Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: DJ Omnimaga on March 31, 2009, 03:04:53 pm

Title: Illusiat 13: The Final Chapter
Post by: DJ Omnimaga on March 31, 2009, 03:04:53 pm
Some people who frequent IRC a lot might have been aware that I have been working on something for two weeks. I started planning this for a while but I was still brainstorming for ideas for the game story and magic/item system. This may be unexpected to some others, too, especially people who beaten Illusiat 12 and seen the ending stating the series was ending, but yes, there is effectively an Illusiat 13 in the works right now, more than 6 years after Illusiat 12 came out, which could make this serie the longest lasting one in calculator history if this game comes out (the first game in the series was completed on September 22th, 2001).

The game plot was planned for about two months and the text intro goes as follow:

Every 10000 years, a small planet called Illusiat, from a nearby solar system, passes through ours, close to the Earth. Scientists from Earth and illusian Mages said that each planets always passes at the same distance everytime.

1000000 of years in the future, after many wars against evil, both planets populations dropped a lot, but both races allied together to defeat the evil using a weapon made with the power of man knowledge and illusian  magic. After victory, with very few technology left, both races were cut from each others for 10000 years.

Soon, they are going to be able to meet once again, but now, it may be the last time ever...


then comes the rest of the intro, as seen in the only screenshot of the current progress I got so far:
(http://www.omnimaga.org/images/screenshots/illu13.gif) (screenshot goes at 15 MHz speed, btw)

I don't want to spoil too much, but in other words, one of the planets orbits changed and you have to find out how it could have happened then find a way to save both civilizations, because both planets are going to collide. At the same time, you'll have to figure out about monsters appearing around. Could there be a link between monsters appearing and the orbit change(s)? For sure, that collision between both moons was not natural.

Anyway, now with the game features, I know some people wants me to make an xLIB/Celtic III RPG in the future since I didn't do any so far, but this will not be now (if it ever happens). When going through old games in the series as well as some other old calculator RPGs, which you noticed from my recent TI-83+ RPG nostalgia video series on Youtube, I got inspiration to make a new game in that style. My goal with Illusiat 13: The Lost Chapter is not to make the most eye candy game I could ever do with fancy grayscale and all. My goal is to make an RPG true to the last games in the Illusiat series and the 2004 remakes of the 4 first games. Homescreen graphics and animations, similar battle and menu layout, similar title screen, 1vs1 battles, old-skoolness. In some ways, this game, at first view, will look as if I made it back in 2002, but there will be some improvements of course, altough most will be related to coding.

First of all, unlike most of my old games, Illusiat 13 doesn't use any source code from any of my previous games. The entire game is being written from scratch. I decided so because it has been over 4 years since the last time I released a new calculator RPG and despite being far from perfect, my coding skills and habits changed a lot since then, which could make old code harder to work with, especially since a lot of optimizations would need to be done. Old Illusiat games are not good examples of BASIC coding after all.

Secondly, I am switching to strings tilemaps. I wanted pictures at first, but I felt that despite being 8 times smaller, the maps would be harder to work with when it comes to event codings and they would look too simple with 3 tiles at once. I only use small 128 char string chunks, though, to minimize RAM usage and make map making easier. With 16x8 map chunks I can create them directly in the BASIC editor in the map loader programs. So far, speed is roughly the same than the late Illusiat games.

Third, items  are no longer stacked. In old games, you could hold 99 herbs, 99 potions, etc, now it's one individual item per slot and there are 100 slots total, meaning when you run out of space you need to either sell items (selling will be a new feature) or trash them. Also, for equipments, you got rings, no sword/armor. In older games when buying equipment the weaker one would be donated to the shop. Now you still keep the old equipments and can switch it in the item menu. As said, there are only rings, though, but you can equip 4 to the character and stat bonuses are stackable. There are defense raiser, elemental protection, exp bonuses, special protections such as instant kill.

The game only uses 1 asm lib and it's Resource (to run archived programs). I'm in the process of switching to Iambian XCOPY routine, when he fixes the bug I reported, since it's much smaller.

I gtg work now, I'll try to come back with more info about the magic system soon.
Title: Re: Illusiat 13: The Lost Chapter
Post by: noahbaby94 on March 31, 2009, 03:09:56 pm
Looks awesome been hearing about it for while gad you decided to announce it.
Title: Re: Illusiat 13: The Lost Chapter
Post by: simplethinker on March 31, 2009, 03:17:17 pm
This is awesome!

Quote
Anyway, now with the game features, I know some people wants me to make an xLIB/Celtic III RPG in the future since I didn't do any so far, but this will not be now (if it ever happens).
It may have ASCII graphics, but the graphics are great and the characters you're using for the tiles were chosen very well :)

I do have one minor little suggestion though:  Have you thought about anything similar to Final Fantasy's Fat Chocobo for storing items?
Title: Re: Illusiat 13: The Lost Chapter
Post by: kalan_vod on March 31, 2009, 04:51:14 pm
Quote
Anyway, now with the game features, I know some people wants me to make an xLIB/Celtic III RPG in the future since I didn't do any so far, but this will not be now (if it ever happens).
It may have ASCII graphics, but the graphics are great and the characters you're using for the tiles were chosen very well :)
I agree! This would be awesome, it looks like a great engine being used. I hope that you do finish this one, and also later down the road work on more! I like the dialogue so far.
Title: Re: Illusiat 13: The Lost Chapter
Post by: Speler on March 31, 2009, 06:24:48 pm
That looks great.  Keep it up.
Title: Re: Illusiat 13: The Lost Chapter
Post by: trevmeister66 on March 31, 2009, 06:38:09 pm
Sweetness!!! Nice work. I can't wait to see more done.
Title: Re: Illusiat 13: The Lost Chapter
Post by: Galandros on April 01, 2009, 06:57:11 am
Very nice ASCII art.

The "buildings" look great! And it seems to run smooth.
Title: Re: Illusiat 13: The Lost Chapter
Post by: lordofthegeeks on April 02, 2009, 09:38:25 pm
looking very good dj.
I for one will be playing it when you are done.
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on April 03, 2009, 07:33:14 am
thanks a lot people, I have thought about a Fat Chocobo system in the past few days but it will probably depend of how much the inventory is used. For sure early in the game you won't have any items but at one point you'll need a lot of cure magic for long dungeons and magic is consumable like items. Those who played Final Fantasy 8 and ROL series knows what I am talking about.

Oh yeah the magic system: At first when you see the menu in this game or the battle command screen, you may notice how simple it looks like, since in the early Illusiat games using items and viewing stats was about all you could do from the main menu and in battles you could only use magic or attack (and use items). The thing is that it isn't as simple as it looks. The item menu is probably what got the most work put into in this game, because for the first time I am not using stacked items (magic and rings), so I had to implement some sort of multiple pages menu or scrolling. In the menu it's multiple pages and in battle since you only see 4 spells/rings at once it's scrolling (since it's faster). From the item menu you can equip rings by selecting one then the slot you want to equip it on (1 through 4). Selecting an empty item slot will ask you which ring you want to unequip. Selecting a Cure spell will restore your HP and selecting a spell that can only be used inside battle (Pyro, Ice, Blitz, Aura and Psy) will ask you if you want to trash it or not. Trashing items (and selling) will be essential in the game when you run out of space, altough with 100 items that won't probably happen in a while.

Also all 6 magic spells has leveling up. Everytime you use a spell it gets experience and at 100 exp it reaches a new LV. The higher the level, the better the magic animation and the stronger the magic is. It takes much longer to level it up at high level, though and in the item menu outside battle, cure gives 1 exp only no matter the level, unlike in battles, to prevent cheating your way up to level 9 early in the game by wasting cure spells incredibly fast
Title: Re: Illusiat 13: The Lost Chapter
Post by: Netham45 on April 04, 2009, 03:23:38 am
Looks really nice! I might have to dig out my 84 to play it. :)
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on April 06, 2009, 02:43:24 am
More work was put into the storyline. Nothing much inside the game, but more planning-wise. I am writing every chronological events in notepad (then I'll print then so it's easier to look at) so it will be easier to work on the game afterward. The story is more complex than any Illusiat game I made and by RPG/fantasy standards, this time I am trying to make it so it is less non-sense and more detailled. In older Illusiat games sometimes after finishing something like beating a boss, you would arrive in a area with 3 or 4 dungeons and a village and there would be no indications about what to do besides not being able to enter some areas due to not having the key or it being sealed by a mysterious force. Also, most of the time, during the game intro, you were given the final goal of the game but without any clue of where to start and during the game you would just wander around killing bosses that had nothing to do with the story most of the time until you suddently arrived in the final chapter. There were no indication that you were heading toward the end of the game other than advancing through chapters.

Now in Illusiat 13 most steps/dungeons/quests in the game will be linked to each others and you'll be given help by NPCs about what to do next and where a shop keeper that is gone missing could be located. I remember in Illusiat 11 a NPC located near the end of a dungeon who would dissapear at one point and the last time I played I took an hour to find him again. This will not happen in my new game unless you don't bother reading what NPCs says.

That said, with faster map loading, it will be harder to make it as long as other Illusiat games, though. I'll try my best so it is as long as Illusiat 11 for example, while trying to make it fit on a regular 83+ (since I now use strings as maps instead of limited pictures, maps are 8x larger in memory, since in a picture 8 pixels takes 1 single byte while in a string 8 characters takes 8). No matter what, it will remain longer than any existing 83+ RPG outside the Illusiat, Mana Force and Reign Of Legends series, by far.

About the storyline, nope I'm not giving too much details because I don't want to spoil too much. All I will say for now is that Illusiat 13 will be the awnser to every events in the entire series
Title: Re: Illusiat 13: The Lost Chapter
Post by: skuller972 on April 07, 2009, 06:10:00 pm
is this gonna be ascii because i would really like to see a very graphicalistical version of illusiat with people, not just ascii letters or 3x4 pixel sprites. also, there is no illusiat 4 on the downloads list except for in illusiat 2004 the remakes of it in french

EDIT: nevermind, shoulda looked a the screenie. *sobs*
Title: Re: Illusiat 13: The Lost Chapter
Post by: noahbaby94 on April 07, 2009, 06:18:50 pm
Well dj really enjoys old-school rpgs. He has been talking about making a graphic one but it will probably be a while if he even thinks about doing a graphic one.
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on April 07, 2009, 11:07:30 pm
is this gonna be ascii because i would really like to see a very graphicalistical version of illusiat with people, not just ascii letters or 3x4 pixel sprites. also, there is no illusiat 4 on the downloads list except for in illusiat 2004 the remakes of it in french

EDIT: nevermind, shoulda looked a the screenie. *sobs*
Well if you judge games solely based on graphics, that's your problem, you'll miss out a lot. When I started calc programming BASIC RPGs were almost all ASCII anyway.

But as said in my first post, Illusiat 13 is made using ASCII on purpose, simply to keep it true to the originals. I wanted to make an old skool calculator game (which, in BASIC, means ASCII, and in ASM, simple flat graphics) Had this game not been called Illusiat, it would have been graphical, altough maybe not grayscale and as good looking as other games, because I hate making graphics (the reason why Reuben monster sprites and some other sprites are ripped from NES/SNES games)

To be honest, though, this might be my last calculator RPG ever (seeing how it's my first in 4 years) so the chances that an actual graphical RPG comes out from me are very slim anyway


EDIT: I missed a part of your post skuller, the reason why Illusiat 4 is missing from the download section is that it was deleted in a full memory reset after my TI-83+ archive corrupted while programming Illusiat 2002 (the sequel to illusiat 4). Everything from Illusiat 1 through 4 and another RPG called Dungeon vanished. I didn't had any way to backup at the time since I only had one calc and no link cable. Afterward I redid Illusiat 1 through 3 from scratch, all optimized to half their original size, because they were very simple and I remembered the graphics and maps, but Illusiat 4 had some graphics that were simply irreproduceable by memory. I had thoughts about giving it a try, but came to the conclusion that it would be impossible to reproduce Illusiat 4. It would simply not be Illusiat 4, so later, in 2003 in order to make sure the entire thing is not fully lost, I released a bundle of remakes of these first 4 games, even the 4th one, so there's at least a version of Illusiat 4 avaliable. The original had dungeon rooms that were much simpler than Illusiat 1 through 3, but much better magic animations and battle backgrounds, not to mention an amazing looking world map. Fortunately, I still had the story written so this one didn't need big story enhancments, just a more elaborate intro instead of simply jumping straight into the game after your ship lands on the Earth. However, I haven't translated them into english yet. I will eventually do so, along with Mana Force 1 and 2 and maybe Mystique.

I used to make all my games in french because french is my native language and my english sucked way too much back then. However, when starting browsing TI forums I discovered that french people don't care about RPGs (altough this have changed in the past 2 years) and a few english people wanted to play my old games, so I started translating them into english as soon as my skills started improving. It was done in batches, though, so some games has display glitches, typos and some untranslated stuff. Plus the first translated ones have very weird sentences. This is nothing compared to some stuff we hear in video games, though. (AYBABTU comes to mind, as well as Star Ocean 2 voice acting) I am not sure if I will make a french version of Illusiat 13, though, because I still don't feel there's a large enough fanbase on french TI forums for a RPG
Title: Re: Illusiat 13: The Lost Chapter
Post by: skuller972 on April 08, 2009, 06:45:32 pm
you should totally make the illusiat four in english it would get so many more downloads, also, i dont judge games on the graphics, because i am currently playing the illusiat series (im on the fifth) and am finding them quite addicting
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on April 08, 2009, 07:03:33 pm
Ah ok I was worried, because I know there are people who say they will never play a game particulary because of the graphics, no matter how much the game has to offer. In calculator case, there are people who said who would never play my games or that they sucked just because they had many files to install or were big. It seemed that the amount of hours of gameplay and the features was no longer important. The multiple files complaints started early 2005 and if people didn't noticed, I released my last TI RPG ever Early 2005

(ILlusiat 5 gotta be the worst of the series, though, since it's not the same kind of game and it's a TI port of a PC school project that we had very little time to work on. Next worst ones would probably be Illusiat 1, 2 and 8 (3 isn't very good too but it had some challenges))
Title: Re: Illusiat 13: The Lost Chapter
Post by: noahbaby94 on April 08, 2009, 07:39:06 pm
Say I've been thinking of playing one which one do you think is best?
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on April 08, 2009, 08:16:18 pm
Illusiat 1 and 2 had no leveling up system, it's a rubbish system where your HP increases every battle as well as attack and MP and there's no maximum for them. Idk why I was thinking when making these but the original versions allowed you to raise your stats like crazy when standing in saving rooms, which made the game too easy. I don,t recommend them, as good as some of the few magic animations might be. Besides Illusiat 8, Illusiat 2 is the only game with status aliments in battles. Both Illusiat 1 and 2 looks almost the same with some differences, and they are very short. Don't bother about them.

Illusiat 3 is pretty rubbish. It was my first game with leveling up system. It's better than the first two, though and has some challenges. Go for later ones, though.

Illusiat 4... well... it's gone

Illusiat 5... forget about it unless you prefer Myst-style games to RPGs and even then, avoid, because it lasts about 2 minutes when you know the item locations x.x

Illusiat 6, this one is not too bad, but the dungeons are extremly huge and the game is hard, even in easy mode. It is much better than the old games, altough it doesn't offer a lot more than them besides long dungeons.

It is hard to tell, because they are all of my oldest calculator games, so all got some different good and bad sides. In Illusiat series I always tried to use a slightly different battle system from a game to another, starting on Illusiat 7. I would actually recommend choosing from Illusiat 7 through 12, except 8.

For example, Illusiat 7 has no LVs, when you reach a certain amount of experience, you choose which stats to upgrade (the max for HP and MP is 999 and for Attack, defense, magic, spirit and speed it's 50. You also choose between 4 characters at the beginning. This changes nothing in  the game, though, except that each starts with different stats. This game is very hard, so be warned if you pick this one up. There's even a lava dungeon where your HP decreases even outside battles and an escape sequence with timer.

Illusiat 8 went back to the classic RPG leveling up system, but still kept individual statistic increases as bonuses, kinda like Super Mario RPG. However, in this game, the magic system is the same than Final Fantasy VIII and The Reign Of Legends series. This is also the only Illusiat to have summon/espers (which requires you to spend a certain amount of each magic spells to summon them). However, that's pretty much the only good thing in this game because dungeon-wise, it's similar to Illusiat 1 through 4 originals, you press one arrow and you move an entire room at once, plus the graphics are the worst in the entire series outside battles. It's quite challenging, though, maybe you could find it fun, but Idk really. I wouldn't recommend it

Illusiat 9 went back again to the classic RPG style leveling up system and magic system. This one is as simple as I6 and 7 but it's much longer and has some cool challenges, altough the end is a bit easy since you level up like crazy. It's the first game in the series to have more than one weapon. There's your sword, then Excalibur, but you only get the later early in the game and can only get it back after doing some events in particular at the end of the game. The best part of this one is the Evil Wall battle (see Youtube)

Illusiat 10 has shitty battle system, but the rest is not too bad. It has the best cutscenes in the entire series so far. It also brings back individual stats upgrades bonuses in the form of items.

Illusiat 11 is the best of all IMHO because you can customize the battle menu with commands you learn when leveling up and it has some great challenges and a very secret hard ass boss. Just the battle commands menu requires you to plan strategies before fighting bosses, unlike the other games. It's the only one with multiple armors too. It also got weapons. However, you can only keep one at a time, because when buying a new weapon the old one is donated to the shop. There's a second version of this game called  Kin Master Quest. The difference is that you level up quicker during random battles but enemies are harder

As for Illusiat 12, it's by far the longest calculator RPG in history. It has better ASCII graphics than the others but it has less features than Illusiat 11 plus it drops armor equipments to only keep swords you forge at the blacksmith using orbs you get by fighting some bosses. The storyline is also simple at the beginning.

To be fair, I would recommend Illusiat 11. That's the only one that drew a lot of attention at school over here (even more than Lotus, ZTetris, Doom 83 and Gemini). If you don't mind a crappier storyline and prefer better ASCII graphics and much longer game, I would recommend Illusiat 12. In third place it would be Illusiat 9 and in 4th place it would be Illusiat 7

As for the Illusiat 2004 remakes, they are only in french so only download if you understand some french or don,t mind at all playing even if you don't understand anything. These games uses ASM libs to enhance ASCII effects but are relatively short in overall. You might find some fun out of them though, because they are much better than the originals and they contain the only remaining version of Illusiat 4.

And finally, Illusiat 81. Very rubbish and simple game lol, but it came out from a TI-81 :P
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on April 08, 2009, 11:08:41 pm
I added key item support in the game and fixed a bug in the menu. Key items are stuff you get from NPCs when doing certain events and they can't be used from the menu, they are used for specific purposes, for example a silver key could open a specific door. The item ID for key items is above 21. For spells it's 1 through 6 and for equippable rings it's 7 through 19. 20 is for empty item slots. I did this so when you use the sort command, key items will appear at the complete bottom of the item list, below all the empty item slots, making the item list less cluttered. Key items can't be trashed, unlike other kind of items.

I also fixed a bug that occured after using the sort command that would allow the next key item to be selected to be trashable. I also modified the battle experience/lv up stats animations so Noardy moves while the stats are updating, not after they did. This speeds up the animation. I also got rid of the moving HP animation when the exp appears because it didn,t looked good enough. I also removed the animation with the floor scrolling up as transition from battle to map, because it wasn't good looking enough
Title: Re: Illusiat 13: The Lost Chapter
Post by: TIfanx1999 on April 11, 2009, 10:44:15 am
A new Illusiat game? DJ Omnimaga working on a calc project again? The return of The King (Art_of_camelot)?!? O_o
Holy cow! Nice to see you working on a new calc project Omni! Wasn't sure if it was something I'd ever see again!
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on April 11, 2009, 06:43:45 pm
Yeah I am kinda surprised of myself too to be fair x.x, it felt weird to type on the calculator keypad and look at BASIC code again, and it's even a RPG, something I haven't released in 4.5 years. On top of that it's Illusiat, which was meant to end at 12 (even Illusiat 12 ending states "End Of The Illusiat Series, 2001-2002"). I think I just felt like doing something old skool again. At first I was gonna go with dual layer ascii maps like Metroid Pi and Zoith but then I felt it wouldn't be Illusiat anymore.

I hope I finish this one this time. X.x. At least, this one has a lot of important stuff done alerady, unlike the two incarnations of ROL4. Also I'm focusing on a smaller goal than both ROL4 games so it's less pressure and I can be more motivated.
Title: Re: Illusiat 13: The Lost Chapter
Post by: skuller972 on April 11, 2009, 08:47:47 pm
well if you finish this it would be amazing for a fourteenth ;)
Title: Re: Illusiat 13: The Lost Chapter
Post by: nitacku on April 11, 2009, 09:03:22 pm
this game motivates me to program more :P

I hope Illusiat 13 becomes the best of the series!
Title: Re: Illusiat 13: The Lost Chapter
Post by: TIfanx1999 on April 12, 2009, 11:46:32 am
I also want to say that since you're doing alot more planning and taking it at a slower pace, it shows in the work. This looks like it's gonna be really great and I can't wait to see the final product. I think perhaps working at a slower pace is better. =)
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on April 12, 2009, 01:52:03 pm
Well unfortunately I didn't put much more hours of work than on Illusiat 11 and 12, even thought the slower progress shows so. Since I worked on RPGs before and alerady did string tilemapping once (Zelda), the main engine took less time to code. Also the magic animation engine is simple and small, plus battle commands are simple and straightforward so this didn't took long either, even thought it looks as good as Illusiat 12. What took a long while though is the item menu, since it's much more complex than in any other game I ever made, and the storyline, since more work is put into Illusiat 13 one
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on April 14, 2009, 01:57:25 pm
Edited forum description since the final calculator platforms on which the final version will come out are still undecided yet. Since Casio released OS 2.0 for the Casio FX-9860G and now it appears to support strings, this could make a port to this model very possible and maybe easier.
Title: Re: Illusiat 13: The Lost Chapter
Post by: simplethinker on April 14, 2009, 02:01:28 pm
Edited forum description since the final calculator platforms on which the final version will come out are still undecided yet. Since Casio released OS 2.0 for the Casio FX-9860G and now it appears to support strings, this could make a port to this model very possible and maybe easier.
An easy port to a Casio calculator?  I think that would be the first major multi-platform calculator game!
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on April 14, 2009, 02:18:59 pm
Well the thing is that I am uncertain that the game will remain a TI game or just become a Casio Only game. (see the Cjgone thread in the staff forum for more information). However, I worked a bit on the game last night (adding shop code) and if the TI version is finished, there could still be a Casio one coming out afterward. I'm still uncertain about a french version, though, because when it comes to bug reports it becomes a PITA to update afterward, since I need to update two versions everytime
Title: Re: Illusiat 13: The Lost Chapter
Post by: trevmeister66 on April 14, 2009, 08:40:42 pm
woot for finished TI version!!! don't delete it!!! I want to play it!!!
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on April 17, 2009, 04:35:40 am
Progress so far:

Shops works, as well as the upgrades shop. For the second time in illusiat series, villages are no longer menu-based, like they were from Illusiat 6 to Illusiat 12 (the only other game where you could see town/village buildings in villages was Illusiat 4). Also, unlike Zelda DLQ and the entire ROL/Mana Force series, you can now walk around inside buildings instead of just triggering a convo with a NPC. However, not all houses are enterable. Most are locked (those with a "H" as the door instead of a "A"), but at least you can now get clues from NPCs for your quest.

Also, for the first time in the series, you can now sell items (except key items). Most are sold at half the original price, but rare rings that you get in secret dungeons will only get you 1 GP if you try to sell them so you will want to keep them unless you're extremly limited in inventory slots (100). When you buy items, you select the item you want to buy, then if you got enough money, it will open your inventory, where you choose an empty slot to put the item in, then you can buy additional copies of the item by putting them into different slots. When you run out of GP or cancel, you'll land back in the shop items for sale list. As long as you stay in the "BUY" option, your cursors positions will be stored into memory, that way you doN,t have to scroll the item menu to the middle everytime you buy a different item when your inventory is filled.

To add challenge to the game, there will be no hotels/inns in it, so to get healed you must either buy cure spells or go see the mage to the south near the cavern where your spaceship crashed

Game is 30.8 KB so far, with a total of 14 programs, 1 pic file and 1 permanent string (that comes with the game)
Title: Re: Illusiat 13: The Lost Chapter
Post by: trevmeister66 on April 17, 2009, 11:02:04 am
Woot for progress!! Glad to see this coming along so well. Nice screenies btw
Title: Re: Illusiat 13: The Lost Chapter
Post by: Speler on April 17, 2009, 11:19:31 am
Sweet, I'm really looking forward to playing this.
Title: Re: Illusiat 13: The Lost Chapter
Post by: TIfanx1999 on April 17, 2009, 05:22:03 pm
This is gonna be great. I love that you can actually explore the towns in this one. The inventory system seems to have shaped up quite nicley as well. Keep up the good work!
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on April 17, 2009, 05:40:15 pm
Thanks, I am unsure what amount of items there will be in the game (so far there are 21), but there will definitviely be 6 magic items and 13 rings. Anything past ID 20 (which is an empty slot) are key items. I made sure they're past the empty slot ID to make things easier for coding the menus. Now my next thing to do is to add the maps for the Geisis Desert. The good thing is that since a lot of the game early maps are simple and similar this will cut on game filesize. The maps that will most likely take the highest amount of memory are dungeon maps. The 5 elemental dungeons near the end of part 1 of the game will almost be identical, but they will be quite huge, then will come yet another large dungeon, so this will add a lot into archive memory. Fortunately, though, the large amount of RAM I got remaining will allow me to put about 13000 bytes of map data per sub-programs and 13000 bytes of event data/code inside the event programs. Currently there are about 6000 bytes of map and 8500 for events. I would say game is 10% complete, given that a lot of the remaining stuff to do is adding maps and events. Having two calcs with the game on it speeds up developpement a lot because the hardest part of event coding is linking maps together (doors, dungeon entrances and exits and warp gates), because I have to mesmerize by heart where is the exit on the other map when I code the link. With two calcs I always keep the map code open so I don,t need to exit the event code everytime to go back to check, which takes a while because the event code is close to 9000 bytes so it takes ages to scroll down
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on April 22, 2009, 01:59:41 am
Ok this desert took a lot longer than expected to add. Fortunately a lot of maps were similar so they didn't took long to create, but it still took an entire afternoon and evening as the desert is over 160 screens. The Earth Command Center, which I completed afterward (Maps+enemies/balancing+events), is located in the middle somewhere. I'll come to the northern mine later. For now I'm coding Geisis Village (2nd village in the game).

By the way, since the inventory is limited in size, this posed a problem figuring out what happens when you obtain key items from people/events. I didn't want to add an additional menu for you to select a slot for the item. What I did is that when you are to get an item, your inventory is scanned from 1 to 100 and it puts the item in the first avaliable slot. If you are out of space, the NPC will simply tells you your inventory is full and to trash/sell stuff then come to see him again to get the item. In the cases where you get an item from a boss fight, the item will simply be dropped on the floor after the fight and you need to grab it. After boss fights, your HP will be restored to maximum, except fights where the story won't allow to win them, then your HP will often restart to 1 so you must heal yourself.

At this point in the game, the game will be less linear for a while. Sure, you'll have a story to follow, but there will be side quests that will open right away early in the game and the 5 elemental dungeons you are forced to beat soon can be done in any order. The only problem is that you will most likely not be able to beat the monsters in certain areas right away so you might still go through a certain order if your lvs are low. However, if you manage to level up the shit out of your character, you may even have some luck going through some optional dungeons... but again, at LV 20-25 good luck, especially since you still got to raise your stats by upgrading them at a shop or by finding better rings and leveling up your magic

About magic, I finally decided to add a new screen in the status section of the game menu, because I found it annoying to not be able to view my magic level if I didn,t have a copy of that magic spell (magic is consumable like in the Reign Of Legends series or Final Fantasy 8 so yeah :P). Before, you could only see the level in the item description in your inventory. Now after the first status screen appeared, it will scroll up and you'll see a listing of your experience for all 6 magic and their level (from 1 to 9, magic animation slightly or greatly changing every level)

Game is 48827 bytes huge so far with 21 sub-programs.
Title: Re: Illusiat 13: The Lost Chapter
Post by: trevmeister66 on April 22, 2009, 11:43:21 am
Sweet, looks like it's progressing well. Wish I could say the same for my project -.- but im getting there. Can't wait to see more progress :)
Title: Re: Illusiat 13: The Lost Chapter
Post by: kalan_vod on April 23, 2009, 01:47:24 pm
Most of the is data right? Sounds like this will be a fun, long game!
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on April 23, 2009, 02:06:23 pm
Yeah a lot of the files are map data actually. Altough the ration is more like 50% map data and 50% Other stuff atm, since strings are signifiantly smaller than matrices data
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on April 24, 2009, 09:07:07 pm
There may be a delay in game progress for now, as I may try to attempt to starting a Casio FX-9860G version now to see if it's feasible.
Title: Re: Illusiat 13: The Lost Chapter
Post by: simplethinker on April 24, 2009, 09:19:33 pm
There may be a delay in game progress for now, as I may try to attempt to starting a Casio FX-9860G version now to see if it's feasible.
Cool ;D.  Just don't stay over there too long, you've still got a half-finished game on the good TI side of calculators :D
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on April 24, 2009, 09:38:37 pm
well...

TI calculators are much better in overall than Casio calculators, but for the communities, it's another story (by far)

Since Casio now got a calc model that is up par with the TI-83+, I began to consider community quality over calculator quality

If I change my mind tonight and continue working on the game right away, this may not affect the fact Illusiat 13 may be my last game ever for the TI brand
Title: Re: Illusiat 13: The Lost Chapter
Post by: allynfolksjr on April 25, 2009, 01:08:26 am
Boo hoo.
Title: Re: Illusiat 13: The Lost Chapter
Post by: skuller972 on April 25, 2009, 09:09:30 am
I am sorry to hear that... I've never even seen a casio calculator... even after your TI programming is over, you will still be an inspiration to many programmers, from your past TI games and your future Casio games, we will never forget the legendary DJ Omnimaga...
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on April 28, 2009, 05:54:36 am
Due to some stuff, this game will finally just be done for the TI-83+ series, not Casio FX-9860G

at least unless I am willing to do heavy modification to the game port if there's one, especially map sizes
Title: Re: Illusiat 13: The Lost Chapter
Post by: kalan_vod on April 28, 2009, 01:56:12 pm
Glad to see this continue with the TIs, Long Live TI!
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on April 30, 2009, 01:09:53 am
because of the string concatenation glitch in the TI-OS that I mentionned in this thread (http://ourl.ca/3327/61227;topicseen#new), this means I will have to resort to adding static string maps for the 5 elemental dungeons, meaning 5 copies of every map. The dungeons are all identical, except the ASCII tiles used for walls, which is why I had the same static strings shared between all 5 dungeons. This reduced the total dungeon map data file size by 60%, so now this means the game will be bigger than expected. I will not break the strings into smaller chunks because it will cause map loading for these 5 dungeons to be considerably longer, especially the dark dungeon, which uses 2 bytes ASCII chars for walls, so I'll add maps for each dungeons, adding 5794 bytes to the game.

Now, the game is 71635 bytes large, only about 7 KB below Illusiat 12 file size. Because of the incredible amount of memory (15000+) the 5 elemental dungeons takes in the game, some of the new rooms being added to it (mostly transition between floor 1 to floor 2, floor 2 to floor 3, etc, then final room and bosses) will be completly identical between all 5 dungeon, literally. At first, the entire dungeons were supposed to all be the same, but I thought it would make it look even more repetitive and boring. They aren't that long, but there are limits, lol.

I mostly do this to save space to ensure the final version will either fit completly on a regular 83+ or that it will be easy to split into two parts.
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 02, 2009, 09:38:16 pm
All five elemental dungeons maps are done as well as the events code (switches, doors/exits, boss fights, etc). For the Fire Palace enemies and boss data is coded in. I made sure to force you to have to use Ice magic at lv 2 against the boss by making his defense and HP high and to have fire rings equipped to reduce damage received from the Pyro LV5 attack.

I also renamed all map data programs to I13? instead of their former I130? because I doubt I will need over 10 map programs, since no area are larger than 10 rooms and I doubt the map data programs will take way too much memory to force me to split them more like I did with the event programs

Coding the 5 elemental dungeons and its events made the game progress jump straight to 50%.
Title: Re: Illusiat 13: The Lost Chapter
Post by: trevmeister66 on May 02, 2009, 11:07:23 pm
Woot 50% = almost there!! Nice work.
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 03, 2009, 01:49:20 am
Finished Ice Palace monsters now. They are more resistant but most do lower damage. Also they won't give a lot more exp than in the fire dungeon, but they give much more money.
Title: Re: Illusiat 13: The Lost Chapter
Post by: nitacku on May 03, 2009, 04:08:20 am
How many dungeons do you plan on including in this game?
Instead of finding the triforce (like in Zelda), you could find the Quadforce! j/k

Anyway, just looking forward to playing this.
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 03, 2009, 12:47:31 pm
It is a bit hard to say how many dungeons there will be, because some outdoor areas have enemies and could almost be considered as dungeons, while some doesn't. But so far there are 21 area names (can see the name when opening the menu) and there are 360 screens (16x8 tiles) so far

Some dungeons/areas will be optional, though.
Title: Re: Illusiat 13: The Lost Chapter
Post by: trevmeister66 on May 03, 2009, 12:51:23 pm
The more the merrier. I think dungeons are areas that you have to "enter" through an entrance, where as over world areas, even if they have monsters aren't considered dungeons

Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 03, 2009, 01:05:49 pm
Hopefully, if I am right, I should be able to add at least 300 more rooms before archive memory becomes a serious issue on the regular 83+. That's if each map data averages at 192 bytes each (remember some characters takes 2 bytes instead of 1 and some maps has tiles that can change based on boolean logic using string concatenation)

There should be a similar amount of dungeons than in Illusiat 13. In average, they are roughly the same size than the old Illusiat games too. If they appears shorter to you when you will play the game, it's pretty much all because map loading is considerably faster. In Illusiat 9 through 11, map loading ranged from 5 to 6 seconds on a regular 83+ (altough in Illusiat 10, when exiting battles or menu, it was instant), in Illusiat 12 it ranged between 7 and 8 seconds. Now in Illusiat 13 it ranges between 0.5 and 3 seconds.

The longest map loading is when entering/exiting dungeons/doors/entrances/exits, because it needs to go through the event code. besides that, it usually ranges between 1 and 2 seconds. 0.5 seconds when exiting battles or menu

Walking around is also faster than in Illusiat 12. In Illusiat 7, 9, 10 and 11 it was 3 FPS, in Illusiat 12 it went down to 2 FPS and now it's back to 3 FPS
Title: Re: Illusiat 13: The Lost Chapter
Post by: noahbaby94 on May 03, 2009, 01:38:06 pm
Thank god the map loading will be faster that was my big complaint with the old ones.
Title: Re: Illusiat 13: The Lost Chapter
Post by: Halifax on May 03, 2009, 01:45:52 pm
I agree, fast map loading means quicker fun! :D I really can't wait to play this game, it sounds like it should be a blast. About how many hours of gameplay do you expect Illusiat 13 to be?
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 03, 2009, 03:48:03 pm
Due to the faster map loading (and battles) in overall, I think this one will end up slightly shorter than illusiat 11. I can cross the Geisis Desert vertically in about 3 minutes on the SE at high level including random encounters and it's 23 screens high. Since special events are much bigger now, due to the storyline being much more developped than in any of my other games, they will add a bit more to hours of gameplay, though.

I would say 15 hours of gameplay in average. In comparison, here are the hours of gameplay ranges for all Illusiat games:

Illusiat: 0.25-1.5 (Original version)
Illusiat 2: 0.25-1.5  (Original version)
Illusiat 3: 2-5 (Original version)
Illusiat 4: 4-6 (Original version)
Illusiat 5: The Ultimate Quest: 0.05-0.30 (note that this game is a port of an old computer science intro class project)
Illusiat 6: 6-9 (8-10 in hard mode)
Illusiat 7: The Legend Of Gwaf: 7-10
Illusiat 8: 5-8
Illusiat 9: Shadow: 10-12
Illusiat 10: 12-15
Illusiat 11: 15-20
Illusiat 12: 30-50
Illusiat 2004 Remake: 2-3 hours
Illusiat 2 2004 Remake: 2-3 hours
Illusiat 3 2004 Remake: 3-5 hours
Illusiat 4 2004 Remake: 4-6 hours (5-7 in Hard Mode)
Illusiat 11: Kin Master Quest (15-20)
Illusiat 81 Remake: 2-3 hours
Title: Re: Illusiat 13: The Lost Chapter
Post by: Halifax on May 03, 2009, 03:50:58 pm
Wow, that's amazing. I could never imagine making a game that long, haha.
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 03, 2009, 04:10:45 pm
Thanks. Fortunately, for the games past Illusiat 6, what speeded up development a lot is the lack of spriting and lot of free time, plus the storylines didnt made much sense. You would wander in dungeons that had no meaning in the entire game. It was pretty much: "Chapter 2: The 3 elements", a locked down holy palace, you had to beat the 3 boss in the 3 others to continue further then suddently a boss would appear out of nowhere saying he will destroy the world soon, then during final battle the final boss would morph into a random boss coming from  nowhere as well. In Illusiat 13, at least, you got clues  that something bad might occur soon and about what you got to do, plus the dungeons have some link toward the storyline.
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 04, 2009, 02:51:57 am
All 5 elemental dungeons are done. I finally decided that the Holy Palace won't have any enemies except the boss, but the boss is incredibly hard so you better do the Dark Palace first then go on to finish the Holy Palace boss. The Dark Palace boss is not too easy either, because it changes its elemental weakness every few turn with his magic spell called "SHIFT". You need to pay attention to what appears on the boss when this occurs (small flame, ice cube or bolt) to know what is his weakness. This means that there are currently 36 different monsters in the game. When you finish all 5 palaces, there's an animation with an earthquake effect and you see the buried temple rising slowly in the middle of the map in front of a small cliff. The Holy Palace boss is tough because he casts Pyro LV 8 and Aura LV 9 and while you can protect yourself against Pyro using Fire Rings, there are no Holy Rings avaliable that early in the game, so you need to bring a lot of Cure spells, high level magic or raise your attack power like crazy and a good amount of defense if possible so his Holy attack remove more than 50% of your HP.

Soon I'M gonna work again on storyline planning, because in my notes, the storyline from a few events after finishing the 5 elemental dungeons until the final dungeon/battle are not done yet.

Currently, game size is 76991 bytes:
-37391 bytes for map data
-20170 for in-game events (includes entrances/doors, but excludes intro and shops)
-8974 for battle engine and enemy data (enemy data is around 3000 so far)
-3342 for in-game menu
-6814 for other stuff such as title screen pic, launch menu, intro, shops and map engine

Files List (size in parhentesis):
I13 (521)
*I130 (4102)
*I131 (4182)
*I132 (2393)
*I133 (2099)
*I134 (2452)
*I135 (2030)
*I136 (2667)
*I137 (5528)
*I138 (6201)
*I139 (6277)
*I13A (1633)
*I13C (3903)
*I13D (612)
*I13E0 (14023)
*I13E1 (6147)
*I13I (1920)
*I13L (3306)
*I13M (3342)
I13Q (239)
*I13S (2333)
I13T (132)
XCOPY (182)
Pic1 (767)

Despite the game taking so few RAM when first installed, you still need at least 23 KB of free RAM when installing, because during game execution, when shopping you're left with a bit under 2 KB of free RAM. This is because most stuff is temporarly copied into RAM from archive
Title: Re: Illusiat 13: The Lost Chapter
Post by: trevmeister66 on May 04, 2009, 11:46:04 am
Nice work. I can not wait to play this game.
Title: Re: Illusiat 13: The Lost Chapter
Post by: TIfanx1999 on May 05, 2009, 04:46:34 pm
Way to go Omni! Keep up the great work!
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 06, 2009, 03:02:44 pm
Did some more progress altough at this point I,m no longer gonna reveal anything much about the story to not reveal too much spoilers. Added some more events and added enemies for the current dungeon in progress.

For the first time in Illusiat series, this game have one dungeon with some rooms that have animated tiles and two 2 vs 1 battles. Well... about these fights, sort of... actuallly, since it's pretty much just a NPC who came with you that cures you during the entire battle. The animated rooms are made so it won't slow down walking, since these rooms uses a separate walking engine with fewer collision detection checks, since in these rooms there are no event being triggered nor entrances/exits
Title: Re: Illusiat 13: The Lost Chapter
Post by: Galandros on May 06, 2009, 03:10:12 pm
Reoptimize the old games with the engine you made for this one. Dreaming awaken xD

How does the save game works? Save in the menu then exit or at certain places?
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 06, 2009, 11:46:22 pm
Nah I doubt I would use this game engine for the old ones. I could always reoptimize the latest ones, though or make them so they use the ASM lib for running stuff from archive to reduce the amount of subprograms. To be fair, it would be a ridiculous amount of work, though, altough not as much as translating Illusiat 13 in french.

Saving is done via menu. You can save anywhere (I don't like how in video games they make people have to wait 1 hours until they find a new save point in a dungeon, because not everyone are allowed to play as long as they want at home, thanks to their parents restricting time spent on video games). There's only one save file, though.
Title: Re: Illusiat 13: The Lost Chapter
Post by: Galandros on May 07, 2009, 04:41:10 pm
Saving is done via menu. You can save anywhere (I don't like how in video games they make people have to wait 1 hours until they find a new save point in a dungeon, because not everyone are allowed to play as long as they want at home, thanks to their parents restricting time spent on video games). There's only one save file, though.
Nice. I don't have that problem while I continue the good work at school (for me is almost always). ^^
But I hate when I want to play 30 minutes and then I can't find a place to save :S Although the game can be more exciting when you are restrict to save, there is a surprise factor. But there is a hard reverse when you loose some good progress because of that... Quick save games can be the solution.

Your progress in this game is above the normal... Even if you have experience in making this. :)
We need some programmers like you in making things in this steady rate. Keep up! =)
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 09, 2009, 11:33:09 pm
This game might come out in two editions, altough both will most likely be identical. At its initial release it will only be released for a few select users in the community (preferably people who still are regulary active with calculators and active on this forum). From the comments from these people I will fix bugs or errors if applicable then depending of the comments, I will then decide if a public release occurs or not. First, I still need to finish it, though

There are some chances that the public version of this game will be a demo that lasts only until you finish the Earth Command Center and most likely modified a bit. This will most likely depend if there's enough demand for a 150 KB game. If there isn't (which is currently the case, judging by comments around the community regarding large games since the past month) I will simply only release a demo version to the public and the full version (with 15 hours of gameplay) will only be released for a minority of TI community members (most likely the Omnimaga staff and a few other people).

The demo would probably miss the first text in the intro, have the second village magic/ring  shop open by default (it's closed until you do certain stuff in the full version) and a boss will appear in the huge desert after you saved the people in the ECC. Also the desert maps would be made simpler to cut on game file size. I estimate such demo around 30 KB.

For the final version I still hope to make it fit on regular 83+. As for now, the game is around 93 KB huge
Title: Re: Illusiat 13: The Lost Chapter
Post by: trevmeister66 on May 09, 2009, 11:41:03 pm
First, I still need to finish it, though
:)
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 09, 2009, 11:46:17 pm
Lol of course, at least, unless the public version (if there's one) is a demo, though (in this case I could even release it earlier)

Fortunately in this game all that need to be added is dungeon maps, more storyline stuff, enemy data, bosses, events and npcs
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 15, 2009, 11:11:08 pm
update
Title: Re: Illusiat 13: The Lost Chapter
Post by: noahbaby94 on May 16, 2009, 08:48:26 am
Update of anything in particular?
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 16, 2009, 05:44:10 pm
yeah, major update even, but as I said past the warping point (allowing you to go back and forth from Earth and (normally) Illusiat), I won't tell anymore about the story, except a few minor stuff. The part which I worked on in the past few days is prbly one of the best part in the game and to be fair when I am into the game a lot, I seem to get a small scary feeling during the event (not that anything is scary there, but idk)

I can tell about the game size, though. It's a few hundred bytes under 100 KB now and I added a new sub program for events past location ID #24.

I'll also have to check if I couldn't change where I call the shop code, because it's called from the first event program right now and when you doN,t have all your RAM free for the game you get ERR:MEMORY when talking to the store owners. Moving the code out of the event program would allow users to keep at least 2 more KB of random non Illusiat 13 files into RAM. Doing this would also allow me to maybe even merge the shop code with the menu sub program, since this one isn't too large compared to the event programs. There are currently 24 sub programs btw.
Title: Re: Illusiat 13: The Lost Chapter
Post by: Eeems on May 16, 2009, 06:10:17 pm
hmm, sounds good
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 17, 2009, 09:55:46 pm
Normally, unless I change the storyline, there should be 6 dungeons left to create, 1 village and a few areas to link the dungeons between each others. 1 of the dungeon to code is in two parts (cavern part and Illusiat 4 dungeon part) and is optional. Another one is obviously the final dungeon, which will most likely be in two or three parts. There are obviously lot of events left to code, though.

I also managed to fix the shopping memory error issue that was caused when you had about 1 KB of non-Illusiat files in your RAM. It was because the shop program was copied into RAM while the event program, that was close to 15 KB huge, was running in the RAM as well. Now it exits the event program THEN run the shop one. Doing this also allowed me to merge this shop program with both the menu program and the title screen/intro program, causing the game to drop to 22 sub-programs.

There are currently 45 enemies+bosses in the game.
Title: Re: Illusiat 13: The Lost Chapter
Post by: trevmeister66 on May 17, 2009, 10:20:15 pm
nice work. I hope this comes out before I leave so I can play it :)
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 24, 2009, 01:17:24 am
Some maps in the game are being added right now. Not the maps inside the thing I am right now, but maps for planet Illusiat. Most maps are easy to make, though, since almost all locations on Illusiat that you can visit were in Illusiat 12 chapter 3 and 4, but I still need to change some minor stuff and also make sure they blend well with the rest and make any sense
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 27, 2009, 05:16:04 pm
There's still not much work on this yet but I almost finished printing all info on paper now, to make things easier since I still use an old CRT screen, which gives headaches when  you look at it for a while, espeically text
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 28, 2009, 03:17:51 am
More maps added to the game. I haven't counted them in a while, but I think the game should be around 500 maps right now, if not more. I will probably go through old posts in this sub-forum to get an idea of what I was working on the last time I calculated maps. Game is currently 106557 bytes huge, still with 22 sub-programs and 1 picture file.
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 28, 2009, 03:02:10 pm
All Illusiat planet overworld maps are now added. Now I just need to link all the doors/entrances/exits together then add the big bunch of dungeon maps. I would say 75% complete right now, since there's still a lot of stuff to add in the game.
Title: Re: Illusiat 13: The Lost Chapter
Post by: noahbaby94 on May 28, 2009, 04:11:01 pm
Sweet can't wait to try it out.
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on May 30, 2009, 02:06:05 am
Ok so this is a possibility since I ever started this project, due to the fact I use strings for maps, but there have always been chances that the final product will not fit on a regular TI-83+. After doing some estimates about what's left to be done in the game, it looks like it will not fit, but again, I could be wrong. However, because the final event will most likely be long, there are big chances that the final dungeon will have an entire event sub program to itself. If it's the case, it will be possible for regular TI-83+ users to still be able to play the game without hassle until they reach the final dungeon. At this point, when they enter the final dungeon, they will have to save their game then quit. They will go to their MEM menu and delete prgmI13E3 (which is an event sub-program), then go on their computer and send prgmI13E4 to their calc, then they can play the game again. If they want to get out of the final dungeon, they do the opposite. Another solution would be to have them delete prgmI13E0 or I13E1 instead. That way, they will be able to wander around Illusiat as a whole including the final dungeon and if they want to return on Earth, then they get rid of I13E2, I13E3 or I13E4 then reinstall I13E0 or I13E1 (unless they want to visit the secret dungeon, which will be stored inside Illusiat planet events), depending of which one they took down. Again, I could be wrong, maybe it will fit just tight. So far, the next events before the final dungeon aren't too large and all village events/shops are done. Few stuff remains to be done outside dungeons. As for maps, my estimate is based on 256 bytes huge maps. However, most game maps are 128 bytes huge. I added more because some maps uses 2 bytes characters sometimes and there are boolean logic in some strings.

Anyway, no matter what,  the game will still be playable on regular 83+. It might just be a bit annoying to have to install/reinstall subprograms when you go back and forth from Earth to Illusiat.

So far game is 115211 bytes. All outdoor maps are added, all outdoor enemies as well. All 3 villages are done (altough I still need to add some text for two NPCs because they will say something different close to the end of the game).
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 01, 2009, 12:29:38 am
Not much progress today, only making sure enemies are balanced well. However, with what Zera did (altough it also excludes stuff not on the forums) and his behaviour it pretty much dropped my motivation. I do hope to get it back tomorrow at least so I can do some work on Illusiat since tomorrow I have a free day.

Just telling you there are some people on the internet (like him) who take other individuals on forums and IRC as machines with no soul typing on a keyboard. To be fair, I was relunctant to even tell him "welcome back" at first, because from what happened the last time on AIM when the forums closed in March, it isn't the kind of person I want on the forums. I am at least happy that there are some people over here who care about other users not just for their programming
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 04, 2009, 03:29:40 am
RAM started to become an issue when certain events stored in I13E0 occured (the program is 15700 bytes huge), which prompted me to add partial save file compression (the inventory data is what is being compressed... 100 2-digits elements).

Because my TI-BASIC knowledges are extremly dated in overall, I had to rely on TI-BASIC Developper for almost an hour to learn about the Seq( command. After figuring out I finally managed to reduce the Illusiat 13 save data by 80 list elements. This saves about 700 bytes on the original save file and should prevent the memory problems. The only downside is that saving and loading your game now take 11 seconds on a regular TI-83+ instead of 2, but considering that's the only thing that takes a long while to load in the game I think people will not mind.

I doubt there will be memory issues anymore, because the only two events that still need to be coded on Earth maps located from prgmI130 to prgmI134 are two warp events (door/entrances/exits/etc) which leads to maps that will be stored in I13E2, not I13E0. However the game will still require the entire calculator RAM while playing (kinda like the other Illusiat games I made)

Besides the memory issue fix, I added a bunch of dungeon maps in the past two days and some more events on the Earth part of the game
Title: Re: Illusiat 13: The Lost Chapter
Post by: noahbaby94 on June 04, 2009, 09:30:49 am
Cool glad to see this is coming along nicely.
Title: Re: Illusiat 13: The Lost Chapter
Post by: Galandros on June 04, 2009, 12:34:39 pm
seq( is one of the most amazing commands to optimize.
TI-BASIC math commands also brings some surprises to optimization, you just need to know them and remember when brainstorming optimization.
List commands are a must to know. (except one or two) Even all the optional uses.

Glad, you learned and optimized a lot. 700 bytes isn't all days.
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 07, 2009, 03:26:31 am
Progress: 81% done. 3 dungeons remains including some side quests and obviously bosses and events.

Game size so far (amount of files in parhentesises):
-Maps: 61421 bytes (10 sub-prgms)
-Enemies: 5607 bytes (1 sub-prgm)
-Events: 43379 bytes (3 sub-prgms, soon to be 4)
-Other: 16899 bytes (8 sub-prgms & 1 pic)
-TOTAL: 127306 bytes on-calc, 1942 of which is in RAM. (22 sub-prgms & 1 pic, soon to be 23 sub-prgms)

There are currently 60 different monsters in the game. I am not sure how many (16x8) areas there are to explore, though. I think it should be between 600 and 700 right now. I am unsure, but I think the game is longer than 15 hours. It seems like I've alerady been playing that long so far. I think it will be at least 20 hours if not doing the last side-quest, but I'm unsure. It is definitively longer than Illusiat 11, but much shorter than Illusiat 12 (which is the second longest calculator RPG in existence, behind Ultima V for the TI-89)
Title: Re: Illusiat 13: The Lost Chapter
Post by: Ti-newb on June 07, 2009, 09:42:45 am
Wow.. Yo dude this looks good XD.

But uhm.. Dj, the reason i havn't played any of ur Illusiat games is cause.. well the graphix don't look interesting..  Are u still using Letters and Texts as ur Graphix or did u change that up?
Title: Re: Illusiat 13: The Lost Chapter
Post by: noahbaby94 on June 07, 2009, 11:00:01 am
Wow.. Yo dude this looks good XD.

But uhm.. Dj, the reason i havn't played any of ur Illusiat games is cause.. well the graphix don't look interesting..  Are u still using Letters and Texts as ur Graphix or did u change that up?
Well you really shouldn't judge a game by it's graphics plus Illusiat is in the style of the old ascii games.
Title: Re: Illusiat 13: The Lost Chapter
Post by: Eeems on June 07, 2009, 04:37:09 pm
and it has amazing graphics for ASCII anyways, TI-newb, just use an emulator at first to try it out, the graphics may look kind of bad, but when you get into the game you will see that it isn't as bad as you think
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 07, 2009, 05:29:04 pm
No I still use text (actually on purpose, to remain true to the original serie). I am sorry that you judge games solely based on graphics and that for you the rest of the content doesn't matter. But I guess it is your choice. If you want you can always make a graphical version of Illusiat 13, though, when it's finished, but keep in mind maps will almost triple in size and the rest of the code will most likely get larger by about 10%. If the current version ends up in 150 KB I would guess that a graphical version should be around 250-300 KB
Title: Re: Illusiat 13: The Lost Chapter
Post by: noahbaby94 on June 07, 2009, 05:30:12 pm
And you would have to re-write the maps because the smallest maps would only work 8*12.
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 07, 2009, 05:36:54 pm
For some reasons my motivation to work on the game more took a huge hit there, though. These kind of comments are usually enough to half progress for almost a week sometimes (in one case, 4.5 years ago, forever)


But yeah, that's another issue you're mentionning here. Also the reason why I never really started any project of converting one of my old game to graphical maps. There are like 600-700 maps so it would take ridiculous amount of time to convert. Walking around would be slightly faster, though, since collision detection with matrices is easier
Title: Re: Illusiat 13: The Lost Chapter
Post by: noahbaby94 on June 07, 2009, 05:50:05 pm
Now you know what would be an amazing asm routine is something that would take binary input be stored into a program for text then you would just output the text I'd imagine the input could be something like:
Code: [Select]
:{"Program name here",What line the binary is on,X output,Y output:prgmASM
I don't know if this could be done but it would be cool.
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 07, 2009, 05:52:03 pm
by binary do you mean sprite data?
Title: Re: Illusiat 13: The Lost Chapter
Post by: noahbaby94 on June 07, 2009, 05:53:22 pm
Yea kinda like that but could handle really small things you know now that I think about it I think it's like omnicalc's font thing. I'm not sure though considering I've never used omnicalc.
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 07, 2009, 05:55:36 pm
Well,

at first, the idea for Illu 13 was to use dual-layer ascii, which would have made Omnicalc fonts pretty much obsolete. However, then I realised it wouldn't be Illusiat anymore. Sure, the first 5 games were graphical, but the standard was set by Illusiat 6 and kept until the end of the series in 2002
Title: Re: Illusiat 13: The Lost Chapter
Post by: Galandros on June 07, 2009, 05:55:59 pm
Now you know what would be an amazing asm routine is something that would take binary input be stored into a program for text then you would just output the text I'd imagine the input could be something like:
Code: [Select]
:{"Program name here",What line the binary is on,X output,Y output:prgmASM
I don't know if this could be done but it would be cool.
List don't work that way. It would be more like:
"name of program ->Str9
{line to read,x_output,y_ouput
prgmASM

This is possible. I think CelticIII does something similar if I am understanding what you mean. If you could clarify the idea would be great.
Title: Re: Illusiat 13: The Lost Chapter
Post by: noahbaby94 on June 07, 2009, 05:56:18 pm
Plus dual layer would be massive.
Title: Re: Illusiat 13: The Lost Chapter
Post by: Galandros on June 07, 2009, 05:58:32 pm
Plus dual layer would be massive.
Just map data is the double size.

And map making in 2 layer without an editor must be tiring.
Title: Re: Illusiat 13: The Lost Chapter
Post by: Ti-newb on June 08, 2009, 08:54:37 pm
EDIT:!! I don't Mind Text Graphix !!  DJomnimaga, ur games are awsome, and i love the Text Graphix.!! *im not a hater*

agggg... Sorry about the earlier post i had. But i didn't mean to make it offensive*!! Really sorry DJ, i didn't mean to make a dent in ur motivation.

* i think i already told you what i meant. but still i am really really sorry T_T*
Title: Re: Illusiat 13: The Lost Chapter
Post by: Eeems on June 08, 2009, 09:09:48 pm
nice grovelling there ti-newb ;)
Title: Re: Illusiat 13: The Lost Chapter
Post by: Ti-newb on June 09, 2009, 06:39:37 pm
Grovelling?.. WAIT! I don't need LMGTFY.. Il do it myself.
Title: Re: Illusiat 13: The Lost Chapter
Post by: noahbaby94 on June 09, 2009, 06:44:28 pm
http://lmgtfy.com/?q=groveling you still get it.
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 09, 2009, 07:01:52 pm
at least the good thing with google now is that for most non-technical words you type alone you'll often be given definition results so most of the time you dont need to wait a long while for Wikipedia/Wikitionary to load x.x
Title: Re: Illusiat 13: The Lost Chapter
Post by: Ti-newb on June 09, 2009, 09:11:48 pm
So. DJ Hows the Illusiat 13 comming? Need any more Motivation? *fk. why does that<<<< Sound so Sarcastic.. Wait. WTF why does that <<<sound sarcastic!*
Title: Re: Illusiat 13: The Lost Chapter
Post by: Eeems on June 09, 2009, 09:14:25 pm
lol, yeah, not that grovelling is that hard of a word....
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 09, 2009, 09:34:04 pm
well it was sure new to my non-native english speaking vocabulary
Title: Re: Illusiat 13: The Lost Chapter
Post by: Eeems on June 09, 2009, 09:42:47 pm
ah, true, but it is something I have heard in some older movies (not that old mind you)
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 16, 2009, 01:54:37 pm
I hate memory leaks, especially when you don't even use any Lbl/Goto nor executing a subroutine inside itself (before, after or with no End instructions)
Quote from: BASIC Code
[...]
:If E=37:Then
:If L3(37)+L3(38)≥4 and 19=L3(29:Then:20→L3(29
:Output(4,8,"Ω
:Output(3,8,"
:For(Z,0,100:End:Output(4,7,"Ω
:For(Z,0,500:End:Output(2,7,"∙
:For(Z,0,250:End:For(W,7,8
:Output(4,W," Ω
:For(Z,0,100:End:End
:For(Z,0,400:End:Output(2,9,"∙
:For(Z,0,250:End:Output(5,9,"Ω
:Output(4,9,"
:For(Z,0,100:End:For(W,9,10
:Output(5,W," Ω
:For(Z,0,100:End:End
:Output(4,11,"Ω
:Output(5,11,"
:For(Z,0,500:End:Output(2,11,"∙
:For(Z,0,250:End
:Output(5,11,"Ω
:Output(4,11,"
:For(Z,0,100:End:For(W,10,5,‾1
:Output(5,W,"Ω
:For(Z,0,100:End:End
:Output(4,5,"Ω
:Output(5,5,"
:For(Z,0,500:End:Output(2,5,"∙
:For(Z,0,250:End:For(Z,0,10:Disp :DispGraph:End:4→A:5→B
"??????: WELCOME,WARRIOR. PLEASE ENTER NOW.
:prgmI13Q
:For(Z,1,100:If 25=L2(Z:20→L2(Z:End
:Else:ClrHome:120→E:7→A:8→B:31→G:{53,59,61,64,65,66,66,67,67→L6:Return:End
:End
[...]
Generated by SourceCoder (http://www.cemetech.net/projects/basicelite/sourcecoder.php), © 2005 Cemetech (http://www.cemetech.net)
When L3(29)=19, the first part is executed. However it causes the game to run about 25% slower afterward. However, if I add what's in red in the code:
Quote from: BASIC Code
[...]
:If E=37:Then
:If L3(37)+L3(38)≥4 and 19=L3(29:Then:20→L3(29
:Output(4,8,"Ω
:Output(3,8,"
:For(Z,0,100:End:Output(4,7,"Ω
:For(Z,0,500:End:Output(2,7,"∙
:For(Z,0,250:End:For(W,7,8
:Output(4,W," Ω
:For(Z,0,100:End:End
:For(Z,0,400:End:Output(2,9,"∙
:For(Z,0,250:End:Output(5,9,"Ω
:Output(4,9,"
:For(Z,0,100:End:For(W,9,10
:Output(5,W," Ω
:For(Z,0,100:End:End
:Output(4,11,"Ω
:Output(5,11,"
:For(Z,0,500:End:Output(2,11,"∙
:For(Z,0,250:End
:Output(5,11,"Ω
:Output(4,11,"
:For(Z,0,100:End:For(W,10,5,‾1
:Output(5,W,"Ω
:For(Z,0,100:End:End
:Output(4,5,"Ω
:Output(5,5,"
:For(Z,0,500:End:Output(2,5,"∙
:For(Z,0,250:End:For(Z,0,10:Disp :DispGraph:End:4→A:5→B
"??????: WELCOME,WARRIOR. PLEASE ENTER NOW.
:prgmI13Q
:Return
:For(Z,1,100:If 25=L2(Z:20→L2(Z:End
:Else:ClrHome:120→E:7→A:8→B:31→G:{53,59,61,64,65,66,66,67,67→L6:Return:End
:End
[...]
Generated by SourceCoder (http://www.cemetech.net/projects/basicelite/sourcecoder.php), © 2005 Cemetech (http://www.cemetech.net)

If I exit this subprgm before the text routine is executed and the item inventory scanned to delete all items with the ID 25 (God Keys), the slow down doesn't happen. If L3(29)=20, no slowdowns occured either. Idk if this is code above that that causes that (I don't want to post it else it would reveal lot of spoilers), but SERIOUSLY, WTF?

OS 1.18 and 2.46, btw

EDIT: Modified the code above, it appears that
Quote
For(Z,1,100:If 25=L2(Z:20→L2(Z:End
Is what causes the slow down. If it's not caused by Iambian's XCOPY asm lib (to copy archived programs to RAM), then epic fail on TI end
Title: Re: Illusiat 13: The Lost Chapter
Post by: calc84maniac on June 16, 2009, 02:39:45 pm
Apparently if you do a For( loop with only an If statement inside, it goes sort of slow. It seems if you close the parentheses on the For( statement, it goes faster. No idea why...
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 16, 2009, 02:52:51 pm
uhm... really... I should try this.

Actually for the slowdown, I wasn't talking about inside the For loop, though. I meant that once the for loop is done the entire game runs much slower than  normal. But I will try this, maybe this could fix this glitch

This shit is starting to make me wonder if this isn't what caused Metroid II: Evolution and Zelda: Dark Link Quest to run that slow

EDIT: Wow, changing For(Z,1,100 to For(Z,1,100) actually fixed my issue. One day I will try to go through Metroid code to see if there are any For instructions only containing a If instruction (with no Then/Else) and edit them. Definitiviely an epic fail on TI side


Anyway, a few more maps were added to the game and the event contained in the code above added into the game. Also, I moved some events from prgmI13E0 to I13E1, because the first one was 15.8 KB and the second 13.7 KB. Now all finished event programs are around 14.7 KB. I'm starting prgmI13E3 now for the next 3 dungeons. HOpefully this could be the last one needed. Also, now there are 62 monsters which has their data included in the game

Also changed my TI-Nspire batteries because this calc won't let you send/receive any programs when batteries are low and it doesn't keep RAM programs in memory when changing them. In some cases, the entire memory (RAM+Archive) is cleared when changing batteries. Backed up then put in new batteries, else I could end up being screwed
Title: Re: Illusiat 13: The Lost Chapter
Post by: Galandros on June 16, 2009, 04:39:57 pm
uhm... really... I should try this.

Actually for the slowdown, I wasn't talking about inside the For loop, though. I meant that once the for loop is done the entire game runs much slower than  normal. But I will try this, maybe this could fix this glitch

This shit is starting to make me wonder if this isn't what caused Metroid II: Evolution and Zelda: Dark Link Quest to run that slow

EDIT: Wow, changing For(Z,1,100 to For(Z,1,100) actually fixed my issue. One day I will try to go through Metroid code to see if there are any For instructions only containing a If instruction (with no Then/Else) and edit them. Definitiviely an epic fail on TI side


Anyway, a few more maps were added to the game and the event contained in the code above added into the game. Also, I moved some events from prgmI13E0 to I13E1, because the first one was 15.8 KB and the second 13.7 KB. Now all finished event programs are around 14.7 KB. I'm starting prgmI13E3 now for the next 3 dungeons. HOpefully this could be the last one needed. Also, now there are 62 monsters which has their data included in the game

Also changed my TI-Nspire batteries because this calc won't let you send/receive any programs when batteries are low and it doesn't keep RAM programs in memory when changing them. In some cases, the entire memory (RAM+Archive) is cleared when changing batteries. Backed up then put in new batteries, else I could end up being screwed
I know that bug since my early days in BASIC, and I still think it is a strange bug. It would be ironic if those games turned out running too fast... xD Ironic but most important nice for playing them :D

nspire drains too much batteries and is odd that it has many problems with holding the emulated TI-84 memory... Not only because of batteries...

That is a challenge coding while keeping the progress intact.


I suggest you to change all those delay Fors to rand(5    //5 or other number. Does delay and uses less bytes!
See how many bytes you will cut out... It is going to be epic cheap optimization.
Title: Re: Illusiat 13: The Lost Chapter
Post by: Eeems on June 16, 2009, 05:53:41 pm
hmm, haven't I already told you that a few times DJ??
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 16, 2009, 10:59:44 pm
Nope (assuming you mean the TI-OS bug?)

As for TI-Nspire I use it because in TI-84+ mode it eat batteries less faster than a regular TI-83+ when developping such massive games, simply because on the TI-83+ during testing I have to GarbageCollect every 2 minutes or so, which takes a considerable amount of battery ressources. Also it takes much less time to scroll down programs when searching for code. I don't want to use DoorCS instant-goto feature because I heard it isn't 100% crash-proof. Also TI-Nspire is the only non-6 MHz calc I got that still works.
Title: Re: Illusiat 13: The Lost Chapter
Post by: Eeems on June 16, 2009, 11:02:13 pm
I do remember telling you about closing the bracket on for( loops though
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 16, 2009, 11:05:44 pm
Nah I do not remember that. You must have told somebody else or I must have missed it. I personally never knew about this glitch before and was always used about not closing parhentesises to save RAM

As for the For(Z,0,100:End I might eventually change them to Rand or the like, altough due to my bad habit of using small for delays there are so many code that I doubt I will have the motivation to edit everything again, not to mention letting someone else edit it would most likely delay the final release for several months, with summer coming and exams (see Dying Eyes FR as example)
Title: Re: Illusiat 13: The Lost Chapter
Post by: Galandros on June 17, 2009, 10:15:39 am
DJ, during all that code change you could optimize things... I optimized some very old code of mine 3 times. I don't think it is boring, actually I think is positive to see my progress in optimization.

I know you are not the optimization kind of person but in TI-BASIC it is important and adds some value for the work. ;) There is some examples... But finishing the game and being already playable is better than not having it, of course.

I hope you get time, motivation and most important enjoyment to finish this.
Title: Re: Illusiat 13: The Lost Chapter
Post by: Ti-newb on June 17, 2009, 04:25:03 pm
Yes, i have to agree with the last thing Galandros said. Enjoyment.
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 18, 2009, 01:12:37 am
A few days ago I added about 4 maps in the game and an event (the one that caused the memory leak glitch until I fixed it) and now I added a side quest event in the Hope Sanctuary area. Pretty much just a very powerful ring. The boss looks impossible to beat, because he does 99999 damage points with Aura LV 9, no matter your holy elemental protection and even with relatively high defense. However, he becomes very easy if you figure out how to beat him, providing your magic power and speed power are high enough. He gives one of the most powerful ring in the game, the Vital ring, which doubles defense against everything. Defeating this boss also causes the area to be cleared from any random encounters until you exit it, like the Atlas Ring boss. This is obviously optional and this ring should make your job easier in the final dungeon, because while having two Regen rings equipped at once plus the right elemental protections does a good job at reducing damage and recovering from them, when an enemy will do 5000 damages in one hit I don't think you will like it very much. 4 regen rings at once won't do much better either, because sometimes enemies are fast and can attack twice in a row, so with no elemental protection you could get killed pretty easily

I also thought about adding an unlockable hard mode when you finish the entire game. Once beating the game, you would be allowed to erase your saved data to restart a new game from it. However, the difference is that enemies would give twice less experience and gold pieces and the max LV and HP would be 99 and 9999, respectively, instead of 255 and 99999. To make the game possible to beat under such extreme restrictions, an additional side quest might be added to the game.

Such hard mode will only be added if the space allows so.
Title: Re: Illusiat 13: The Lost Chapter
Post by: Galandros on June 18, 2009, 04:04:23 am
Attacking 2 times if speed is very high? Instant add in my future designed RPG.

In hard mode one of the cool things is increase the overall shop prices. :)
I think I prefer not limit so much max LVL and HP but instead increase hp in monsters ... But this is bad idea if the battles turn too long.

I like "puzzle" boss battles. They are fun if you get a good animation and do not repeat too much those kind of bosses. It turns pathetic beating 4 bosses in a row with cheap tricks.

How many items do you have so far? Rounded numbers of course. (by rounded I mean sort of a estimative but rounded sounds a good expression)
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 18, 2009, 09:41:26 am
I prefer to just reduce amount of experience given in battles, as well as gold, else, if I just increase the monsters HP/strenght/etc, then the first monsters in the game will get way too hard, like in Illusiat 6 hard mode. ANd yes, speed determines at which rate both your character and enemy attack. Usually you're still fine if this happens, but some later enemies in the game does heavy damage so you still need to watch out.

There aren,t a lot of puzzle-type bosses in the game, but each enemy got their own elemental weaknesses. Also, some enemies are very resistant to regular attacks, for example. There are still some sort of puzzle-bosses, though, or special bosses. For example, the optional battle in the hope sanctuary, where there's only one way to defeat this boss at low level. There are also two bosses in the game so far that changes their elemental weaknesses almost every turn. For example, the boss starts being weak against dark magic, then one turn he might decide to shift to Ice, then to fire, etc. These bosses are generally resistant against every other attack. However, when changing their weakness you can quickly see the element symbol displaying over the enemy (for about 0.5 second), so if you watch carefully it makes the job easier (providing you got enough magic of each element). You pretty much just need to get prepared when you're approaching a boss fight. For normal enemies you can manage to escape if you're screwed, altough escaping is generally hard (only 50% chances of working, so you can have to try about 8 times until it works sometimes).

The game got 27 types of items so far. 6 different magic spells (which shows up differently when your LV for this element is higher), 13 equippable kind of rings and 7 kind of story/key items. Magic is consumable items, like in Final Fantasy VIII for the PS1, since the game has no MP. Basically magic is a bit similar to Illusiat 8 and the Reign Of Legends series
Title: Re: Illusiat 13: The Lost Chapter
Post by: Galandros on June 18, 2009, 04:13:30 pm
Decreasing drop of monster works too.

You only possess ring items for equipping. No armours, swords and other traditional items...

A little offtopic: one of the things I enjoy in RPGs is shopping. Nothing is more relaxing... :D Sometimes exploring maps to activate key items can be nice under normal circumstances (all goes as you plan)
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 18, 2009, 04:48:06 pm
In this game I decided to not have enemies drop items, because I felt it would have been annoying for people to either 1) have to constantly go in their menu to trash items they don't want to free up space for key items they find on the floor or 2) have to spend almost a minute at the end of most fights to select a free slot in your item menu to put the item the enemy dropped in it (remember, in this game, items aren't stacked in the inventory, each items, even if all the same, are separate in their individual slots, and there are 100 slots). Also, I felt it would have made the game too easy, considering during the second half of the game, buying magic is very cheap. Enemies simply give experience and gold and when you cast magic, that magic gets experience points too (not based on the enemy, but based on the magic level. Takes longer at higher level to raise a magic's level). Cure magic can be leveled up outside battle too, but will only give 1 exp points per use, no matter its level (to prevent people from spamming cure outside battle to quickly level it up if they have a lot of money)


And yeah, only rings for equipping. I decided to go with no sword/armor, since in this game you can raise individual stats at a shop in particular, in addition to their regular increase at each level. Also, rings are what can add bonuses. You can equip 4 rings at once, though.
Title: Re: Illusiat 13: The Lost Chapter
Post by: Galandros on June 18, 2009, 04:52:15 pm
Well the system is different to change.

I don't have more to say. But I spoiled a bit the game. Even if I had question, I would not ask them. ::)
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 18, 2009, 04:54:45 pm
Don't worry, a lot of the important stuff hasn't been spoiled yet anyway. {AP} managed to see one of the major game spoiler a while ago, but only that sequence, so it might still have been hard for him to understand what's going on.
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 20, 2009, 03:05:56 am
Sanctuary area is finished. The event took quite a while... x.x

Anyway, this means game is estimated at 87% completion now. Only the final dungeon as well as an optional one needs to be coded in and all events and enemy data included in them coded, then the usual balancing and testing. It's only 87% because I think these two areas, especially the final dungeon, will take a long while to code.
Title: Re: Illusiat 13: The Lost Chapter
Post by: Galandros on June 23, 2009, 04:04:08 am
Quote from page 6 ftw!

RAM started to become an issue when certain events stored in I13E0 occured (the program is 15700 bytes huge), which prompted me to add partial save file compression (the inventory data is what is being compressed... 100 2-digits elements).

Because my TI-BASIC knowledges are extremly dated in overall, I had to rely on TI-BASIC Developper for almost an hour to learn about the Seq( command. After figuring out I finally managed to reduce the Illusiat 13 save data by 80 list elements. This saves about 700 bytes on the original save file and should prevent the memory problems. The only downside is that saving and loading your game now take 11 seconds on a regular TI-83+ instead of 2, but considering that's the only thing that takes a long while to load in the game I think people will not mind.

I doubt there will be memory issues anymore, because the only two events that still need to be coded on Earth maps located from prgmI130 to prgmI134 are two warp events (door/entrances/exits/etc) which leads to maps that will be stored in I13E2, not I13E0. However the game will still require the entire calculator RAM while playing (kinda like the other Illusiat games I made)

Besides the memory issue fix, I added a bunch of dungeon maps in the past two days and some more events on the Earth part of the game
Great you know seq(, but there is a new replacement 8 times (at least) faster. ^^
I don't know if it will work for what you use but worth try.
Size most times is the same.

http://tibasicdev.wikidot.com/binompdf
See the advanced part for programmers.

I think this is new...
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 23, 2009, 12:53:19 pm
Yeah I saw it when I checked for Seq(. However it seemed extremly complicated for me so for now I decided to stick with Seq(, which is, indeed, very slow. Even Seq( was extremly technical and complicated for me. Took me a long while to figure out how to use it and required some heavy testing.

EDIT: Maybe I might need help on my code for the first time in 4.5 years here... I will post my game loading and saving routines I think to see if someone could be able to convert the part where compression/decompression occurs from Seq( to Binompdf. I wonder if the fact not the entire save file is compressed could be an issue in the conversion, though...
Title: Re: Illusiat 13: The Lost Chapter
Post by: Galandros on June 23, 2009, 01:09:53 pm
Yeah I saw it when I checked for Seq(. However it seemed extremly complicated for me so for now I decided to stick with Seq(, which is, indeed, very slow. Even Seq( was extremly technical and complicated for me. Took me a long while to figure out how to use it and required some heavy testing.
The usage is quite simple. You don't need to understand the trick, just the results.

The idea is the first argument has the size of the list you want (like end of seq()
Then the result of cumSum(binompdf(
is a string like: {1,2,3,4,5,6,7,8 ...
then you have to do operations with it like this:
2+3cumSum(binompdf(4,0
This is the same as seq(2+3X,X,1,4)
Other important examples: seq(2+3X+X^2,X,1,4
:cumSum(binompdf(4,0    /this cointains {1,2,3,4,5
:2+3Ans+Ans^2   // use this code


(check if it is binompdf or binomcdf and if 4 needs to be decreased or not) If you need help with this, I can check myself and correct this post.

Got it? I was feeling that writing would make you understand. It is very simple, really.
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 23, 2009, 02:06:27 pm
sorry, I just don't get it. As you know, advanced stuff like this is not for me. It's getting too advanced for my brain, so I think I will just stick to Seq( or get someone to convert the code I got for me when I post it. On the PC, I can't understand anything more advanced than Visual BASIC 6 and even then it's just the rudimentary tricks that I can understand.
Title: Re: Illusiat 13: The Lost Chapter
Post by: Galandros on June 23, 2009, 03:47:13 pm
sorry, I just don't get it. As you know, advanced stuff like this is not for me. It's getting too advanced for my brain, so I think I will just stick to Seq( or get someone to convert the code I got for me when I post it. On the PC, I can't understand anything more advanced than Visual BASIC 6 and even then it's just the rudimentary tricks that I can understand.
This doesn't seem that hard. Just as hard as seq(. Anyway, one day try again. ;)
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 24, 2009, 12:10:12 am
...

*sighs*

Galandros, first warning (I think I stated this many times alerady, though): STOP being so narrow-minded. You have no respect for other's beliefs and differences. If you can understand something, it doesn't mean everyone can. If you understand something easily, it doesn't mean everyone will understand it as easily, if at all. I personally just don't get it, even after reading the tutorial over and over and people explaining me. So leave me alone about that, please. It drives me nuts when people harrass me to do something even after telling them I just don't get it and I notice a lot of ASM programmers does that. Not everyone is like you and you can't change people.

I'll stick to the Seq( method, until someone can convert the code for me. Even for Seq I got an hard time. At first, I just typed the code without understanding what it even did, then changed variables one by one in a trial and error way).
Title: Re: Illusiat 13: The Lost Chapter
Post by: Galandros on June 24, 2009, 03:54:48 am
...

*sighs*

Galandros, first warning (I think I stated this many times alerady, though): STOP being so narrow-minded. You have no respect for other's beliefs and differences. If you can understand something, it doesn't mean everyone can. If you understand something easily, it doesn't mean everyone will understand it as easily, if at all. I personally just don't get it, even after reading the tutorial over and over and people explaining me. So leave me alone about that, please. It drives me nuts when people harrass me to do something even after telling them I just don't get it and I notice a lot of ASM programmers does that. Not everyone is like you and you can't change people.

I'll stick to the Seq( method, until someone can convert the code for me. Even for Seq I got an hard time. At first, I just typed the code without understanding what it even did, then changed variables one by one in a trial and error way).
Sorry, but I just think who gets seq( even only in random, can get this trick. Eventually... or not.

That is why my persistence with this, this time. Others I didn't know you so well as now. And in forums I sometimes I seem to have tendency to forget people's characteristics, forums are not ideal to know people. But I was finished with last reply. I thought there was no problem writing it. If was me and I didn't understand I would left it and forget for some time until get it again or not... And many people would.

I did not wanted to hassle you in any way. If you don't get, it's ok but please don't get mad when someone is only trying to help. I even don't insisted that much. Only continued tries from me... But you shouldn't get bored with this, it really doesn't deserve. It is really to not get things, I admit I have some too.

Next time, I will try to remember and if you say that you didn't get it, I will say nothing more about that. This way you don't even need to warn no more insisting needed. (ok I am a kind of person of the reverse, so I will seem to be narrow minded from now on because I will act like you never get things after first efforts to learn it, this means either way I am narrow minded.)

It is not easy to live with different people... I know it is not easy to live with me. But that serves to my side too.

I don't know what else to write...
PS: I saw some very bad english mistakes in my reply. If others were left, do a effort.
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 24, 2009, 01:21:32 pm
Sorry to jump on you like this, it's just that a lot of ASM programmers tend to be doing that and seems to have absolutely no respect for other people who are different, but please now you're continuing in your post after my warning, so sorry, see you next week. People really need to stop acting as if everyone who aren't like them aren't normal. I would like to program and discuss Illusiat 13 progress in peace.
Title: Re: Illusiat 13: The Lost Chapter
Post by: Iambian on June 24, 2009, 03:42:44 pm
Heh. The whole seq( and the upgraded trick. Galandros, you really ought to be happy that DJ Omnimaga just got the whole seq( thing. I remember back when I tried to code BASIC stuff, I finally got a hold of the command and I was like, "Yes! I... have THE POWAH!"

Personally, I didn't care much about binompdf, but that seemed to be an interesting trick. Though, teh Goose on UTI *did* ask me to make a few Celtic III commands seq-abusable. UTI is where I learned how to use the seq command :)

But anyway. seq( by itself is way powerful, especially when dealing with lists. Used and abused it in this BASIC implementation of UNO that I somehow lost due to TiLP being a pain.
Title: Re: Illusiat 13: The Lost Chapter
Post by: TravisE on June 24, 2009, 10:01:33 pm
I think the command that took me the longest to figure out (years ago) was getKy, but that was mainly because the old manual at the time didn't have a single programming example of how to use it (like it did for virtually every other command). I had to work out myself the fact that it returns a value even when no key was pressed and how to make the program wait for a key and grab the keycode. I didn't have much trouble with anything else, I don't think, especially when examples were given.

I think of seq( as being just a limited (but potentially faster) version of a For( loop, where you can only perform a single mathematical expression, and the results are returned in a list.

I never heard about binomcdf(. If I understand correctly, you're basically just manipulating it to get a list full of 1s, right (e.g. binomcdf(4,0) returns {1 1 1 1 1})? Just like what “1+newList(5)” would do on the TI-89? And then cumSum() to convert it to a sequence like {1 2 3 4 5}, and then whatever expression you plug it into calculates it for every element in the list (1 through 5 in this case) and returns the results in a list?
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 25, 2009, 12:31:05 am
Getkey is what actually got me into game programming. I had no other coding knowledge back then, though, so I was pretty much just instantly walking from one room to another in one keypress, all rooms linked by Lbl/gotos and no For(/While/Repeat loops
Title: Re: Illusiat 13: The Lost Chapter
Post by: TravisE on June 25, 2009, 01:27:22 am

I'll stick to the Seq( method, until someone can convert the code for me.

As best as I can do without a 83+/84+, here's a program that should convert a seq( statement you give it to the binomcdf( method, assuming I understand the tutorial correctly (given that I just now learned of this trick today). It's likely not the best code in the world—I do much better in 68k BASIC. ;)  And it may need adjustment since I actually wrote and tested it on a TI-85 and tried to convert it to 83+/84+ format by downloading and checking the 83+/84+ manual.

Code: [Select]
Disp "seq(
Input "Arg1:",Str0
Disp "Arg2:X
Input "Arg3:",Str1
Input "Arg4:",Str2
Disp "If no Arg5, enter 1
Input "Arg5:",Str3
Pause "seq("+Str0+",X"+Str1+","+Str2+","+Str3
String→Equ(Str1,L
String→Equ(Str2,H
String→Equ(Str3,I
int ((H-L)/I→N
Disp ":
If L-I≠0
Then
Disp L-I
Disp "+cumSum("
Else
Disp "cumSum("
End
If I≠1
Disp I
Disp "binomcdf(
Disp N
Pause ",0"
":"→Str1
For(I,1,length Str0
sub(Str0,I,1→C
If C="X
Then
Str1+"Ans"→Str1
Else
Str1+C→Str1
End
End
If Str1≠":Ans
Pause Str1

Caveats:
* Each argument (the part between each comma for seq( ) is entered separately.
* You have to enter a 5th argument.  If your seq( statement doesn't have a 5th argument, just enter 1 for the “Arg5:” prompt.
* It assumes the seq( variable is X. And it does a not-so-intelligent search-and-replace to “Ans” later, so anything else that contains a capital ‘X’ in its name in Arg1 will screw up.
* Output is really ugly due to very limited string commands (on the 85, at least).  It's split up into lots of multiple lines.
* It doesn't know when and how to combine the commands instead of using Ans (you may have to optimize that part yourself).
* It always uses binomcdf( ; it doesn't know anything about not(binompdf(

But maybe it can help some people get started.

So, for example, for “seq(X^2,X,5,17,3)” (just making up this example for lack of a real one) you would run it, type X [squared] [ENTER] (skip the second X since it's already assumed) 5 [ENTER] 17 [ENTER] 3 [ENTER], and then if it's working correctly it should output (once you paste all eight of its tiny lines of output together into one line):
:2+cumSum(3binomcdf(4,0:Ans^2
Which according to the binomcdf( command on the TI-89 TI Stats app I have, should give the same result.

Or, to take Galandros's examples:

For seq(2+3X,X,1,4), it returns “:cumSum(binomcdf(3,0:2+3Ans”, which can be better written as “:2+3cumSum(binomcdf(3,0”. (Galandros's example uses “binompdf(4,0”, but I believe this is an error—it should be “binomcdf(3,0” according to my tests)

seq(2+3X+X^2,X,1,4) returns “:cumSum(binomcdf(3,0:2+3Ans+Ans^2”

Maybe someone could improve this further. ;)
Title: Re: Illusiat 13: The Lost Chapter
Post by: DJ Omnimaga on June 25, 2009, 01:31:04 am
mhmm interesting, I might check this out
Title: Re: Illusiat 13: The Lost Chapter
Post by: necro on June 26, 2009, 09:15:36 am
Kevin, couldn't you keep track of the total number of each item with a number for how many items you have?  Then it would just be like it was always sorted.
Title: Re: Illusiat 13: The Lost Chapter
Post by: simplethinker on June 26, 2009, 11:09:35 am
Sorry to continue this off-topic discussion, but binomcdf( can't always replace seq(.  The binomcdf( trick is only useful when you need a list like {1,2,3,4...}.  I think the best way to describe what the binomcdf( can be used for is creating a list of numbers "with a definite (non-recursive) mathematical relation".

A couple common things (at least for me) binomcdf( can't be used for are: reversing a list (have to use something like "seq(L1(J),J,10,1,-1"), and getting the diagonals of a matrix (have to use "seq([A](J,J),J,1,5").
Title: Illusiat 13 is dead. Thank you TheStorm
Post by: DJ Omnimaga on July 07, 2009, 04:30:08 pm
This is dead. I also have removed all calculator games and programs I've made from Omnimaga download section (the only place where all of them were still avaliable for download) and locked down Illusiat developpement topics. Seeing how some people act in the TI community I do not feel like contributing any of my current or past stuff anymore to the community and people like TheStorm who only come to IRC to badmouth me and contributes nothing else to the community does not deserve access to these games. I cannot really trust other people either, especiall those from Cemetech, #tcpa and linux users, due to their mentality of trolling, free speech abuse and negativeness. Thank you TheStorm for killing my motivation to work on anymore calculator projects completly over the past two months, it's your own fault if this RPG died. Learn to shut your mouth and respect those who contributed 8 years to the TI community and tried to keep the community active while you've been doing the opposite.

Topic locked.
Title: Dormant
Post by: DJ Omnimaga on March 20, 2010, 04:11:14 am
I thought I would move this back in the projects section in case I decided to finish it at one point. A final version for Dec 27th 2010 would be cool since it would be exactly 8 years after Illusiat 12 release.

It is currently not active, though. The last progress was a few months ago and mostly involved bug fixes for the alerady avaliable version. Some cosmetical changes were done too during saving/loading, but besides that, the story/mapping progress has been absent.

To update people, last July I discontinued work on this project after two weeks of activity on it, caused by some incidents in the TI community and the project never really recovered from it. However, later some minor changes were done to the game, meaning it is not dead. What remains to be done is:

-Finish the final dungeon. Only 5 maps are done so far (one that is not accessible) and the intro boss.
-Final battle+Ending sequences. Final battle might be quite challenging. I may be forced to have an entire battle engine just for the final boss.
-One of the optional dungeon, in two parts.
-Edit the title screen. After the project died, the game was renamed from "Illusiat 13: The Lost Chapter" to "Illusiat 13: The Last Chapter". It is now called "Illusiat 13: The Final Chapter", as I found it sounds cooler. I could have remained with The Lost Chapter, since Illusiat 12 was supposed to be the last game of the serie and its ending even states it, but later I decided to change to a title that reflects that Illusiat 13 is the conclusion of the serie.

Currently, the game is 90% done. A demo that is almost an entire game is avaliable and fully playable in the downloads section.
Title: Re: Dormant
Post by: Galandros on March 20, 2010, 06:20:05 am
Good to hear news.

You should know it is not ethical to someone leave a RPG before the final boss. kidding

Good luck for coding the final part. I think the demo was a good decision because leaded to many bugs fixing and general testing. ;)
By the way: The save game in the demo will be compatible to the final release? (an important thing to include in the post for new people that didn't followed the main topic)
Title: Re: Dormant
Post by: DJ Omnimaga on March 20, 2010, 01:57:05 pm
Well, in Illusiat 3, there's a glitch that allows you to end the battle with final boss earlier than intended too `-`

As for saves, they should be, unless I totally forget what each save file elements are for and decide to just add more x.x
Title: Re: Dormant
Post by: jsj795 on March 20, 2010, 02:28:41 pm
nice to hear!! Finally I get to meet the last deltamorphs :)
I know you are busy just like everyone else, but I hope you can continue with this.
Title: Re: Dormant
Post by: DJ Omnimaga on March 20, 2010, 02:43:14 pm
More like not motivated enough (and procastinating) at the moment x.x

Plus thinking about possible Axe game attempt
Title: Re: Dormant
Post by: ztrumpet on March 20, 2010, 03:04:04 pm
YES!!!  Yea!  I saw this topic referenced Illusiat 13 and my mouth hung open for a good 15 seconds.  Yes!  I'm sooo glad that you've moved this back, even though you aren't making progress on it.  I think it should officially come out on 12-27-10. :)  I'm really glad you are working on finishing it!  Thank you DJ, as this is 100% without-a-doubt my favorite calc game ever.  Illusiat 13 will be incredible when you finish it, I'm sure.  ;D

I am currently working on screenshoting every room, as DJ knows.  I'm about 25-33% done. :)

I'm really glad you want to finish it!  Illusiat 13 must not die. :D

Oh, DJ: I can't click +1 on the first post.  Can you enable respect on this sub-forum?  Thanks! ;)
Title: Re: Dormant
Post by: Geekboy1011 on March 20, 2010, 03:54:40 pm
very nice to here i have yet to play it still i think i am going to play I11 first though XD
Title: Re: Dormant
Post by: DJ Omnimaga on March 20, 2010, 11:24:35 pm
Thanks for support and feedback ^^

Sorry will enable rating for this subforum too in a second
Title: Re: Dormant
Post by: SirCmpwn on April 04, 2010, 11:28:12 am
I just downloaded it last night, and I love it.  It is hands-down the best RPG I have played on my calculator, and the best TI-Basic game I have on-calc.
Title: Re: Dormant
Post by: DJ Omnimaga on April 04, 2010, 02:48:05 pm
Thanks, glad you like it. For this one, I tried to stay true to Illusiat 6 through 12 style (8-9 and 11-12 for battles) style and also for nostalgia purposes, which explains the ASCII graphics, but I also tried to make sure the storyline, despite not being perfect compared to stuff other people like Zera can do, is considerably more developped than any of my other calc RPGs
Title: Re: Dormant
Post by: TIfanx1999 on May 30, 2010, 10:20:44 pm
I know this is not entirely related, but the TI-81 Illusiat got featured on Ticalc. Congratz Kevin! =D
Title: Re: Dormant
Post by: DJ Omnimaga on May 30, 2010, 10:41:00 pm
It did? Nice ^^. When it initially came out (I think TravisE discovered it through a TI-81-related news comment I posted or over here on Omnimaga when he first got hired on ticalc), he absolutely wanted to feature it, but at the time, my entire author profile was still gone and I had no plan to bring my files back up there, so I told him it can't really be featured since ticalc.org only normally feature files included in their archives.

I am not super proud of this game itself, in terms of quality, but I thought it was cool that I could fit an entire RPG (even if a port of my smallest one) in the 81 memory, even if the actual RPG has two dungeon parts, magic animations, an animated intro and better level up system than the original. :D

EDIT: That game would be impossible on TI-Nspire OS 1.7 and below, btw, because it lacks the Input function. Input function on a 1990 calc but not on a 2007 one? Go figure >.>
Title: Re: Dormant
Post by: Galandros on May 31, 2010, 03:35:33 am
That feature was unexpected to me. It is a nice game for a TI-81 but I never imagined it could be feature when TI-81 is a rare calculator, someday museum calculator only.

Congratulations, if you are the only feature in the TI-81, you know what it means. ;D
WIll you port it over to Nspire OS 1.7?
Title: Re: Dormant
Post by: ztrumpet on May 31, 2010, 09:39:51 am
Nice DJ!  Getting featured on an 81 game in incredible. ;D 

Have you made any Illusiat 13 progress? :D
Title: Re: Dormant
Post by: DJ Omnimaga on May 31, 2010, 12:34:09 pm
Now that I think about it, that would be the first 81 BASIC program to get featured, lol, I think ;D

As for Illusiat 13, nope D: (except that I think I know what will be the final boss, despite not knowing how hard it will be to code... might still require a custom battle engine just for that boss x.x)
Title: Re: Dormant
Post by: ztrumpet on May 31, 2010, 01:01:14 pm
... might still require a custom battle engine just for that boss x.x
Awesome!

except that I think I know what will be the final boss
I know who it'll be too:  Rick Astley!
Title: Re: Dormant
Post by: DJ Omnimaga on May 31, 2010, 01:03:39 pm
;-;

lol you :P
Title: Re: Dormant
Post by: calcdude84se on June 01, 2010, 05:38:58 pm
what, not netham45? :P
And yes, definitely custom engine for that final battle, either way. :)
Title: Re: Dormant
Post by: Netham45 on June 01, 2010, 05:47:09 pm
what, not netham45? :P
And yes, definitely custom engine for that final battle, either way. :)

Lobsters aren't very ferocious
Title: Re: Dormant
Post by: DJ Omnimaga on June 01, 2010, 05:49:38 pm
The only issue with a custom battle engine is that it adds several KB to the total size and may reduce the chances for this game to fit on a regular 83+

I could simply integrate the final boss moves in the current engine, but it may slow it down a lot and I wanted the final battle to look fast-paced
Title: Re: Dormant
Post by: ztrumpet on June 01, 2010, 08:16:44 pm
The only issue with a custom battle engine is that it adds several KB to the total size and may reduce the chances for this game to fit on a regular 83+
I think you could still make it fit, but you'd need to send the Event programs back and forth (on calc and off calc) as needed. :)

I think it should have a separate battle engine. ;D  It'll be EPIC! :D
Title: Re: Dormant
Post by: DJ Omnimaga on June 01, 2010, 10:00:25 pm
What I thought about is to put the battle engine for the final boss inside the final boss event program.

Also on the topic of Illusiat 81, someone on ticalc mentionned about the Input command with no arguments. I tried and the command is available on the 81 too. That could have been another RPG making method on the 81. Sadly, no pixel test, tho, and no Text( graph screen command.
Title: Re: Illusiat 13: The Final Chapter
Post by: Hot_Dog on December 15, 2010, 02:10:00 pm
DJ, I don't remember if you planned to continue this or not, but I thought that this would be awesome with Correlation, and most likely faster too.  If you like this idea, I will gladly work on the font
Title: Re: Illusiat 13: The Final Chapter
Post by: DJ Omnimaga on December 15, 2010, 02:13:17 pm
Well, unfortunately I had no plans to continue it, but if I used Correlation this would be for another game, because Illusiat final games were meant to be ASCII, to remain true to the rest of the series. For Correlation, I had thoughts about maybe another type of game actually. If you say we can display a string outside the screen top, I could maybe attempt some sort of platformer with vertical scrolling.
Title: Re: Illusiat 13: The Final Chapter
Post by: sjasogun1 on February 20, 2011, 09:03:31 am
Will Illusiat 13 be avaliable for the fx-9860?
Title: Re: Illusiat 13: The Final Chapter
Post by: Deep Toaster on February 20, 2011, 09:09:23 am
DJ's Illusiat series were meant to be RPGs for the 83P series, and I don't think he's working on them anymore. So probably not, sorry.
Title: Re: Illusiat 13: The Final Chapter
Post by: sjasogun1 on February 20, 2011, 09:28:15 am
D:

Well, too bad...
Title: Re: Illusiat 13: The Final Chapter
Post by: ztrumpet on February 20, 2011, 12:52:30 pm
Yeah, it's too bad.  This is my favorite RPG ever for the 83 series calculators. :-\
Title: Re: Illusiat 13: The Final Chapter
Post by: meishe91 on February 20, 2011, 12:55:43 pm
You could always try porting them over yourself though.
Title: Re: Illusiat 13: The Final Chapter
Post by: Deep Toaster on February 20, 2011, 02:32:10 pm
I wonder how ASCII'll look on the Prizm. Probably not too bad.
Title: Re: Illusiat 13: The Final Chapter
Post by: sjasogun1 on February 21, 2011, 01:46:49 am
You could always try porting them over yourself though.

But I need the code for that, right? And since I don't own the calculator you're supposed to run illusiat 13 on, how am I supposed to see the code?
Title: Re: Illusiat 13: The Final Chapter
Post by: DJ Omnimaga on February 21, 2011, 04:06:35 am
Holy necropost batman! O.O

But yeah sorry I am not really planning to port this game to other calcs, since it's discontinued. Also, unless someone makes a program to copy storage mem files to the RAM and lets you delete the RAM copies, this game would be impossible on the 9860G, as it wouldn't fit in RAM at once. :(

However, if you want to try porting any of my games to it, you can use http://sc.cemetech.net/ or http://www.ticalc.org/archives/files/fileinfo/433/43315.html to open the code.
Title: Re: Illusiat 13: The Final Chapter
Post by: meishe91 on February 21, 2011, 04:09:48 am
Ya, i was just about to suggest SourceCoder. Tokens is a really nice offline one though, with more features too I believe.
Title: Re: Illusiat 13: The Final Chapter
Post by: JosJuice on February 21, 2011, 05:23:01 am
You could always try porting them over yourself though.

But I need the code for that, right? And since I don't own the calculator you're supposed to run illusiat 13 on, how am I supposed to see the code?
You can use an emulator (like WabbitEmu), or Kerm's SourceCoder.

http://www.cemetech.net/projects/basicelite/sourcecoder2.php (http://www.cemetech.net/projects/basicelite/sourcecoder2.php)
Title: Re: Illusiat 13: The Final Chapter
Post by: sjasogun1 on February 21, 2011, 01:56:17 pm
Holy smokes that's some dense code you've got there! It probably can't even be run on the fx-9860, as it doesn't support many functions TI-BASIC does (collision checking through screen-wrapping strings and more stuff like that).
Title: Re: Illusiat 13: The Final Chapter
Post by: DJ Omnimaga on February 21, 2011, 02:35:56 pm
It doesn't allow to check what is the character of a string such as char 10? Does Casio BASIC supports it via matrices? Before the map loads, it could be copied into a matrix.

My older Illusiat games stores maps into pictures so it's done via pxl-test, but I heard on Casio calcs pixel-test is very slow, especially on the Prizm.

The game is quite large since it has like 80 enemies and 20-25 hours of gameplay.
Title: Re: Illusiat 13: The Final Chapter
Post by: sjasogun1 on February 22, 2011, 03:59:03 am
It does have matrices it can use to do that but that means the matrix will have to be defined on beforehand (taking a lot of code). Also, the TI-screen is 18x9 characters or so, while the Casio fx-9860GII is 21x7, so it wouldn't fit. And I'm not sure about pixel-test, but I'm quite sure it'd be very slow. It's too bad, but I don't think the Illusiat games can be 'converted' to the Casio fx-9860GII. The only way would be if you'd make one specifically for it.
Title: Re: Illusiat 13: The Final Chapter
Post by: DJ Omnimaga on February 22, 2011, 04:05:38 am
Yeah. I guess I could maybe eventually attempt at porting one of the older games, although it might still be hard.

Of course, more would be possible if someone created an add-in that installs extra BASIC commands (or modify existing ones) on the calculator, though.
Title: Re: Illusiat 13: The Final Chapter
Post by: ztrumpet on February 22, 2011, 06:05:05 pm
Also, the TI-screen is 18x9 characters or so, while the Casio fx-9860GII is 21x7, so it wouldn't fit.
It's 16x8, but it still wouldn't fit. :(  Too bad.
Title: Re: Illusiat 13: The Final Chapter
Post by: DJ Omnimaga on February 22, 2011, 11:51:45 pm
I always wondered why Casio didn't let us use the 8th row of homescreen text. You may say it's because of the menus at the bottom of the screen sometimes, but the TI-85/86 had the same menu style as newer Casio calcs and we could still use Outpt on Row 8, IIRC.
Title: Re: Illusiat 13: The Final Chapter
Post by: sjasogun1 on February 23, 2011, 02:00:54 am
Casio calcs are good, but TI calcs are better for programming. I really hope my little brother will get a TI calc in two years instead of a Casio like I did. Then I can use his to program stuff on!
Title: Re: Illusiat 13: The Final Chapter
Post by: DJ Omnimaga on February 23, 2011, 02:04:39 am
Although if the 9860G/PRIZM had something such as Axe Parser or BASIC extenders, they would rule. After all, their processors are much faster than the TI-84 Plus, which is only a 15 MHz Z80, plus the 84+ only got 24 KB of user RAM. Most large 84+ BASIC games are split into dozens of files.

The problem is that Casio BASIC interpreter is just so horribly coded that it manages to barely get any signifiant speed boost over the TI counterpart. TI screwed up really bad on the TI-Nspire, though, by not adding Locate/Getkey O.O
Title: Re: Illusiat 13: The Final Chapter
Post by: z80man on February 23, 2011, 02:07:24 am
Casio calcs are good, but TI calcs are better for programming. I really hope my little brother will get a TI calc in two years instead of a Casio like I did. Then I can use his to program stuff on!
Well that depends, if you are talking about BASIC or ASM. In the case of BASIC which you are probably talking about, TI is better (well not on the nspire), but for ASM it is debatable. Comparing a 9860g with an 83+ the 9860g will win with power, but the 83+ has more games. For a Prizm vs. nspire matchup, they are about equal in power. Right the only the nspire has games, but the Prizm has a color screen. It is really up to the programmer to choose.

Edit: darn you ninja'd me DJ
Title: Re: Illusiat 13: The Final Chapter
Post by: DJ Omnimaga on February 23, 2011, 02:11:26 am
Lol yeah. Something I wonder is if the 9860G could handle nDoom. The screen and HUD would need a major overhaul, though, because of the considerable resolution difference. (128x64 instead of 320x240) In nDoom, I only experience some minor slowdowns, otherwise the framerate is friggin smooth. I even think it could be slowed down more, because the screen blurs anyway.
Title: Re: Illusiat 13: The Final Chapter
Post by: JosJuice on February 23, 2011, 03:52:51 am
Comparing the power of assembly is one thing, but comparing how easy it is to use is another. The SH3 processor is harder for humans to program than the Z80, but the code runs faster.
Title: Re: Illusiat 13: The Final Chapter
Post by: DJ Omnimaga on February 23, 2011, 04:06:21 am
Yeah I heard it was harder. This is why I think there will definitively be a need for C and other languages like Axe. Otherwise few people will want to code.
Title: Re: Illusiat 13: The Final Chapter
Post by: sjasogun1 on February 23, 2011, 01:57:16 pm
Yeah I heard it was harder. This is why I think there will definitively be a need for C and other languages like Axe. Otherwise few people will want to code.

There is a way to program in C for the Casio fx-9860GII, by downloading the Source SDK. I don't have that much experience with C though, but I'm planning to try it when I finish my RPG game for the Casio since I think there are way too little games for the Casio.
Title: Re: Illusiat 13: The Final Chapter
Post by: DJ Omnimaga on February 24, 2011, 11:09:52 pm
Yeah I know, in that case I was more talking about the Prizm, though. And yeah new RPGs would be cool, there are so few. The only one I know of that is in ASM or C is Shadow World for the Algebra FX 2.0 (Does it work on FX 1.0 calcs btw?)
Title: Re: Illusiat 13: The Final Chapter
Post by: sjasogun1 on February 25, 2011, 04:11:41 am
It should work, although the algebra 1.0 plus doesn't support the MENU function, so I'd have to make custom menu's. For the rest it works the same, but creating custom menu's would make the game a lot larger.
Title: Re: Illusiat 13: The Final Chapter
Post by: DJ Omnimaga on February 25, 2011, 10:30:45 pm
Oh I meant ASM games but I guess we can include BASIC in that. I wouldn't program in AFX BASIC, though, because it's even slower than the CFX and PRIZM. X.x
Title: Re: Illusiat 13: The Final Chapter
Post by: DJ Omnimaga on January 09, 2024, 04:48:37 pm
-The save file is now archived at most times
-You can now exit the game with CLEAR when in the menu.
-Added Doors CS header and icon (although on the regular 83+ there isn't enough space to keep both this game and DCS7 installed)
-Increased experience and gold gained per battle
-Increased elemental experience gained when using magic
-Fixed error allowing you to enter the Hope Sanctuary before obtaining any key
-Made the game slightly more family-friendly
-TODO: Add feature in battle CAST menu where pressing a number key from 1 to 6 automatically chooses the associated magic spell and use it (1 PYRO, 2 ICE, 3 BLITZ, etc). This will speed up magic selection during battles as long as you remember which spells are associated with what digit.