Although Map Pack 2 hass been completed, I'mgoing to wait a bit until it's distributed because there's a bug in the Launcher when there are too many files (the menu to choose the map doesn't scroll correctly) and I'm working on fixing that and getting some more tiles into the Launcher as well so that it shows some of the newer tiles used in the new maps.
No, that would make each one a little cumbersome to write. My "MapMaker" program that writes the external files just copies the map dimentions, its name that shows in the menu, and the huge array of tiles. The launcher uses the TileMap Engine that comes with ExtGraph and I must say that it works great, although I still haven't figured out how to get rid of the flickering when you scroll through the map. It's already double buffered, so I'm at a loss for why it would flicker that bad.
yeah, flickering can be quite a problem sometimes. On thew 83+ because of the crappy LCDs we need to blend the sprites together (create some kind of checkered pattern depending of how many GS level u use) as you can see in this screenshot (its written in TI-83+ BASIC with some ASM libs):
There will probably be over 300 tiles (some of which are used very rarely, maybe once or twice) and over 100 sprites (they are the people and the objects that can change positions/disappear). If I can find a function in ExtGraph that will account for tranparent colors, I won't have to make masks for those 100+ sprites.
nice. Well sprite masking isnt always a big deal. Most of the time I need 2 sprite, one to erase the black pixels in the white area of my character and one to display the black area of the character. I assume in C there are more options though
thanks for the info about tiles/sprites I was always wondering what is the difference between both :)
Yeah, there are more options in TIGCC. ExtGraph really expands on that though too. The faster, better, and more useful graphic functions can really expand a game graphically. And after a little thought, I have come to the conclusion that masking will be needed (which means even more memory taken up). I don't want the character's face to show the grass in it.
yeah I understand you. I guess you should be able to squish everything into the calc ram and archive since thew 89 has like over 180 KB of RAM and over 500 KB of archive. What is ExtGraph?
ExtGraph is a very powerful graphic library for use with TIGCC. It has lots of useful functions, and when you compile the program only the functions that you use in your program are added to the program (unlike for example ASM libs that you use with Basic programs).
The mapengine that comes with it is really nice, but I still need to learn more C in order to properly understand how it works :D
That's what I've been doing the past few days (and why I've decided to stop making Map Packs. I have 2 and 3 done, but I don't want to type them in for nothing). I have all the people and their animations in Calc GS as I write this and I'm making their masks and then converting them to C using my Sprite Manipulator (the reason I made it). Umm...where did you get that program...I've been playing through the game ripping what sprites I could find so far...
I've thought of some new ideas and I've put polls up on the forums to ask what everyone wlse thinks of them. http://nerdyproductions.sobertillnoon.com/forum/viewforum.php?f=6
nice, I think you should add a hard difficulty when you finish the game, I dunno about versions though, maybe release blue and red then yellow or merge all 3 together so we can have all 150 pokemons without having connect to another calc or a PC :laugh:
Nope...and even if you could, it would need to be validated by me (so that people don't put broken mods up on the web). The fact that the map editing is busted right now <_< also doesn't allow a game to be played. Also that this is the way that I'm making the program...except I have a few shortcuts for sprites... >D
This version fixes varion bugs, and is also runs on a GUI powered by Advanced Dialogs by saubue. I changed some things to make it work with the program better though. The map editing is still a little whacked, but it is stable enough that it doesn't crash the calc. B)
I am running out of memory for the program. Uncompressed, it must fit in under 65535 bytes (and even less than that because other RAM is needed). Currently it is hovering around 59000 bytes (imagine what itd be like if I didn't compress it to ~26000 bytes :crazy:).
A program has to fit into a single block of memory. It's sort of like how apps on the 83 series has to fill an entire block...well, thats not exactly right, but %) Alright, v.4
Correct, and not only code :) Kevin, have you tested the GB68k by any chance? The ROM has to be split into many chunks, otherwise it could not be sent to the calc O_O
Your doing awesome on this game, MathStuf, I hope to see a playable version soon! :)
And I am so happy I got a TI89ti for my birthday >D
The playable versions may not be ready until after winter...the whole base code needs to be written, I need to write the data for red, blue and yellow, make their launchers since each mod needs a customized launcher...
ooh nice. Hmm I was wondering, would it be cool if there was a pokemon game with all blue/redyellow version all together with all pokemons in it, so if you only have a calc you can still have all pok
ah nice, I guess this wasnt included in the original, I think its great if we can have a port of a console game that is actually better than the original, unlike most clones out there :)
thats why some ppl prefer Mario 83+ to Mario Land for gameboy
I will be putting up a link for a week pre-release for all members on my forums. It will also be for last-minute bug testing before it gets released as a non-beta version.