Author Topic: [83p] Hero Core  (Read 19354 times)

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Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #15 on: October 30, 2011, 11:48:31 am »
Discontinued feature:

I have been experimenting a little with soundeffects. You need 2 calculators for herocore super sfx and just one for a shorter soundeffects. Little bleeps and white noise bursts will be played from the game calculator, but you can also run a prgm on the other calc that plays the soundeffects so that the game will not slow down. A vid will come soon :D
Edit: Here it is!
« Last Edit: September 15, 2014, 01:19:32 pm by Keoni29 »
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Offline annoyingcalc

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Re: [WIP] TI84+ Herocore clone
« Reply #16 on: October 30, 2011, 07:29:56 pm »
:w00t: sweetness
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Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #17 on: October 31, 2011, 07:25:22 am »
Boss designs!
Some of them are new:






« Last Edit: October 31, 2011, 07:26:48 am by Keoni29 »
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Offline LincolnB

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Re: [WIP] TI84+ Herocore clone
« Reply #18 on: October 31, 2011, 10:08:14 am »
Those look pretty sweet.
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Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #19 on: October 31, 2011, 10:40:58 am »
Hmm maybe I should animate the tentacles :D
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Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #20 on: December 30, 2011, 09:30:07 am »
YAY I fixed most of the bugs. I lost the original source file. Luckily I had a .txt file on my pc.
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Offline Yeong

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Re: [WIP] TI84+ Herocore clone
« Reply #21 on: December 30, 2011, 01:53:19 pm »
So you DIDN'T lose it? hmm....
Well, I'm looking forward to it. :D
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Re: [WIP] TI84+ Herocore clone
« Reply #22 on: December 31, 2011, 01:25:06 am »
I'M glad you still had some sort of backup. Anyway glad you fixed the bugs.
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #23 on: December 31, 2011, 03:06:52 am »
I'M glad you still had some sort of backup. Anyway glad you fixed the bugs.
I lost the source, but not the includes :) Now I will focus on cleaning up some code and perhaps the map engine.
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Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #24 on: January 30, 2012, 01:01:47 pm »
I am gonna work on HeroCore on fridays. I have just 2 hrs of school then with my new schedule.
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Offline TIfanx1999

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Re: [WIP] TI84+ Herocore clone
« Reply #25 on: February 06, 2012, 08:44:34 am »
This was looking quite nice. Have you found any more time to work on it? :)

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Re: [WIP] TI84+ Herocore clone
« Reply #26 on: February 06, 2012, 06:50:35 pm »
Good to hear it's still alive. Also I missed the boss screenies above. Awesome stuff. :)
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #27 on: February 18, 2012, 05:27:50 am »
I have been working on a new way to save the map data (in appvars). I'm gonna check how Daniel saved the levels. I have the source of his game.
Edit:Hmm he just made one big tilemap. I will have to re-use rooms since it takes lots of ram to make all rooms unique. Much like metroid did it.
I will have a 12*8 worldmap. Every tile on the worldmap represents a room/empty space. Every tile on the worldmap takes one byte for the tilemap and another 3 bytes for the enemies and some data. Then you have the gamedata such as opened doors etc. which will also take up some memory(probably another byte per room).
12*8*4=384 bytes

As I told you I will re-use rooms, so let's say I want 30 rooms to choose from. (There 12*8=96 rooms max, so this means that every room has to be used at least 3 times. Besides there are some blank spots without a room in it on the worldmap)
tilemap: 11*8 / 2=44 bytes (since each tile takes up 4 bits)
tileset: 1 byte
_______________________+
Total:45 bytes per room

45*30=1350 bytes

So the world will take up around 1800 bytes which is acceptable.

I will have to do some minor changes to a lot of code to implement this, so this is gonna take a while.
« Last Edit: February 18, 2012, 05:45:27 am by Keoni29 »
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Re: [WIP] TI84+ Herocore clone
« Reply #28 on: February 19, 2012, 03:24:50 am »
Good to hear this is still alive and I guess it's a good idea to re-use rooms to save space. I think that's what they did in the NES Metroid. Just make sure that every room won't always look the exact same though lol XD *cough*mana force 1*cough*. In Illusiat 13 for example I have a huge desert somewhere that is not very complex so I just used a few dozen different nearly empty maps for all 200+ desert map chunks. Also most houses and shops re-use the same maps over and over. The rest of the game in general uses different data for every 16x8 map, though.
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #29 on: February 19, 2012, 04:58:48 am »
Good to hear this is still alive and I guess it's a good idea to re-use rooms to save space. I think that's what they did in the NES Metroid. Just make sure that every room won't always look the exact same though lol XD *cough*mana force 1*cough*. In Illusiat 13 for example I have a huge desert somewhere that is not very complex so I just used a few dozen different nearly empty maps for all 200+ desert map chunks. Also most houses and shops re-use the same maps over and over. The rest of the game in general uses different data for every 16x8 map, though.
The game source and boss sprites are gonna take up a lot of memory, so I decided not to have a huge map like a metroid game. Once the rooms are stuffed with enemies you won't get trough quickly so I hope that works. Otherwise I will simply expand the map (reusing the same rooms in the process of course)
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