Author Topic: Sorcery of Uvutu (Released!)  (Read 6247 times)

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Offline 123outerme

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Re: Sorcery of Uvutu (Released!)
« Reply #90 on: February 19, 2017, 12:43:41 pm »
Lookin' good. Keep up the awesome work.

How much memory does the color version require? And the monochrome?
The color version requires nearly all RAM (23k bytes), although every file has to be in Archive. The monochrome version will likely require less. With everything in Archive, I don't have an exact figure, but ~10k bytes would be my estimate as of my most recent build. This difference is likely due to
a. color assets loaded into RAM taking up a ton of space
and b. other discrepancies in the color and monochrome version (mostly due to screen size differences) requiring less space to keep track of everything

Thanks for the feedback! I really appreciate it!
Projects:
Sorcery of Uvutu
TImpire Earth
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ticalc.org
GitHub
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Offline 123outerme

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Re: Sorcery of Uvutu (Released!)
« Reply #91 on: March 01, 2017, 06:23:04 pm »
Update:

White main tiles w/ black details

Black main tiles w/ white details
Here are new screenshots showing World 2, Dragon's Den. It has yet to have any other maps other than the town map (hence why I didn't show them), but teleporting to World 2 functions correctly. I'm experiencing a weird issue, though. The lava tile (unwalkable tile)'s ID is 13 (as in the 14th sprite, left to right, carriage returning at 12 sprites. Alternatively, the 2nd sprite row down, 2nd column), and using my ID -> x/y offset algorithm (necessary to do for tile drawing functions like real(1...) ), I get garbage data displayed when drawn with real(1...), but not when drawn as a tilemap. Does anyone know why, or how to fix this? Just as a disclaimer, I haven't tried it with hard-coded values to display the 13th sprite, although realistically there shouldn't be any difference between my algorithm and the hard-coded values, and their outputs.
Here's my algorithms:
Code: [Select]
12fPart(T/12)+.0001(fPart(T/12)=1/3)   // x offset, in number of tiles, from the top-left sprite (origin)
//The "+.0001..." part is to fix rounding issues with my algorithm, so if the tile is in the 4th column, it'll actually display using this
//If you're wondering, this isn't the problem with my 13th tile issue. This doesn't trigger as fPart(13/12) = 1/12, and not 4/12.
8int(T/12)   // y offset, in number of pixels, from the top-left sprite (origin)
//T is the inputted tile ID. For the issue that I'm having, T is 13.
« Last Edit: March 01, 2017, 07:05:44 pm by 123outerme »
Projects:
Sorcery of Uvutu
TImpire Earth
Calc Sites Links:
Cemetech
ticalc.org
GitHub
Images:
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Offline Ranman

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Re: Sorcery of Uvutu (Released!)
« Reply #92 on: March 01, 2017, 07:00:51 pm »
I like this... it reminds me of the classic Ultima series. :)

Edit:
Quote
Just as a disclaimer, I haven't tried it with hard-coded values to display the 13th sprite, although realistically there shouldn't be any difference between my algorithm and the hard-coded values, and their outputs.
I'm not a Z80 platform coder (yet)... but I would try exactly what you suggested. Whether or not the hard coded value works is a good debug data point for yourself. It may point you down the right direction.
« Last Edit: March 01, 2017, 10:37:33 pm by Ranman »
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator.

Offline 123outerme

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Re: Sorcery of Uvutu (Released!)
« Reply #93 on: March 18, 2017, 01:58:40 pm »
I am totally out of steam for this project. All I pretty much have left to do is port maps (and place stuff like chests or bosses in the maps), and a message to my past self: "If you thought CSE maps were boring and draining to make, try this." I know a lot of people are excited to see Sorcery ported to monochrome, and so I ask, will you help me port these maps? If you wish to sign up, just join my Discord server. If you can help me make 1 map or 100 maps, I'd be grateful for any support. Once enough people join, I'll divide up maps that people can make to help, and send out all necessary documents, including the CSE map .PNG(s) you'd help port for, the monochrome map maker program, and any other additional information required (chest/boss placement, houses, etc.).
Projects:
Sorcery of Uvutu
TImpire Earth
Calc Sites Links:
Cemetech
ticalc.org
GitHub
Images:
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Offline 123outerme

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Re: Sorcery of Uvutu (Released!)
« Reply #94 on: March 31, 2017, 08:38:45 pm »
Discord user Bagels (if you are on this site as another name, let me know so I can properly credit you in both my credits and in this post) helped me create the first set of maps not by me today! He actually sent them last night in my time zone, but I imported them and got them into the program. I have had a pretty massive break so I should be able to grind out more maps, but with all of your help, I can get this done a lot, lot faster!
Projects:
Sorcery of Uvutu
TImpire Earth
Calc Sites Links:
Cemetech
ticalc.org
GitHub
Images:
Spoiler For Because of Size: