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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Harrierfalcon on May 10, 2007, 01:31:00 pm

Title: Metroid Pi
Post by: Harrierfalcon on May 10, 2007, 01:31:00 pm
As those of you from UTI (and those who watch my sig) would know, my most recent project is Metroid Pi, a pure basic Metroid game.  To date, it has 2 bosses, 3 powerups, and 4 types of enemies.

It is also a leap in my programming, since this is the first game even slightly resembling an RPG.  And because as far as I know, this is the second pure basic Metroid game.

For those who don't have link cables or who don't want to download it...
user posted imageuser posted image
And for those of us who do care, http://download116.mediafire.com/cgogyozwu2ug/1zxwmtwmzew/METROID.8xg is a demo.

Optimizations/suggestions/comments?
Title: Metroid Pi
Post by: Speler on May 10, 2007, 01:39:00 pm
Harrierfalcon, I keep forgetting to try out this game... next time I get access to a computer with TI-Connect.
Title: Metroid Pi
Post by: Harrierfalcon on May 10, 2007, 01:51:00 pm
Don' worry about it.  If you have no life other than calcs, then I'm worried, but other than that, take your time.
Title: Metroid Pi
Post by: Halifax on May 10, 2007, 01:53:00 pm
Wow this game is cool. I am just wondering are you going to re program the shooting so that everything else updates simultaneously with when the bullet updates. So that everything updates in one frame?
Title: Metroid Pi
Post by: bfr on May 10, 2007, 01:55:00 pm
I'm going to have to download this demo, Metroid Pure, and Metroid II: Evolution when I have time and have myself a Metroid party.  :Dbiggrin.gif  (if they can all fit on my calculator... :Ptongue.gif)
Title: Metroid Pi
Post by: Delnar_Ersike on May 10, 2007, 01:56:00 pm
Also, I forgot to say this in my UTI post, but when I shoot an enemy in a room, I want it to STAY DEAD instead of respawning every time I kill it! Also, I just realized how hard Kraid still is after getting beaten 2 more times by it after my first successful attempt to kill it.
Title: Metroid Pi
Post by: Harrierfalcon on May 10, 2007, 02:07:00 pm
Heh.  Well, the last update changes it so that his breath does a tad more damage.

METROID PARTIES RULE!!! :instagib:Instagib.gif

@Halifax: That would be veeerrrry slow.  I would need at least another (yes, another) If-Then statement, which would slow it down.

@Delnar: I know about the respawning thing...I'm not sure how I should go about doing this.
*Harrierfalcon
Title: Metroid Pi
Post by: Halifax on May 10, 2007, 02:48:00 pm
Your z80 blog site doesn't work with IE7?? I had to use Firefox to view it.
Title: Metroid Pi
Post by: Harrierfalcon on May 10, 2007, 03:06:00 pm
*Harrierfalcon
Title: Metroid Pi
Post by: Halifax on May 10, 2007, 11:11:00 pm
Oh ok well I don't see why it wouldn't work then because Revsoft is wordpress too. Oh well. No I have not tried your game but I will when I can get a USB cord for my 84
Title: Metroid Pi
Post by: Harrierfalcon on May 11, 2007, 12:09:00 am
Heads up, because I made another update.
Title: Metroid Pi
Post by: trevmeister66 on May 11, 2007, 04:15:00 pm
Well, besides the fact that i can't beat the first boss :/confused.gif it's a very good game. I haven't downloaded the updated version (downloading now...). The only thing i would say to add is... grayscale? jk (not really ;)wink.gif) Maybe faster key detection, unless that has already been addressed in the update.

Great game!  
Title: Metroid Pi
Post by: Harrierfalcon on May 12, 2007, 12:47:00 am
Well, in the main engine there are, like, 3-5 powerups that I have to address, and then I added another one just to make it faster.  As far as I know, it's about as fast as it can get.

Thanks!
Title: Metroid Pi
Post by: Harrierfalcon on June 05, 2007, 05:39:00 pm
Anyways, I've been working on this a little, and I've changed a few things around.  prgmZZMOVE, if you couldn't guess, is the physics engine.  I have changed it around a tad, so now, if you walk off an edge, you hang in the air for a frame before falling.  However, you can "bevel" yourself up onto platforms.  In other words, I have rearranged it so that you fall/rise, THEN move sideways.  Why?  Well...if you are fast enough, you can walk/run/move sideways (whichever you prefer) and then jump, and instead of taking the usual lag of a frame to be able to move sideways, you can now move sideways instantly.  (If you couldn't tell I was trying to see if I could make Kraid easier this way.)  And if I'm not mistaken, it seems to have sped it up a trifle :)smile.gif. Get the updated ones http://www.unitedti.org/index.php?showtopic=6430&view=findpost&p=106790.
And to keep people updated on the status, here's my to-do list.
  1. Write the third boss.
  2. Add the plasma beams to the second boss, increase damage a lot, maybe add a phase.
  3. Write the final interactive pseudo-cinematic.
  4. Optimize, optimize, optimize!
What do you guys think ;)wink.gif ?
Title: Metroid Pi
Post by: Halifax on June 06, 2007, 12:43:00 pm
I think your an amazing BASIC programmer o.oblink.gif far past what I would expect. Great job on this game man.
Title: Metroid Pi
Post by: Harrierfalcon on June 06, 2007, 03:50:00 pm
Thanks!  Encouragement really helps motivate me, so expect to see this done before July.  (I have summer school next week).
Title: Metroid Pi
Post by: Speler on June 06, 2007, 04:03:00 pm
Summer Shool?  I thought you got good grades?
Title: Metroid Pi
Post by: Harrierfalcon on June 06, 2007, 04:25:00 pm
I did, but I'm taking a couple of classes that are required for graduation, and they're a waste of time to take during the year.

But ontopic, I've weakened Kraid, strengthened the second boss, and for the second boss, plasma now shoots from the wall. :)smile.gif

Get it http://www.unitedti.org/index.php?showtopic=6430&view=findpost&p=106926.
Title: Metroid Pi
Post by: Harrierfalcon on June 07, 2007, 05:22:00 pm
http://www.unitedti.org/index.php?showtopic=6430&view=findpost&p=107083 again.

This version fixes a bug that lets you shoot powerups, and it also optimizes a few things.
Title: Metroid Pi
Post by: Halifax on June 08, 2007, 08:45:00 am
[ot]ek your avatar is awesome :thumb:thumb.gif Did you edit it yourself?? because if you did then that's d*** good editing. And if you did edit it yourself what editor did you use?
[/ot]

Now on topic. Awesome man I have to try this game out. Any chance you will port it to assembly??
Title: Metroid Pi
Post by: Harrierfalcon on June 08, 2007, 10:41:00 am
[ot]I used GIMP, thanks!  I used a supernova in the background, there's a lot of interesting stuff in the Filters menu.[/ot]

Considering my lack of knowledege ASM, not any time soon.  I really should start learning it again...

But for now, Basic serves its purpose well :)smile.gif.
Title: Metroid Pi
Post by: Harrierfalcon on June 08, 2007, 04:01:00 pm
To those of you who are like "************ I ******* lost to **** Kraid *** again!", your relief is coming, in more ways than one.

Kraid is weaker and slightly easier to beat.

Not entirely.  The second boss is about to deal about 2 times more damage. (He should be harder than Kraid :Ptongue.gif)

This, however, is saved!  Literally.  You can now save!  Press [MODE] at a save spot.  (There'll be no enemies in the area).

And because of this, I omitted the developmental version.

Get it http://www.unitedti.org/index.php?showtopic=6430&view=findpost&p=107209.
Title: Metroid Pi
Post by: Harrierfalcon on June 10, 2007, 12:13:00 pm
True to Metroid Prime, Metroid Pi now "scans" your X while it's saving :)smile.gif.
Look--!
user posted image
Title: Metroid Pi
Post by: Insanity on June 10, 2007, 01:15:00 pm
OMG that is so cool and it is fast, too.  Good work!1!1ex.pnt!1
Title: Metroid Pi
Post by: Harrierfalcon on June 12, 2007, 12:23:00 am
Thanks!   I'm counting ~3-4 FPS on an SE, pretty good for all it incorporates.
Title: Metroid Pi
Post by: Harrierfalcon on June 14, 2007, 06:46:00 pm
Apologies for doubleposting, but...

More progress!  It doesn't include the second boss, but it does include something that you guys will like.

A plethora of nuances to the game have also been added, many actually reducing the size and increasing the quality.

At virtually no speed loss, I have done away with the directional indicator, and replaced it with a much worthier indicator.  Samus is now dynamic!!! :Ptongue.gif

See for yourself: :)smile.gif
user posted image
And to quell the requests for the latest version...(*glares at Sting::Ray*)...http://download6.mediafire.com/vwzibtsvd04g/a2wm9v9mijt/METROID2.8xg.
Title: Metroid Pi
Post by: Harrierfalcon on June 26, 2007, 09:32:00 am
Yayz progress! :Dbiggrin.gif

I have almost finished the third boss.  First, I need to make it so he hurts you when you touch him.  Second, I need to fix a few lightbeam bugs that are really annoying.  Thirdly, I need to freaking have enough time to be able to test it properly!  (*glares at parents*)

But fear not, I will have this finished by the end of this week.  If I am lucky, I'll get enough time to add something I really want to add, but I won't tell you.  I'll tell you if it's in there, but you have to find out yourself :Ptongue.gif.
Title: Metroid Pi
Post by: trevmeister66 on June 26, 2007, 10:16:00 am
Sweet. I can't wait until this is finished. I'm getting ready to take on that 3rd boss.

Hmm, i wonder what could be so awsome that you can't even tell us what it is.
Title: Metroid Pi
Post by: bfr on June 26, 2007, 10:22:00 am
By the end of this week?  Awesome.  :)smile.gif
Title: Metroid Pi
Post by: Harrierfalcon on June 26, 2007, 01:07:00 pm
@trevmeister66: The third boss isn't the secret.  If you look around at UTI, you might find somethings that explain what it is.

Yup, I have to get cracking if I want to jam the secret in with the rest of the third boss and cinematics if I want to get it done by the end of this week.  Thankfully my piano lesson got canceled, so I got a bit more time.
Title: Metroid Pi
Post by: Harrierfalcon on June 29, 2007, 04:59:00 pm
I am 99% finished.  I haven't changed it in my sig yet, because I'm lazy.  

And, if you haven't heard, it's gotten a huge kick in the pants speedwise.   I decided that having the powerup interaction within the main loop was giving the parser another huge load to handle, so I ripped it into a subprogram, and now it is noticeably faster :Ptongue.gif.  (Sorry, Delnar :/confused.gif)

Third boss is finished, you have to stand in the beam to shoot him, not just charge up.  But, he has 2 attacks.  One, he drops stuff on your head (if you're standing on the ground) and two, he randomly gives off large amounts of dark matter, hurting you if you're near him.  Thankfully, he only takes 5 hits.

Only 99%, because I have yet to see if ~1900 extra bytes can be used and it won't get ERR:MEMORY, to see if I can add in my extra feature.  It's gotten very memory intensive, but I've added 3 scrolling graphscreen cinematics and several huge blocks of text, used for storyline and explaining powerups.

All in all, Metroid Pi is an excellent game so far (like everyone's said, thank you :)smile.gif), with many, many, many nuances and animations that make it so.

Even the wordwrapping routine that I stole (Oops, did I say that? :Ptongue.gif j/k) I have modified to display a little cursor as it's typing stuff out, character for character.  It's very cool.

Oh...I was wondering, is it copyright infringement if I use the name "Samus Aran"?  Because other games use Link, Zelda, Mario, and seriously, nothing has happened to them.  I don't want to get in a court case, so I think I'll just note Nintendo holds the copyright for character.

You can expect me to release this tomorrow, before I go to bed (usually from 10:00 to 2:00).  :Dbiggrin.gif

(It's about time :Ptongue.gif)
Title: Metroid Pi
Post by: Speler on June 29, 2007, 05:13:00 pm
Awesome, can't wait to play it.
Title: Metroid Pi
Post by: Harrierfalcon on June 30, 2007, 06:37:00 pm
You don't have to wait anymore :)smile.gif.

user posted image
Teh_Deliciousness is here :Dbiggrin.gif!

Or the public testers version, anyways.  It has not been released to any archives yet, because I'm sure I missed something.

But anyways, get it from http://www.mediafire.com/?1demmouvyz4, or stare in awe at the screenie :)smile.gif.
user posted image
Title: Metroid Pi
Post by: kalan_vod on July 17, 2007, 05:35:00 pm
This looks really good, and it is quite a bit faster. I am glad that someone made use of the quickness of overlapping chars, in a big game. I did tinker with Metroid before, and I had a version of mapping identical to this (not same chars overlapping). The landing of the ship looked very well put! Can not wait for the final or initial release!
Title: Metroid Pi
Post by: DJ Omnimaga on July 17, 2007, 07:20:00 pm
I must try this asap! O_Oshocked2.gif
Title: Metroid Pi
Post by: Harrierfalcon on July 18, 2007, 12:35:00 am
Thanks guys!  :)smile.gif  The landing sequence was one of the few parts that needed me to jot stuff down, so I'm glad it's appreciated :Dbiggrin.gif.

And I *think* that's the final release...

FYI, pressing [STO→] at any of the spots where it's typing text will skip that chunk of text.
Title: Metroid Pi
Post by: kalan_vod on July 18, 2007, 06:07:00 am
Thanks for the tid bit, and I really like your text engine (it is really smooth and a nice effect).
Title: Metroid Pi
Post by: Harrierfalcon on July 18, 2007, 02:03:00 pm
Thanks!  I decided it need a storyline, but I think I overdid the starting text... XDsmiley.gif
Title: Metroid Pi
Post by: kalan_vod on July 18, 2007, 05:11:00 pm
Judging by the SS, the opening text is long...But, there are few games with good dialog such as yours!
Title: Metroid Pi
Post by: Delnar_Ersike on July 18, 2007, 09:20:00 pm
Harrier, don't forget to update the screenie in your signature. ;)wink.gif
Title: Metroid Pi
Post by: DJ Omnimaga on July 22, 2007, 04:58:00 pm
That game is awesome! I just tried it, great job on this! I wish I could do that kind of stuff without asm libs :(sad.gif
Title: Metroid Pi
Post by: DJ Omnimaga on September 02, 2007, 02:58:00 am
When upgrouping, my TI-83+SE freaked out badly O_Oshocked2.gif

user posted image

EDIT: I got able to ungroup it on the PC then send the individual files to my calc, awesome game btw, I never thought someone could make metroid run that fast on a calc. How did you managed to make it run that fast? o.oblink.gif The game is hard though XDsmiley.gif

Oh and I also got an error syntax when dying around lines:

For(F,0,47,2
Vertical F
Vertical 94-F
End
rand(e2)
Clrhome
getKey
""<-This was the line with error, maybe your program got corrupted?
Title: Metroid Pi
Post by: Harrierfalcon on September 03, 2007, 02:29:00 am
Prog prolly got corrupted somewhere, go download it at the UTI download section, nobody's complained about that version.

It's not all that hard, most bosses have a trick you can easily beat them with.  And, I'm working on 'Metroid Pi2', which may or may not yet be named as such, since does use ASM progs.  But only 2, and both are for reading from archived progs.  And can be used for dynamic subroutines :Dbiggrin.gif.  Meaning that, if I do this right, not only will this Metroid be longer, it'll be faster.  Some features I'm looking at as of now:
Title: Metroid Pi
Post by: DJ Omnimaga on September 03, 2007, 04:49:00 am
I would like in the next game that it is a bit longer though. Because in the current game I got the 2nd weapon in about 5 minutes, this had me worried that I almost finished the game since unless there is lot of other items in the game besides the 3rd one

Since you don't like huge games like Metroid II I would say make it a bit longer, but with moderation, unless you really want to make it longer than Metroid II, but then it will run as slow because of the amount of programs in the VAT (*cough*I need to implement Celtic II*cough*)

that said, great work again, I am getting better at the game now, there is something I like about it that Metroid II missed: when you jump, you can immediately shoot afterward, which made myself get an easier time with the first boss
Title: Metroid Pi
Post by: Harrierfalcon on September 03, 2007, 09:09:00 am
Ahh...thanks to Celtic2's ability to read from archive, if my next Metroid is called "Metroid Pi2", then it will be MUCH longer.
Title: Metroid Pi
Post by: DJ Omnimaga on September 03, 2007, 01:56:00 pm
cool to hear. I hope to be able to integrate celtic II to Metroid II: Evolution, because the insane amount of subroutine is what make the entire game run very slow, especially on the 83+. If it's the total memory usage that cause problem then I can't do  much though :(sad.gif. Still, taking down the 300 8x12 maps in Metroid II from about 3-40 subroutines to 5 would pwn, same if i manage to have the programs copied to XTEMPxxx all merged together and just recall the part of code i need for my routine
Title: Metroid Pi
Post by: JonimusPrime on September 04, 2007, 05:08:00 am
will it have different graphics or will it still be ASC II?
Title: Metroid Pi
Post by: DJ Omnimaga on September 04, 2007, 05:49:00 am
I would stick with dual layer ASCII, it looked pretty neat to me. Else, then I would move to xLIB  
Title: Metroid Pi
Post by: Harrierfalcon on September 04, 2007, 04:21:00 pm
Well so far, here's what I'm planning:
Title: Metroid Pi
Post by: nitacku on September 04, 2007, 06:48:00 pm
Maybe part of your engine could be incorporated into the secret project, or vise versa. The tile routine works pretty fast :Ptongue.gif
Title: Metroid Pi
Post by: Harrierfalcon on September 05, 2007, 12:30:00 am
I'll tell you that it involves Celtic2 and prgmZASSEMB1.  (That's one of the subprograms of the OTBP assembler).

That program takes the program whose name is in Ans as a string, and returns that entire program as a string. Complete with newline tokens that appear as spaces.

Combined with the program manipulation abilities of Celtic2, it works well and pretty fast.  :)smile.gif