Author Topic: Nemesis: Insurrection Zero  (Read 8779 times)

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Offline DJ Omnimaga

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Re: Nemesis: Insurrection Zero
« Reply #15 on: March 19, 2010, 07:36:42 pm »
oh right I forgot about the grayscale when talking about scrolling x.x

For grayscale, the entire tilemap would have to be redrawn every frame, only allowing 8 pixel scrolling (unless you display the tilemapper 4 pixels to the right, then next time it scrolls 0 pixels, then moves one tile into the tilemapper, repeating the 4 pixels to the right then 0 over and over. In this case, you would need to display a 4x56 black bar both to the left and right sides of the screen after updating the screen with the tilemapper everytime, to hide the weird display issues it would cause. And then, would it be fast enough to achieve 4 lv grayscale?)

Offline Gale

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Re: Nemesis: Insurrection Zero
« Reply #16 on: March 19, 2010, 07:43:55 pm »
*sigh* looking at this program's graphics makes me wish i knew how to do grayscale
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Offline Geekboy1011

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Re: Nemesis: Insurrection Zero
« Reply #17 on: March 19, 2010, 07:50:59 pm »
wow looks amazing XD

Offline ztrumpet

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Re: Nemesis: Insurrection Zero
« Reply #18 on: March 19, 2010, 08:48:47 pm »
That looks truly amazing!

I like how it looks and sounds.  I wish I knew Asm, because I know axe can't handle 4 level grayscale tilemaps and smooth scrolling.  (At least right now... ;D)

Offline Zera

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Re: Nemesis: Insurrection Zero
« Reply #19 on: March 19, 2010, 10:04:34 pm »
A couple of other mock-ups...



The insidious Bone Graveyard (Stage 2)



Fully-powered Vixen blasting through Stage 6 (Blazing Suns)

There are six normal stages divided into "blocks". A block might be two entire stages in a single map. The stages are arranged this way for the appearance of cut-scenes. (which occur after clearing each block) Generally, multiple stages appearing within a single block are fairly short, so that the total block length isn't overwhelming.

Some stages will have a bonus objective. If that objective is cleared, the player will enter the bonus stage immediately after that block. In the bonus stage sequence, the player has the opportunity to collect many power-cells, and a few 1-ups scattered throughout the stage. Each power-cell has the additional effect of granting the player accumulating bonus points. (100, 200, 400, 800~) If the player crashes-out in this stage, they don't actually lose any ships. (or power-ups) On the other hand, any bonuses collected in the stage are lost.



If the player clears the normal game mode without losing any ships, then they'll unlock four additional, more difficult stages: Stages A - D. Clearing either mode is necessary to unlock specific game features.

Offline trevmeister66

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Re: Nemesis: Insurrection Zero
« Reply #20 on: March 19, 2010, 10:07:41 pm »
Very nice mock ups. I can't believe I'm saying this, but I'm almost looking forward to this more than any of your other projects. I love RPG's but I love arcade games like this even more (only when they're as in depth as you this one will be).
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Offline Zera

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Re: Nemesis: Insurrection Zero
« Reply #21 on: March 19, 2010, 11:02:55 pm »
I'm glad everyone likes the concept and design. Gradius / Nemesis is one of my favorite series. I've played most of the games to death - including the more obscure versions; such as the MSX games.

Of course, I don't intend to infringe on what Konami has put forth, and have in fact presented the story from the perspective of an alternate timeline in the series canon. I hope I can inspire other people to take-up an interest in the series, which I'm sure is a modest goal toward helping Konami's own fanbase along.

I should note the game is really just a rehash of features and designs already found in the series. Nothing really original here. You're merely getting a glimpse of the classic series.

Offline DJ Omnimaga

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Re: Nemesis: Insurrection Zero
« Reply #22 on: March 19, 2010, 11:10:59 pm »
Well I find it cool to see some commercial games converted to ti calcs, because it shows how far a calculator (or a calc programming language in particular and its libs) can be pushed. Of course it isn't really ethical but it seems companies doesn't care that much about calc games. There are many Mario/Tetris/etc clones on ticalc.org. On top of that, people always credit the original authors, else, people alerady know, so it gives the old games more publicity.

Offline Galandros

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Re: Nemesis: Insurrection Zero
« Reply #23 on: March 20, 2010, 06:13:46 am »
The design is great and I played a bit Nemesis for GB. I don't know but the smooth scrolling can affect badly the grayscale? I guess there is always some changes to the grayscale engine to reduce some flicker but it has side effects in more still graphics.
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Offline DJ Omnimaga

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Re: Nemesis: Insurrection Zero
« Reply #24 on: March 20, 2010, 01:29:17 pm »
The issue is that Axe Parser only supports two buffers, and 4 level grayscale, the way it is done by BASIC programmers, requires three sets of tiles to cycle through, meaning 3 buffers.

Offline ztrumpet

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Re: Nemesis: Insurrection Zero
« Reply #25 on: March 20, 2010, 02:48:16 pm »
Wow, those mock ups are Amazing!  Zera, you come up with the coolest things! ;D

Offline Quigibo

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Re: Nemesis: Insurrection Zero
« Reply #26 on: March 20, 2010, 05:52:07 pm »
Theoretically, you can append buffers to the end of your executable so that they use their own self modifying code as extra buffers.  This is fairly easy and straightforward to do.  Hmm... I don't have an "empty data" command yet... I should add that, it would make this kind of thing easier and it gives another alternative to if you run out of free ram.

This looks like a pretty cool game!
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Offline DJ Omnimaga

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Re: Nemesis: Insurrection Zero
« Reply #27 on: March 20, 2010, 11:47:33 pm »
Mhmm if it is easy, you should prbly post how, cuz I have no clue how XD

It might be useful for many people
 
For 3 level grayscale with no scrolling I would probably store two tilemaps with different tiles in both buffers and quickly swap between them, though.

Offline ztrumpet

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Re: Nemesis: Insurrection Zero
« Reply #28 on: March 21, 2010, 10:39:46 am »
I like the idea of using buffers at the end of the program to have more free RAM.  That's an awesome idea, provided it's fast enough. :)
« Last Edit: March 21, 2010, 10:40:04 am by ztrumpet »

Offline Builderboy

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Re: Nemesis: Insurrection Zero
« Reply #29 on: March 21, 2010, 11:17:43 am »
It should be fast enough, after all it is just like any other RAM.  For scrolling greyscale i see a potential problem though, when the map scrolls (every frame presumably?) then the checker pattern used for grey would also be offset, and possible not clash with the previous checker patter on the alternait buffer the right way to achieve greyscale?  Maybe it would need to have scrolling by 2 pixels, or maybe 2 frames per scroll? o.O

* Builderboy will have to run some tests *