Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Ashbad on January 23, 2011, 09:16:07 pm
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My cage match entry. Using dual layer ASCII, thanks to Builderboy. Not like TaNF's style of battle, more similar to a final fantasy's style (or illusiat's if you wanna talk similar calc games)
Will post updates frequently ;)
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I already have map loading done. Wow, what I'm finding so hard to do in axe is easy in BASIC :P :P :P
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Wait, TI-OS got something right? O.O
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Wait, TI-OS got something right? O.O
lol, I don't understand what you just said :P
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They actually made something work better than Axe?
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Lol it's just that 83+ BASIC is so easy. It's just quite slow (although not as much as on Casio calcs) and data storage is so huge due to floating points. There's a reason why I used TI-83+ BASIC for over 8 years. :P
Anyway do you plan to post screenies soon Ashbad? :D
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yeah, hopefully within an hour, just wanna get NCPs working.
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Nomable CP? ??? Don't you mean Non-Playable Characters? (NPC) ???
jk can't wait. :P
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lol yeah NPC :P
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Sorry Ashbad, but I don't understand what this thread is :S
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Scout:
My cage match entry.
Can't wait for screenies XD
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My cage match entry.
:P
Yes, but will his cage match be Trio And Nikko? Isn't it Axe? That's my question.
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It's a different game; the same series. Trio and Niko: Dawn is his cage match entry, and Trio and Niko:Falling is his Axe project :)
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It's a different game; the same series. Trio and Niko: Dawn is his cage match entry, and Trio and Niko:Falling is his Axe project
Oh I see. Thanks much ;D
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yeah, this is a spinoff for the cage matches, but it's in the same series, but focuses on a different character. Both of these games are actually prequels to my original stories; TaNF is Trio's original story, and TaND is Pyyrix's.
And none for Niko quite yet, need to actually finish one of the others first :P
I got NPC's working, though I wanna get a 8x8 map ready before posting, so tomorrow I'll post screenies :)
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Basically it's kinda like how FinaleTI had two Nostalgia games, one for the (now defunct?) RPG Cage Match and the other in Axe.
Can't wait for screenshots Ashbad :D
So Pyrix was related to Trio and Niko?
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Basically it's kinda like how FinaleTI had two Nostalgia games, one for the (now defunct?) RPG Cage Match and the other in Axe.
Can't wait for screenshots Ashbad :D
So Pyrix was related to Trio and Niko?
I dunno about the other match, as Raylin said it would happen after The Storm, but if nothing related to that happens by sometime in February, I'll pick up Sky's Story regardless.
On a more-related note, can't wait to see this Ashbad. I know you'll provide some good competition in The Storm, along with all the other competitors.
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thanks for the support! I still have my engine, but I lost my map data from a crash (never run DCS7 BASIC programs from archive on very low battery >_>)
Will post when I get home from school in an hour, though no battle system yet :)
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THat sucks X.x. And yeah in DCS7 when the error message appears the calc is in busy mode. With TI-OS message you can remove batteries but not with DCS ones.
However as soon as the low battery message starts appearing I recommend changing batteries anyway.
I hope you did not lose too much progress :/
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I am sorry to say that this title will no longer be competing in the cage matches. I wish I could, but it has been distracting me too much from my TaNF game; also the many code failures are finally starting to get on my nerves. But, maybe after I get significant progress done on TaNF I'll continue it (not under pressure of the cage matches though) ;)
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Sorry to hear :(. I hope you finish it though. I'm glad you're still working on something at least. :)
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when I do finish it, it will most likely still be in ASCII but written in axe :D for speed and size. I was modeling it off ROL by the way :D
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Oh ok. Was it actually delayed for BASIC coding issues? I think there was a topic in the Cage matches section to get help so you could have asked there. As for ROL do you mean the maps or the code?
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Imma pretty sure that text-based mapper in Axe would be slower (but smaller I guess) than a graphical tile one. Oh well, it's so fast compared to BASIC anyway it doesn't matter...
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Well based on ROL like in the battles and such :)
also, it;s just that I have so much else going on, so I decided to limit what I do :/
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Ah ok so it uses a similar looking battle system? (For those who never played ROL1 or 2 it looks like this kinda: )
And I understand, it's best to not put too much on your plate.
Imma pretty sure that text-based mapper in Axe would be slower (but smaller I guess) than a graphical tile one. Oh well, it's so fast compared to BASIC anyway it doesn't matter...
Probably not slower, but the speed gain from Axe over BASIC would probably not be very huge. TI text routines are just so slow.
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Imma pretty sure that text-based mapper in Axe would be slower (but smaller I guess) than a graphical tile one. Oh well, it's so fast compared to BASIC anyway it doesn't matter...
Confirmed. I tried this yesterday. It's hella slow. BASIC-level slow. I was floored.
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Another issue with home screen display routines is that they always update the LCD. I don't think there are ways to not update it automatically.
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Couldn't you use sprites, but sprites looking exactly like the ASCII chars? Isn't that what FinaleTI did for Nostalgia?
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Couldn't you use sprites, but sprites looking exactly like the ASCII chars? Isn't that what FinaleTI did for Nostalgia?
That's what I'm gonna do.
But I haven't done that yet in any build of the engine, and it runs at a decent speed. It takes a noticeable speed hit compared to sprites, but it still runs faster than BASIC.
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Yeah that's another idea. Are fonts stored into the calc RAM? If so, then you could just read the sprite data from there, right? (To save space)