013, 12:53:45 am
Any luck so far?
Title: Re: [Contest] Illusiat 11 Grammer Port
Post by: Yeong on January 29, 2013, 05:06:34 pm
I got the map files, and I'm still waiting for xeda to check -.- (Lazy me :P)