Author Topic: [TI-84+ Series] Sorcery of Uvutu  (Read 8554 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
Calc Sites Links:
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GitHub
Images:
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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
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GitHub
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Offline 123outerme

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Re: Sorcery of Uvutu (Released!)
« Reply #95 on: June 18, 2017, 12:59:30 pm »
Update: It's been a really long time, and now I'm in summer mode. Thankfully, today, I got pretty bored, so I finished World 2 maps, started more work on World 3 maps and added all the chests that exist so far.
Projects:
Sorcery of Uvutu
TImpire Earth
Calc Sites Links:
Cemetech
ticalc.org
GitHub
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Offline 123outerme

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Re: Sorcery of Uvutu (Released!)
« Reply #96 on: June 19, 2017, 04:10:46 pm »
Here's my progress again: This time visually! Finished W3 and all it's chests, just now starting on W4.
Spoiler For World Screenshots (Mono): HUGE SPOILERS!:
World 1; Plain Plains


World 2; Dragon's Den


World 3; Worry Quarry

« Last Edit: June 22, 2017, 01:04:22 pm by 123outerme »
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 #97 on: June 21, 2017, 06:54:32 pm »
Turns out that learning Java had more to do with Sorcery than just taking my map-making time away:

That's right! I made a fully featured map maker in Java. My old map maker was an oncalc maker in TI-Basic. It was horribly slow and had such a roundabout way to actually insert the maps into my map AppVar. That was part of the reason I kept on complaining that map-making was difficult. Now, I get to make maps much faster and much easier! The only actual difficulty I have with making maps now is taking screenshots with that TI-84 greenish color instead of pure B/W. However, I'll write another program that just loads the map onto the screen so I can take a screenshot.
I believe I can distribute Eclipse projects as fully-fledged Java applications, so if you're interested in making maps for me now, please contact me.

In other news, I had to split the maps AppVar in two (eventually 3). Towards line ~18 or 20 of the AppVar, loading becomes slow. At about ~23, the wait becomes extremely noticeable. Coincidentally, 22 is where the first World 4 map was, so I split them at World 4, and will split them again at World 7. I had this same issue with Sorcery CSE (world 8 maps took longer to load than world 1 maps or even world 6/7 ones) although this problem wasn't nearly as serious as it is here. Of course, this means the same amount of space taken up by Sorcery, just more files to install.

Edit:

Here's the latest screenshot showing all the game features. Shows all the features implemented. The only thing left to do is implement maps!
« Last Edit: June 22, 2017, 06:33:29 pm by 123outerme »
Projects:
Sorcery of Uvutu
TImpire Earth
Calc Sites Links:
Cemetech
ticalc.org
GitHub
Images:
Spoiler For Because of Size:






Offline Art_of_camelot

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Re: Sorcery of Uvutu (Released!)
« Reply #98 on: June 26, 2017, 09:38:17 pm »
The monochrome version of this is looking really nice. Great job!

Offline 123outerme

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Re: Sorcery of Uvutu (Released!)
« Reply #99 on: June 26, 2017, 11:57:06 pm »
The monochrome version of this is looking really nice. Great job!
Thanks a lot! I'm glad it looks good too. I'm also hoping to be able to release it sometime this week!
Projects:
Sorcery of Uvutu
TImpire Earth
Calc Sites Links:
Cemetech
ticalc.org
GitHub
Images:
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Offline Art_of_camelot

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Re: Sorcery of Uvutu (Released!)
« Reply #100 on: June 29, 2017, 08:23:17 pm »
Awesome, I'll try to check it out! :D

Offline 123outerme

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Re: Sorcery of Uvutu (Released!)
« Reply #101 on: June 30, 2017, 01:13:40 am »
Awesome, I'll try to check it out! :D
Great, thanks!

Hello everyone! I'm officially releasing within two days!
Okay, it will be quite a few hours from now (after I sleep at least once), but maps are 90% complete! Well, actually, they're 89.6% complete (52/58 maps done as of posting) but you get the idea. All map stuff, NPC text, battles, bosses, etc. are complete. All that's left to do is finish maps and test everything. Thanks for sticking with me through this rough porting process, and I hope that everyone gets to enjoy Sorcery of Uvutu Monochrome over the weekend ;)
Projects:
Sorcery of Uvutu
TImpire Earth
Calc Sites Links:
Cemetech
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GitHub
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Offline 123outerme

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Re: [TI-84+ Series] Sorcery of Uvutu
« Reply #102 on: June 30, 2017, 03:44:39 pm »
The port is FINALLY finished!! You can download in the topic OP. I've uploaded Sorcery v1.4!
Spoiler For Changelog for CSE version:
*Minor optimizations
*Increasing speed of walking quite a bit
*Fixed crash when talking to the move upgrader outside of Town in W8
*Fixed issue where regular enemies on the boss screen of W8 had much higher HP
Projects:
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Images:
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Offline Art_of_camelot

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Re: [TI-84+ Series] Sorcery of Uvutu
« Reply #103 on: July 02, 2017, 10:12:48 pm »
Awesome! Just downloaded it. I'll try it out tomorrow! :) Congrats on the release!

Offline 123outerme

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Re: [TI-84+ Series] Sorcery of Uvutu
« Reply #104 on: July 02, 2017, 10:30:21 pm »
Awesome! Just downloaded it. I'll try it out tomorrow! :) Congrats on the release!
Thanks so much! I'm really excited to not have to work on maps anymore ;) it was a big weight. Enjoy!
Projects:
Sorcery of Uvutu
TImpire Earth
Calc Sites Links:
Cemetech
ticalc.org
GitHub
Images:
Spoiler For Because of Size: