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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: AssemblyBandit on November 26, 2011, 04:17:03 pm

Title: Cydia Exiled for the +C
Post by: AssemblyBandit on November 26, 2011, 04:17:03 pm
Im programming my latest calc game currently. It follows my unreleased ti86 game Cydia. Its an RPG called Cydia Exiled and follows where the other game has left off. Ive been offline and working on it for the last month now and Im hoping for a christmas release. Ive rewritten the game engine to run on a ti84 but it will use all the RAM while its running and will reset it when its done. I will try to find a workaround such as saving the RAM or turning it into an app but that will come later on. Wont have access to the internet at my house until I finish but I will try to get a video and some screenshots out soon.
Title: Re: Cydia Exiled
Post by: thepenguin77 on November 26, 2011, 04:18:17 pm
When I saw this title, I totally thought that apple had filed a law suit against Cydia.
Title: Re: Cydia Exiled
Post by: Deep Toaster on November 26, 2011, 04:35:58 pm
When I saw this title, I totally thought that apple had filed a law suit against Cydia.
That's exactly what I thought. I've been expecting one for years O.O

Uh, sounds fun. What's Cydia going to be like?
Title: Re: Cydia Exiled
Post by: TIfanx1999 on November 26, 2011, 04:43:43 pm
Hey, welcome back! It's been a while...
@Deep: <a href=http://ourl.ca/4134>original topic.
Title: Re: Cydia Exiled
Post by: AssemblyBandit on December 19, 2011, 09:26:14 pm
Heres a screenshot of a test level. I added in more actions so that the character can interact with the environment a little more such as activating levers and buttons (removing walls, hidden chests appearing), picking up objects on the floor (collecting ingredients for potions), climbing ladders, falling through holes, and you can now sleep in beds. I store the map data at $c000 but because I cant execute code there I had to change the way maps were defined. The main game starts at $9000 ($8000-$9000 is for basic ram) currently and doesnt use any rom routines. $0000-$4000 is a waste. $4000-$8000 will be swapped in with text data. I updated the graphics so now it smooth scrolls when you walk around. I was thinking about going with 16x16 tiles but that increases the tile size by too much. Then I had a thought about just making npcs 16x16 that way the main character could start off as a kid (8x8) and "grow" as he increases in level. I scrapped that idea though. I doubt Ill be close to finished on christmas so Ill release a demo instead. Ill try to include a little bit of everything that I got with a few exceptions. The game will still reset the ram as it exits because it will use almost all the ram. Making it into an app is not an option, but eventually Ill fix it so that it compresses, stores, and reloads all the ram.
Title: Re: Cydia Exiled
Post by: TIfanx1999 on December 19, 2011, 09:51:29 pm
Hey, looks good. 16x16 tiles are a possibility, but as you noted you'll have less screen space to work with. The increase in detail can be quite nice though. ^^
Title: Re: Cydia Exiled
Post by: AssemblyBandit on December 19, 2011, 10:06:55 pm
Ill still be using '16x16' (4 8x8 tiles) tiles for lava and trees, I dont think they can be done well with just one 8x8. I can only have a maximum of 256 8x8 sprites per map, so Im going to try to keep the large tile count low.
Title: Re: Cydia Exiled
Post by: annoyingcalc on December 19, 2011, 10:35:45 pm
demo?that is awesome
Title: Re: Cydia Exiled
Post by: AssemblyBandit on December 19, 2011, 10:52:33 pm
Unfortunately I get more time off of work after christmas (12/22-1/1) so my plans are to release a demo on christmas, another on new years, and the game and source some time after that. I should be working on it right now but since I got my internet back Ive been distracted. Im also going to release any development documents for it and maybe a walkthrough.
Title: Re: Cydia Exiled
Post by: annoyingcalc on December 19, 2011, 11:10:16 pm
ok then
Title: Re: Cydia Exiled
Post by: AssemblyBandit on December 26, 2011, 04:00:38 am
Warning! Program will erase any variables stored in RAM!
Be sure to archive anything in RAM that you want to keep.
*********************************************************


This is a demo for Cydia Exiled. There are no goals, its just
the basic game engine with a generic map to test out the games
actions. This is currently only for the TI84+SE but may work on
other versions. (It sets the speed flag and turns off any timers.)


To Install:
Store CMAIN,CREATED,CREDITS,TESTMAP,and TITLE in Archive.
Store CYDIAEX in RAM.

Execute CYDIAEX with Asm(prgmCYDIAEX

Buttons:
F1 and F2 control the left side of the bottom menu.
F4 and F5 control the right side.

Generally F1 is the main button.

Use the arrow keys to move.( Repeating keypresses not implemented yet.)

To exit select Menu.

To rerun the program unarchive CYDIAEX then execute it again.


AssemblyBandit
[email protected]
Title: Re: Cydia Exiled
Post by: DJ Omnimaga on December 27, 2011, 01:22:45 am
When I saw this title, I totally thought that apple had filed a law suit against Cydia.
That's exactly what I thought. I've been expecting one for years O.O

Uh, sounds fun. What's Cydia going to be like?
Everytime someone talked about Cydia on IRC in the past months, I always got reminded of AssemblyBandit's project instead. :P
Anyway nice to see you back and I'm glad to see this is still alive. :)

This looks nice by the way. This reminds me Joltima and some old grayscale 86 games.
Title: Re: Cydia Exiled
Post by: TIfanx1999 on December 27, 2011, 08:55:17 am
I'll see if I can scrape together some of that o so precious free time and take a look at this. :)

*Edit* I'd also recommend posting a zip next time. They're a bit more convenient. ;)
Title: Re: Cydia Exiled
Post by: AssemblyBandit on November 18, 2013, 05:38:08 am
Gangster (http://briandm82.com/wp-content/uploads/2013/11/VIDEO0105.mp4).  :-*
Title: Re: Cydia Exiled for the +C
Post by: Sorunome on November 18, 2013, 08:15:28 am
Looking awesome!
Suggestion: Have movment not bound to tiles, that'll make it look more awesome!
Or is that possible at all with that screen?
Title: Re: Cydia Exiled for the +C
Post by: chickendude on November 18, 2013, 11:57:07 am
To be honest, i kinda like the tile-by-tile movement. It's got a nice old-school feel to it and makes the engine much simpler :D

It looks beautiful, AsmBandit. I love all the work you've been doing!
Title: Re: Cydia Exiled for the +C
Post by: DJ Omnimaga on November 18, 2013, 12:38:48 pm
Wow, looks very nice and old school! I assume that you use double-buffering to make screen update instant, right?
Looking awesome!
Suggestion: Have movment not bound to tiles, that'll make it look more awesome!
Or is that possible at all with that screen?
Only horizontally. Vertically would give around 8 FPS or less.
Title: Re: Cydia Exiled for the +C
Post by: Sorunome on November 18, 2013, 01:08:14 pm
Wow, looks very nice and old school! I assume that you use double-buffering to make screen update instant, right?
Looking awesome!
Suggestion: Have movment not bound to tiles, that'll make it look more awesome!
Or is that possible at all with that screen?
Only horizontally. Vertically would give around 8 FPS or less.
oh, that is because of screen scrolling stuff, right?
Title: Re: Cydia Exiled for the +C
Post by: DJ Omnimaga on November 18, 2013, 01:11:52 pm
Yes. With the horizontal scrolling features, all you need to update when scrolling out is the new row of tiles and the character sprite location, while for vertical scrolling, you must update the entire screen content.

7-8 FPS would be decent for an RPG, but it would look weird if the game had choppy vertical scrolling and smooth horizontal scrolling (although the NES Zelda had this problem too in dungeons :P)
Title: Re: Cydia Exiled for the +C
Post by: AssemblyBandit on November 18, 2013, 05:42:59 pm
@Sorunome: Thanks! I may have it shift 1-4 pixels at a time, but it will still be aligned. It just makes everything easier!
@chickendude: Thanks, I've been putting in a lot of work on the +C! The calc is handicapped, but its not dead! The aligned sprites definitely makes collision detection simple!
@DJ: Thanks, and yes, it does use double buffering. It seems like anything over 50x50 pixels can't be updated fast enough to hide the draw in. Originally, the speed stat controlled how fast you could move around, but now, the limit has already been set so I guess speed will affect the rate of attack or something.

I've been coloring in all the old sprites and adding new textures. Next I hope to have a fight demo out.
Title: Re: Cydia Exiled for the +C
Post by: DJ Omnimaga on November 19, 2013, 02:05:14 am
Also, if it didn't use double-buffering, the draw-in effect would be so intense (even in half-res mode) that when you move vertically, it would look really weird, like if the map was glitching out. I remember trying to make a BASIC scroller that did that once on the 83+SE and the effect was really annoying D:.

By the way, by speed affecting the rate of attack, I take it that this is an action-RPG like Zelda/Secret of Mana, right?
Title: Re: Cydia Exiled for the +C
Post by: AssemblyBandit on November 19, 2013, 03:47:12 am
Its going to be turn-based but I was thinking repeatedly pressing the buttons in a fight to attack multiple times and probably button combos for spells, the more accurate the combo, the stronger the spell. Just to make it more skill based than having it be random. There's nothing worse than a spell failing out of the blue!
Title: Re: Cydia Exiled for the +C
Post by: DJ Omnimaga on November 19, 2013, 10:36:38 pm
Try to not make the combos overly hard, though. If you ever played Legend of Dragoon for the Playstation 1, a tool-assisted speedrun played frame by frame was pretty much the only way to pull off the later combos and in some cases, it would cost you the fight. On the other hand, Super Mario RPG combos were a little too easy.

And yeah I think it was a mistake in the early Illusiat games to make the character miss so often. Granted, the attack rate was pretty high since it was 90%, but I should have made it so you can't miss more than once every 3 hit, because it was pretty frustrating to miss three times in a row. Spells had 100% attack rate, though (except in Illusiat 1 and 2 where it was magic, not attack, that could miss).

I also tried attack combos once in Mana Force 2, but they were really hard to pull off.