Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: xiaden on October 12, 2007, 04:42:00 am

Title: another RPG
Post by: xiaden on October 12, 2007, 04:42:00 am
Renamed to Thetaman(or yourname, if you can design sprites for me.)

Current progress is:
c1-->
CODE
ec1
Fighting:
Title: another RPG
Post by: DJ Omnimaga on October 12, 2007, 12:30:00 pm
Welcome here!

I,m glad to see a new RPG in the works. For a damage formula I usually go this way:

((LV*Weapon Atk)+Randint(0,2*LV))/(enemy LV/10)

Of course if you plan to have a default atk/defense different than the level then change LV to Attack and enemy LV to defense. Usually this make defense play a bigger role in the game.
Title: another RPG
Post by: Liazon on October 13, 2007, 12:16:00 pm
Welcome to Omnimaga!

it's good to see more RPGs, since Omni was originally an RPG HQ.

duno much about basic, but good luck w/ your rpg!

Title: another RPG
Post by: Delnar_Ersike on October 13, 2007, 05:52:00 pm
Welcome to the crazy world of Omnimaga! Here are your peanuts:
user posted image
As for knowing a lot about BASIC, I am positive you still have stuff to learn from some of us. ;)wink.gif
Title: another RPG
Post by: xiaden on October 15, 2007, 05:41:00 am
Hey all =) thanks for the warm welcome.

I have an update, and another problem.
Right now the project is fragmented a little. It's got the pet name that all my ACSII mapped games get, theta man.  But I?m stuck in the middle of the tutorial, and the battle conclusion menu, and the Item system is still completely inexistent, except an item or two that I might just get rid of completely (a revival medicine, that auto revives you at half (soon to be quarter) hp).  I'm going to see if I can post the programs on Tuesday, or Thursday night at latest.  


Thetamans formally in beta (0.1) but the mapping system is in near final, with way cleaned up code.  It?s ultra fast now, loading the next map almost the same speed that humans blink at.  Also, I had a friend play for about two hours on his calculator, and the speed was only minimally slower (about half a second to a second) which I found was really weird.  Considering the vast amount of variables being written, and output strings that fill the whole screen... usually it slows down really fast.  Maybe its just because it's semi-small still.

The setups still in subroutines, named accordingly:

Game (theta) - actual run file.  If this isn't what you run, then you can only do what is left from the last game, and it exits on ending the task =P
Help (theta)
(Theta) field
(Theta) fight
(Theta) map
(Theta) roots








QUOTE
Welcome here!

I?m glad to see a new RPG in the works. For a damage formula I usually go this way:

((LV*Weapon Atk)+Randint(0,2*LV))/(enemy LV/10)

Of course if you plan to have a default atk/defense different than the level then change LV to Attack and enemy LV to defense. Usually this make defense play a bigger role in the game.


I?ll have to test that out, it sounds really useful. Thanks for the help.

more later =)
Title: another RPG
Post by: DJ Omnimaga on October 15, 2007, 06:45:00 am
I'm glad this is progressing, keep up the good work again :)smile.gif

Any chance of a screenshot soon?
Title: another RPG
Post by: xiaden on October 16, 2007, 04:58:00 am
screenshot coming asap =P  i'm still working on how the menus should look.  it's a very fragmented project. =P i put the help file on hold till the rest is finished.
Title: another RPG
Post by: DJ Omnimaga on October 16, 2007, 08:52:00 am
I would keep help file for the end and I would make it in readme form, not on calc. Or at least if it's gonna be on calc I would make it optional for the user, for people who want more space on their calc.

Usually when I did RPGs I started finding storyline chronology ideas and written them down, then started coding menu, then battle engine, then title screen with start/load screen, map engine, then finally imnplement events/triggers/storyline in the game as well as new enemies and bosses
Title: another RPG
Post by: xiaden on October 16, 2007, 12:45:00 pm
huh.  well, i already have the storyline mapped out, just not hard coded at all =P  and what i have done right now is:
(O=(theta))
gameO-Everything but the bootscreen
helpO-just up to the movement and menu section.
Ofeild-Four of the basic maptypes, and six screens total(not a very big world)
Ofight-Attacking completed beyond beleif.  defending? no. magic? no.  item use? not even started.  run away? yep =P
Oitems-just tels you it's under development. then exits.
Omap- Near completion.  all thats left is to set the event trigger recognition(aka, storyline)

What i'm currentlly working on is:
choosing betwwen defense forms.
setting the item values(potions cure?hp)
setting the maptypes.

I am thinking about just setting this into an assembly mould, with sprites instead of ascii coding.  this would be kinda usefull, i could change up the way maps appear.
Title: another RPG
Post by: trevmeister66 on October 16, 2007, 01:10:00 pm
Sounds good. I can't wait to see a screenie and possibly a demo :)smile.gif
Title: another RPG
Post by: DJ Omnimaga on October 16, 2007, 02:05:00 pm
I see you got some progress alerady :)smile.gif
Title: another RPG
Post by: xiaden on October 17, 2007, 05:32:00 am
Idea. I'm not smart enough to figure out if this would be better or not.

using:
c1-->
CODE
ec1Maptypes
If M=4:then
1->P
1->T
end
if T=1:then
"+---
Title: another RPG
Post by: DJ Omnimaga on October 17, 2007, 08:45:00 am
I would use the one that use less physical memory. How fast does it load maps in overall?
Title: another RPG
Post by: trevmeister66 on October 17, 2007, 09:34:00 am
It depends on how many physical maps you'll need... if it's overwhelming (even archived) then i would think sacrificing a little bit of speed for size wouldn't be a bad trade. Otherwise i would go with the preset maps.
Title: another RPG
Post by: xiaden on October 18, 2007, 04:59:00 am
I don't have a good readout on how fast the smaller version runs, but i'm almost one hundred percent sure that it is about twice as slow(which isn't saying much, because the maps show up lightning quick)  it could be quicker, but i forgot a good way to get lists(as in more then one) to form a bigger list effectivly... like augument, but lots.  i have it in a for loop right now, but i don't quite like that... it slows the game down quick.
EDIT:
I have it down now.  not using a for loop, just a really really really long define list(or whatevery you would call it... it's like:c1-->
CODE
ec1{LML(1),LMM(1),LMM(2),LMM(3)...,LMR(1)...}->L(theta)mapc2
ec2
and put in a small loading screen, because i hate dead time, where you can't do anything but wait.

Map is upgraded to V0.1, and i'm done with it till next version.

If anyone wants to make some maps, becasue i'm lazy, go for it.
the current tileset allows for:
c1
-->
CODE
ec1
on top and bottom, in order of ID from 0(set by var A for top, and Var E for bottom):
+--------+
+---
Title: another RPG
Post by: DJ Omnimaga on October 18, 2007, 07:02:00 am
if it's less than 10 seconds it should be fine (or 20 seconds if you're making the game SE/84+ only)
Title: another RPG
Post by: xiaden on October 19, 2007, 03:09:00 am
oh, well, i'm set then =P  it's a quick two seconds with the new way, and two very long formulas, and less then a second with the old way.
Title: another RPG
Post by: DJ Omnimaga on October 19, 2007, 05:45:00 am
wow pretty fast for BASIC. Nice job. If you don't mind if asm libs are used later you may want to look for Resource on ticalc.org . It allow you to copy an archived program to a RAM program, thus, you can have more maps and not run out of RAM
Title: another RPG
Post by: xiaden on October 22, 2007, 04:56:00 am
wait... i'm confused... using asm libs?   what are those?(never looked at tasm before...)
Title: another RPG
Post by: xiaden on October 22, 2007, 04:58:00 am
and crap.  that isn't good. my calculator cleared ram(for no reason whatsoever..)... before i archived my backup group... this sucks.  well, maybe a back to square one approach to this will help.  i have all my ideas and formuas written down...
Title: another RPG
Post by: DJ Omnimaga on October 22, 2007, 06:12:00 am
._. this suck, sorry to hear man :(sad.gif RAM clears sucks when they happen.

@ASM lib question: they are programs that add functionality to TI-BASIC language. Most aren,t recommended for new programmers though, usually new programmers will want something like resource, that allow them to copy archived programs to RAM, so they have more free RAM and can make a bigger game, which is impossible in pure BASIC unless you split your game into several chapters.

That said, doN,t give up on your project, I'm sure it will be even better now
Title: another RPG
Post by: Liazon on October 22, 2007, 10:21:00 am
QuoteBegin-xiaden+22 Oct, 2007, 10:58-->
QUOTE (xiaden @ 22 Oct, 2007, 10:58)
and crap.  that isn't good. my calculator cleared ram(for no reason whatsoever..)... before i archived my backup group... this sucks.  well, maybe a back to square one approach to this will help.  i have all my ideas and formuas written down...  

 reincarnations are generally good :)smile.gif

don't worry too much about it.  maybe you can take this opportunity to learn how to use xlib to make amazing stuff like DJ_Omnimaga

user posted image
Title: another RPG
Post by: xiaden on October 23, 2007, 03:06:00 am
oh. wow, where can i get libs like resource and xlib?
Title: another RPG
Post by: vuurrobin on October 23, 2007, 03:22:00 am
http://www.ticalc.org/archives/files/fileinfo/372/37261.html

http://www.ticalc.org/archives/files/fileinfo/359/35907.html


you may also be intrested in celtic2 or 3

http://www.unitedti.org/index.php?download=228
http://www.unitedti.org/index.php?showforum=62


and good luck with your RPG  :)smile.gif


(me needs to start working on my RPG again <_<dry.gif )
Title: another RPG
Post by: tifreak on October 23, 2007, 03:48:00 am
Resource: http://tifreakware.net/tutorials/83p/b/misc/resource.htm


Also, as to the RAM clear, you don't have any apps on your calculator, do you? If you do, get rid of them, I have had no end of trouble with apps on my calc while developing games.
Title: another RPG
Post by: DJ Omnimaga on October 23, 2007, 03:58:00 am
well if he get rids of app he can't get xLIB then, since it's also an APP :Dbiggrin.gif

that's unless he use the old 8xp version though, but that one is slow
Title: another RPG
Post by: xiaden on October 23, 2007, 05:37:00 am
cool, i really think i will use xlib.  although, doesn't that mean anyone who wants to use my game needs xlib too?
Title: another RPG
Post by: DJ Omnimaga on October 23, 2007, 05:43:00 am
yeah thats the problem. however, being the fact many games use xLIB on ticalc.org people will probably have xLIB alerady installed on their calc before your game is even finished
Title: another RPG
Post by: billthecat on October 23, 2007, 07:53:00 am
i <3 xLIB :bow:worship.gif:bow:worship.gif   about ram clearing, i group all my programs on my 84+ SE (lots of archive) so that whatever i am working on is the only thing in my programs list. i regroup my current work about every 10 min on average so that if ram clears, its not that bad. when using asm libraries, its even more vital that you backup, cause they tend to be unreliable. sorry for your loss! have fun using xLIB! :hi:coucou.gif
Title: another RPG
Post by: DJ Omnimaga on October 23, 2007, 07:56:00 am
every 10 mins grouping ftw! I did this with my projects in case
Title: another RPG
Post by: trevmeister66 on October 23, 2007, 09:07:00 am
more like xLIB ftw! Ha man i wish i would have grouped my projects.. just had a RAM clear on mine today at school, and lost my unofficial project :(sad.gif oh well now i can start over and make it better :)smile.gif
Title: another RPG
Post by: xiaden on October 23, 2007, 10:02:00 am
=p kk thanks
Title: another RPG
Post by: xiaden on October 23, 2007, 11:33:00 am
wow, xlib is awesome.  i would have to marry it if it could use lists instead of matrixes, but i guess matixes work ok... plus you can go in diagnals!  =P  shoulda looked for it sooner. now, making the tilemaps. i still need a good level design, but i guess that comes later.

sense xlib is so new to me, how would i specify it to go to a different map?  like if i want it to go to map 2 on reaching the door to a building, where would i put that?
Title: another RPG
Post by: nitacku on October 23, 2007, 01:42:00 pm
The matrix used is determined by the second number in the map command.

c1-->
CODE
ec1real(2,#-9,0,0,12,8,0,12,0,8,25,0,8,1)c2
ec2

This code will display a {12,8} map based on matrix [A] (0=[A]) and will display un-flipped 8x8 sprites located on pic 25 using the overwrite method and will then update the screen. If you change that last 8 to 16, you can create 16x16 sprite maps.

However, for programming ease, I would recommend just storing a new matrix to the existing one.
That way you don't have to keep track of which matrix has what map.
Title: another RPG
Post by: trevmeister66 on October 23, 2007, 01:44:00 pm
you would have it hard coded in like a diff program, and when you walked into the room, it would call that code and stick it into the matrix, then you would call that matrix with the real(2 function.

EDIT: dang i was beat. His explanation is a lot better too. oh well  :paf:tripaf.gif
Title: another RPG
Post by: xiaden on October 24, 2007, 02:50:00 am
ok, so i figured out the whole mapping thing.  but i'm using two matrixes, which uses a hall of a lot of memory.  i understand that matrixes are more convienient, but there is a simple formula for using a list like a matrix, and it saves a junkload of memory.  any way to switch that?
Title: another RPG
Post by: vuurrobin on October 24, 2007, 03:04:00 am
a list with a dim of 100 is 912 bytes
a matrix with a dim of 10*10 is 911 bytes

so memory doesn't matter.


and xlib only supports maticen, not lists.


Iambian is working on a tilemapper for celtic 3 that uses strings, if you want to use that.
Title: another RPG
Post by: xiaden on October 24, 2007, 04:56:00 am
When i refered to memory, i ment proccessor time(like speed)  matrixes work super slow, in my opinion
Title: another RPG
Post by: tifreak on October 24, 2007, 05:27:00 am
yeah, strings are super fast for such things, except at a 2k character string and at the end. :Ptongue.gif

but yea, if you want xlib, you have to use matrices. One reason I don't use xlib.
Title: another RPG
Post by: DJ Omnimaga on October 24, 2007, 02:42:00 pm
recalling an entire map using xlib is done in 0.1 second
Title: another RPG
Post by: xiaden on October 25, 2007, 06:08:00 am
QuoteBegin-DJ Omnimaga+24 Oct, 2007, 20:42-->
QUOTE (DJ Omnimaga @ 24 Oct, 2007, 20:42)
recalling an entire map using xlib is done in 0.1 second  

 i wasn't refering to  how quick it loads, but how fast you move. it has to check a matrix and return a value from it.  i know its perdy quick, but it could be insanely fast if it wasn't a matrix.
Title: another RPG
Post by: DJ Omnimaga on October 25, 2007, 06:38:00 am
true, it would be much slower with strings tho (I tried)
Title: another RPG
Post by: xiaden on October 25, 2007, 08:31:00 am
=P mhm.
Title: another RPG
Post by: Liazon on October 25, 2007, 12:12:00 pm
QuoteBegin-DJ Omnimaga+25 Oct, 2007, 12:38-->
QUOTE (DJ Omnimaga @ 25 Oct, 2007, 12:38)
true, it would be much slower with strings tho (I tried)  

 is tr1p1ea still updating xlib?

couldn't he just write a modified version that operates on a string instead?
Title: another RPG
Post by: vuurrobin on October 25, 2007, 12:19:00 pm
last time I checked, he was real busy IRL, and I have already posted that idea (with some others) in the xlib function topic. so we will just have to wait :)smile.gif .

but Iambian is working on a tilemapper that uses strings for his http://www.unitedti.org/index.php?showforum=62 app.

and I don't find strings to be that slow, but I haven't used matrices in a long time
Title: another RPG
Post by: tifreak on October 25, 2007, 01:37:00 pm
strings are tons faster for hit detection on the 83+ than matrices, if done properly.
Title: another RPG
Post by: Liazon on October 25, 2007, 04:29:00 pm
QuoteBegin-vuurrobin+25 Oct, 2007, 18:19-->
QUOTE (vuurrobin @ 25 Oct, 2007, 18:19)
last time I checked, he was real busy IRL, and I have already posted that idea (with some others) in the xlib function topic. so we will just have to wait :)smile.gif .

but Iambian is working on a tilemapper that uses strings for his http://www.unitedti.org/index.php?showforum=62 app.

and I don't find strings to be that slow, but I haven't used matrices in a long time  

 so is celtic slowly overtaking xlib?  and just wondering, are celtic 2 and 3 not the same?  like each has different features?  or is 3 and update to 2?
Title: another RPG
Post by: Halifax on October 26, 2007, 04:55:00 am
Well really, Iambian's intention as far as I know was to merge with xLIB, but since tr1p1ea hasn't been around he hasn't really gotten a chance.

It would be very beneficial if Celtic was inserted into xLIB because then you wouldn't need 2 APP pages taken up. o.oblink.gif

@tifreak: Yeah, I agree, strings are good for hit detection, but horrible for editing.

e.g. Strings don't even include simple functions such as
[value]->length(Str1)
that lists do have, etc.
Title: another RPG
Post by: xiaden on October 26, 2007, 04:58:00 am
and strings arn't faster then lists anyways. at least not when i have worked with them.  i always get a clean and fast response with a list. and theres only three possible errors with lists type output.  undefined, unknown dim, or domain.  but with strings, you get all sorts of wacky responses, if your strings arn't all nice and neat.  i've had a calculator die in a basic program from strings... i guess i'm just predgudice(and i know that shouldn't happen in basic at all, but it did somehow... it stoped responding to hitting the same key twice.) .

i guess i should post a request for xlib to work with Lists, or a custom build. i was asking for support with lists. all well i'll just go post that in the function topic.
strings =P ugh.
Title: another RPG
Post by: xiaden on October 26, 2007, 12:09:00 pm
... btw, where is that lol(the function topic for xlib)
Title: another RPG
Post by: DJ Omnimaga on October 26, 2007, 12:11:00 pm
IIRC tr1p1ea didnt felt like doing it because it would be too much work. I think it could be doable though, because IIRC xLIB is only like 8 or 9 KB huge, meaning there's still 7-8 KB of free space left for more stuff. I wonder how big celtic is though...

and strings are faster than lists and matrices if you don't have 40 different character to check for hit detection in a huge or several if statements
Title: another RPG
Post by: vuurrobin on October 26, 2007, 12:29:00 pm
if you know how to work with them, then strings are the way to go!

not being able to easely change the length can be anoying, but usealy not hard to overcome.

for editing strings, you can create a string editor (looks at ascii editor)

and there are only 5 functions to know with strings (and thats including +  :paf:tripaf.gif )

but lists have there advantages to  :)smile.gif


I really hope that celtic 3 will have enough functions from xlib to make xlib obsulete (or however you spell that) (some stuff of xlib can be replaced with a hex exec command), then I can really see celtic becoming the main lib for basic programmers.

and celtic 3 is an update of 2


xlib topic:

http://kvince83.tengun.net/maxboard/viewforum.php?f=21


edit: IIRC, tr1p1ea said that he didn't had much ram left.

and celtic3 program is currently about 1.7 kb
Title: another RPG
Post by: DJ Omnimaga on October 26, 2007, 12:56:00 pm
i see, but brandon said it was like 8 KB only so far meaning tr1p1ea only used half of it. I don't think celtic will replace xlib unless it either merges or get all xlib features tho, but it will be a great alternative

EDIT: question: why does everyone seems to be hating xLIB so much? It has so much graphical features and it got 3 of my games featured
Title: another RPG
Post by: Liazon on October 26, 2007, 02:46:00 pm
people generally want to try something different from a previous "generation," even if it's something that's already been done.

i think a lot of people want to try some pure basic stuff?
Title: another RPG
Post by: DJ Omnimaga on October 27, 2007, 02:48:00 am
well when xlib came out it was new generation and ppl started hating it, no matter how good it is. I never got to understand them since lot of people like xlib on Omnimaga and some people liked it on MaxCoderz before it went inactive
Title: another RPG
Post by: Liazon on October 27, 2007, 10:37:00 am
ya... in the case of ASM, I see very few ASM games in the works and tons and tons of ASM utilities in the works.

I mean, i know that spriting 64x96 can be hard and tedious, but that doesn't mean you can't make a game w/ good gameplay!

of course, I'm kinda just making random sprites for my game.  will probably have 256 by the time I start coding.  Of course, no animations, and kinda random too.
Title: another RPG
Post by: DJ Omnimaga on October 27, 2007, 12:23:00 pm
I think people should stop understimating ASCII graphics. I know it isn't as good as sprites, but now with dual layer ascii you can do wicked awesome stuff, I'm sure in ASM it could be used as well in games for those who hate spriting. Else I think we should start a sprite database that people can use freely in their games
Title: another RPG
Post by: Liazon on October 28, 2007, 06:57:00 am
charas-project for ti?
Title: another RPG
Post by: dinhotheone on October 28, 2007, 08:11:00 am
i gota learn how to do them dual layer acii graphics. is there a tutorial anywhere? also approximately how fast are they? i dont really like to make tb things like rpg's (not to say i dont like to play them:) ) its just not my style for some reason. if dual acii speed is up to the challenge of rt games then i would like to make something with em. Also the sprite data base might be a problem. IDK i'm just invisioning like 6 new rpg's coming out with all the same art. thats really the only problem i see, other than that it sounds like a great idea.
Title: another RPG
Post by: DJ Omnimaga on October 28, 2007, 08:24:00 am
Liazon... now u give me an idea. For RPG Maker 2000 and 2003 there is a program called charas.ex . You choose clothes, hairs, body color, items and helm to create characters sprites, it's pretty awesome because ther are so many possibilities. On top of this you can change the colors. I think something similar to this should be done on calc (maybe BASIC so ppl can store them in pictures)
Title: another RPG
Post by: xiaden on October 29, 2007, 06:13:00 am
QuoteBegin-DJ Omnimaga+27 Oct, 2007, 18:23-->
QUOTE (DJ Omnimaga @ 27 Oct, 2007, 18:23)
I think people should stop understimating ASCII graphics. I know it isn't as good as sprites, but now with dual layer ascii you can do wicked awesome stuff, I'm sure in ASM it could be used as well in games for those who hate spriting. Else I think we should start a sprite database that people can use freely in their games  

 dual layer ACSII? what does that even mean? two output layers?  how?
Title: another RPG
Post by: DJ Omnimaga on October 29, 2007, 08:59:00 am
You draw your map on the graph screen using text sprites like you do on the homescreen. You have to use Text(-54125+1,8A,6B,"TEXT" instead of Output(A,B,"TEXT" to show them on the graph screen. Then you store it to picture, then show the map again using different text sprites, recall the other one then store into the picture again
Title: another RPG
Post by: Liazon on October 29, 2007, 11:36:00 am
wait, is that another term for what Darkerline used in Donut Quest I and II?
Title: another RPG
Post by: DJ Omnimaga on October 29, 2007, 05:32:00 pm
I never played those because back when they were done I either had no TI-89 or no internet access. Could u link me to a screenshot?
Title: another RPG
Post by: trevmeister66 on October 29, 2007, 05:53:00 pm
No, dual layer ascii is one ascii character on top of another (using DJ's routine), and what Darkline used (although i'm not sure) is a string of characters and printed 1, then the next one 1 pixel over, and the next 1 another pixel over, etc. This would cause it to leave only the 1st column of the ascii character instead of using the whole one, thus creating different graphics. I don't know if that's understandable or not.. but i think that's the general idea.
Title: another RPG
Post by: DJ Omnimaga on October 29, 2007, 07:04:00 pm
A great example of dual layer ASCII is Metroid Pi, by harrierfalcon, found on ticalc.org
Title: another RPG
Post by: vuurrobin on October 30, 2007, 03:30:00 am
http://www.unitedti.org/index.php?download=263

donut quest 2 (but the screenshot looks to fast IMO, just look at the status bar)

@ dj omnimaga, its for the 83+  ;)wink.gif
Title: another RPG
Post by: DJ Omnimaga on October 30, 2007, 05:47:00 am
oh it's for the 83+?? I thought darkerline released Donut Quest only for the 68k calcs

Looks nice, but thats not what I meant by dual layer ASCII. I meant putting two text char on top of each others. I should post an example in a screenshot  
Title: another RPG
Post by: xiaden on October 30, 2007, 05:58:00 am
oh, that seems easy enough.  i'm working on the origanal project still btw, it's just still a little behind where it was.  i'll try to upload what i have done when i get to my gf's house(school has no ti-connect, and home is i-net less)
Title: another RPG
Post by: DJ Omnimaga on October 30, 2007, 06:51:00 am
ouch no internet at home sucks, I know how it is, I had no net until 2005 over here :(sad.gif and during winter/spring of this year i lost internet access as well, couldnt even get online anywhere but internet caf
Title: another RPG
Post by: xiaden on October 30, 2007, 09:42:00 am
=P anyways i've got the files here, they're not at all optimized, or anything like that...   it's just the basic map(that comes with xlib) a little bit upgraded, and the fighting program.  the two should work together.  this stuff is super alpha, because its the reviaval of what i had.  the map program has a hotlink to the fighting program.  just hit the second key, and viola, you have the side menu. the only working option on it is fight, because i have to work out what exatally needs to be saved and what can go(the save file was huge before.  and sense i always impliment at least two, that means that i have to get both below 500, or have them arhived.  and for some odd reason, i hate archiving, idk why. the keys are movement, and enter is select in th fighting part.  anyways:
Title: another RPG
Post by: DJ Omnimaga on October 30, 2007, 10:07:00 am
you should post a non tig version because not everyone can open tig files x.x

just zip all files and upload
Title: another RPG
Post by: trevmeister66 on October 30, 2007, 10:11:00 am
Just downloaded and tested. Very nice for a start, especially for and first redo. I like the mini-game thing that comes up after the fight (although i don't know what its for :Ptongue.gif) I'm guessing it's for experience or something. Also, since you're using xlib, i would only draw the map first, then when the user hits 2nd, open the menu, instead of having the meny open the whole time. The house doesn't have a roof, or maybe it's just me.. I know it's only an early form of the game, but the fighting menu and options should implement xlib's graphics capabilities instead of ascii. (don't know if you were going to do that or not.)  Also, after i win a fight, it shows the experience and money, but doesn't wait to let me view it (just a Pause button needed).

some optimizations:

pgrmADETO
This:
X+(K=26)(X!=15)-(K=24)(X!=->N
Y+(K=34)(Y!=15)-(K=25)(Y!=->O
To:
X+(K=26 and X!=15)-(K=24 and X->N
Y+(K=34 and Y!=15)-(K=25 and Y->O

It's smaller, and faster i think.

There's more optimizations, like removing parenthesis and :'s and rearanging your if (.....)=.. to if ..=(...
It will save a byte each time.

All in all, a great start to a very promising project. :)smile.gif

EDIT: Also try to avoid goto's out of while loops.
Title: another RPG
Post by: xiaden on October 31, 2007, 06:22:00 am
thanks, actually,  sense i uploaded that, i have done quite a bit of optimizing. not what you had suggested, but  some other things.  i implemented a rounding function instead of two matrixes, which effectivly halves the variable ram, and further optimized the fighting program(yes, i noticed that there was no pause =P, it annoyed me too.)  i'll try to impliment the changes you suggested, and sometime after the initial release, there will be changes to the fighting section =P  oh, and the slot reel runs your atk and def upgrade(two )'s and a third one = +1atk+1def, as does three ones, three 0's suck, a one in the first increases your atk only, one in the second increases you def only, if you have two ones, but the third number is zero, you get a random upgrade =P

right now, i'm planning a stat screen, and saving-loading-options(aka, the splashscreen)

Edit: i'd also like to add, thta the tiles that got uploaded are wrong,  but close, the door is a stairway, and the rest around it is barrier-type things.
Title: another RPG
Post by: tifreak on October 31, 2007, 06:46:00 am
QuoteBegin-DJ Omnimaga+30 Oct, 2007, 20:07-->
QUOTE (DJ Omnimaga @ 30 Oct, 2007, 20:07)
you should post a non tig version because not everyone can open tig files x.x

just zip all files and upload  

 qfe

Try to see if you can download and install 7zip. It is free, and can compres in .zip format.

Also, screenshots? Plz?
Title: another RPG
Post by: xiaden on October 31, 2007, 10:45:00 am
=[ alas, i don't quite know how to make screenshots... besides, i have to rebuild the tileset.  which is a pain.  (double post ahead) plus, i can't upload of download files from my calc, i get an error 8c10000 or something like that(/double post)

any other type of ti 84+ connection software that i can use?
Title: another RPG
Post by: dinhotheone on October 31, 2007, 10:55:00 am
goto revsoft and download wabbitemu for w/e comp you run, you should be able to figure out ss's from there. just run your program and hit record
Title: another RPG
Post by: Liazon on October 31, 2007, 02:34:00 pm
wabbit already has SS? wow...

I was going to recommend PTI, but regardless, he's going ot need a ROM.
Title: another RPG
Post by: xiaden on November 01, 2007, 06:21:00 am
mk, i'll do that. thanks
Title: another RPG
Post by: DJ Omnimaga on November 01, 2007, 06:34:00 am
WabbitEmu isn't as great as PTI for screenshots though. While it allow you to set the framerate and if it's monochrome or grayscale it doesn't even capture fade-in/out effects in games using contrast settings to do so, it doesn't handle Z-addressing (useful for earthquake effects) correctly in screenshots and sometimes screenshots with high framerates seems to be like 2-3x slower than on real calc
Title: another RPG
Post by: xiaden on November 06, 2007, 06:39:00 am
News.
Equipment and Status are near completion.  once i post a screen, if someone could make a graphical version of them, i would owe them. lots. the graphical stuff is a pain in my opinion. you mess up one pixel, and you have to erase the entire thing(or sprite, i made a program for that, a small sideproject, the kind that inevitabally shoot out of my projects)

Also, i would like someone to debug whats going wrong with the map program. there is a problem with map1 and adeto communicating the new location of the sprite.  for those that can't just ungroup the programs, here are some exerts from the code:

c1-->
CODE
ec1
In Adeto:
//////////////////////////
If fPart( [A] (O+1,N+1))*10=4
Then
If(direction)
Temp var-> M(the temp variables are written by the map program to tell it where to look for the next map)
Prgm MAP1
GotoA
//////////////////////////
In MAP1:
//////////////////////////
IF M=1:Then
If fPart([A](1,1)=.2(this is the map number, stored in the tenths place of the first matrix entry.
Title: another RPG
Post by: xiaden on November 07, 2007, 05:56:00 am
... nothing?
Title: another RPG
Post by: vuurrobin on November 07, 2007, 07:19:00 am
I am not sure what you mean by tenth place. what number is in [A](1,1) ?

and something like this:
:If fPart( [A] (O+1,N+1))*10=4
can be rewriten to this:
:If 4=10fPart([A](O+1,N+1
to save some bytes


what kind of equipment are you planning.

anyway, looks good so far.
Title: another RPG
Post by: DJ Omnimaga on November 07, 2007, 08:30:00 am
I'm glad to see it is progressing, keep it up man!
Title: another RPG
Post by: xiaden on November 08, 2007, 06:26:00 am
What i mean by the tenths place, is the part of the number directlly to the right of the decimal place.  but i changed it to just use the entire decimal place, everything to the right of the decimal place. and it still isn't working right... help?  i can't see any error in my code.  if you really want me to i'll post the entire thing =](my calc isn't linking well still.).  

on a side note, i have a graphical status screen going, with a scrollbar and everything =P.  and i decided that yes, i am completlly re-doing the fighting screen, i would love it if someone would post some 8*8 sprites of a swoardsman, and an enemy(swoardsman needs to be able to dive and swing at the enemy, and cast magic. enemies i have planned are gaurds, goblin and mage.  each one of those need to be able to cast magic, and attack).   support would be greatlly appreciated.  heck, i might even be forced to name the main charicter after you=P.

Oh, and I've decided that i'm just going to keep progress on the first post, instead of posting it here every  other day =P
Title: another RPG
Post by: xiaden on November 08, 2007, 09:00:00 am
QuoteBegin-vuurrobin+7 Nov, 2007, 13:19-->
QUOTE (vuurrobin @ 7 Nov, 2007, 13:19)
what kind of equipment are you planning.

anyway, looks good so far.  

 the main charicter, for relese 1.0, can only weild swords, armour and one accessory.  I'll probbally make names up on the fly, kinda like square does sometimes =P exsept the swords that is.  thanks for the advice btw, it's actually helping me debug.
Title: another RPG
Post by: vuurrobin on November 09, 2007, 07:29:00 am
I see the error <_<dry.gif

If fPart([A](1,1)=.2

you aren't closing the fpart :banghead:banghead.gif-.-blah.gif

If .2=fpart([A](1,1
Title: another RPG
Post by: xiaden on November 13, 2007, 05:56:00 am
Oh. lol. i feel extreemly retarded right now =P thanks!
Title: another RPG
Post by: DJ Omnimaga on November 13, 2007, 08:05:00 am
nah dont worry we all have to start somewhere to learn anyway ;)wink.gif all of us started by asking question or getting help on how to change our calc contrast when we started doing calc stuff (except tr1p1ea who immediately went to coding a grayscale game in asm without even reading the tutorials and even knowing how to turn on the calc... j/k tr1p1ea)
Title: another RPG
Post by: Liazon on November 13, 2007, 02:10:00 pm
and it was a pretty good game mind you... w/ good sprites.

i wonder if tr1p1ea is working on a Desolate2?

edit:

ya xaiden, we all have to start somewhere.  and I'm sure that tr1p1ea probably did some mini practice programs too.  or he had to go through many many revisions before he got things going.  actually, this is just in time for Thanksgiving.

user posted image

http://geocities.com/calcul831415/TurkeyHunt/TurkeyHunter.zip

that was my first horrible attempt at programming a couple years back ^^  not too good, but meh for learning ASM before basic (still duno basic) over thanksgiving.  duno if i've really gotten better, but it's no big deal.  source is there if you ever want to learn ASM :)smile.gif
Title: another RPG
Post by: Speler on November 13, 2007, 02:21:00 pm
I remember that!
Title: another RPG
Post by: TIfanx1999 on November 13, 2007, 02:40:00 pm
QUOTE
that was my first horrible attempt at programming a couple years back ^^ not too good, but meh for learning ASM before basic (still duno basic) over thanksgiving. duno if i've really gotten better, but it's no big deal. source is there if you ever want to learn ASM
Title: another RPG
Post by: Liazon on November 13, 2007, 04:39:00 pm
no they were sprites.

user posted image