Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Xeda112358 on February 04, 2011, 02:45:19 am

Title: Samocal
Post by: Xeda112358 on February 04, 2011, 02:45:19 am
Samocal is an RPG I started and never finished over two years ago. It made use of Celtic 3, but it was still slow and data files were still very large. So guess what? I've been programming assembly for well over a year and ya know what, I'm getting a little bored. I think it is time I pick up this old project again, but this time I will use BatLib to take advantage of the speed and memory efficiency I designed it for. Below you will see what the old program looked like.
For an example of size, in the old version, a map uses about 1000 byte (16x24 tiles). In this version. 16x24 tiles will use less than 200 bytes.

Currently, my priority is on BatLib, but I figured I may as well get the word out here. Feel free to comment!
Title: Re: Samocal
Post by: AngelFish on February 04, 2011, 02:46:10 am
It looks excellent.
Title: Re: Samocal
Post by: DJ Omnimaga on February 04, 2011, 02:53:30 am
THis looks nice. It would have been cool if it was finished. :D

One thing I noticed though is that it flickers when your char moves. Didn't Celtic III have sprite arguments that let you not update the LCD when displaying them?

Anyway hopefully a batlib version would be smaller. One major issue with my last games was the large map files. I used matrices so with all the commas and two digits numbers it filled my archive fast.
Title: Re: Samocal
Post by: Xeda112358 on February 04, 2011, 11:32:10 am
Yeah, I had the same problem. BatLib uses a string of bytes for tilemap data. The disadvantage is the ease of use (which is why I am made a sprite editor and map editor), but the advantage is size and speed. BatLib doesn't need to convert all those floating point numbers which saves over a thousand (maybe several thousand) cycles per tile. Plus, it is set up to make sprite display even faster because the result of one displayed sprite is the pointer to where the next tile is. Oh, jeez, I need to make a variable size tilemap method... I think I just figured out an easy way to make tilemaps with, say, 8x16 tiles or something crazy like that... Ideas update!
Title: Re: Samocal
Post by: ztrumpet on February 04, 2011, 04:24:13 pm
Cool, "THE GAME" looks nice. :P I like RPGs... :D
Title: Re: Samocal
Post by: DJ Omnimaga on February 05, 2011, 02:47:34 am
I hate having to make a tilemap editor X.x. I tried in Axe before and it would just throw me a Done message. In BASIC it was usually slow so I just used Draw N Map in the archives.

Title: Re: Samocal
Post by: Xeda112358 on February 05, 2011, 11:27:33 am
Ah, I actually find it pretty easy to do, now. I always use the same basic outline, though. Move the tile, press enter to place it, use two keys to cycle through tiles, and press clear to the clear the map. The map editor I currently have only does one map at a time. From the old BatLib version (including the program version) I made a map editor that handled the whole 64x128 map... I am currently working on that again :D
Title: Re: Samocal
Post by: DJ Omnimaga on February 05, 2011, 03:08:57 pm
Yeah my main issue was mostly in Axe. Idk why. My gripe with Axe was dealing with external appvars. I always had troubles with them. This is the main reason why I quitted Axe.

Also do you mean 96x64 instead of 128x96? Because the screen is 96x64 pixels ??? (Unless you don't mean pxl-test-based maps?)
Title: Re: Samocal
Post by: Xeda112358 on February 05, 2011, 03:32:22 pm
I meant 64 tiles tall by 128 tiles wide-- I was using the font hook method, so there were 8 maps by 8 maps that were each 8x16
Title: Re: Samocal
Post by: DJ Omnimaga on February 06, 2011, 12:33:16 am
Oh ok. That said, even then I am glad they're split, though, because I was also wondering how you fit 128x64 tiles in memory. ;D
Title: Re: Samocal
Post by: Xeda112358 on February 06, 2011, 01:28:36 am
Ah, it fit in 4096 bytes. I used Str0 to contain the font data and the tilemap data, so Str0 was 4108 bytes of data. Luckily it could be archived :D
Title: Re: Samocal
Post by: DJ Omnimaga on February 06, 2011, 02:48:03 am
Hmm now that I think about it, 128x64 in string format isn't too large, after all. I thought it was something like 50 KB, but it's 8192 KB. What kind of compression do you use to keep it under 8192, though?
Title: Re: Samocal
Post by: Xeda112358 on February 06, 2011, 02:56:48 am
Oh, it uses only 16 sprites, so each tile uses half a byte.
Title: Re: Samocal
Post by: DJ Omnimaga on February 06, 2011, 03:21:53 am
Oh wait you have half byte support too? :O

Btw does your asm tools allow people to squish their tile/sprite/map data to machine code format like the AsmComp(prgmNAME,prgmNAME2) command does? Because hex is twice larger...
Title: Re: Samocal
Post by: Xeda112358 on February 06, 2011, 10:55:06 am
Ah, yeah it does that. It is command 5 and command 6 does the opposite. I want to add a squisher that works with weird bit sizes so like if you had only 8 tiles, you would need 3 bits per tile in the tilemap... It would also be useful for sprites... especially if they are, say, 5 pixels wide... good for compression...
Title: Re: Samocal
Post by: Hot_Dog on February 06, 2011, 10:15:40 pm
Wow, I can't wait to see how this turns out, especially when you make use of Batlib
Title: Re: Samocal
Post by: Xeda112358 on February 06, 2011, 10:26:01 pm
>_>
<_<

I have the stats and some bios done for the monsters...
Spoiler For Spoiler:

In this version of the game, the Base values are actually 0~250.
Multiply these values by 50 to get the actual values.

Base values:                           Master Experience:
HP |Atk|Def|Mgc|Mdf|Spd|    Name       |HP |Atk|Def|Mgc|Mdf|Spd|
---+---+---+---+---+---+---------------+---+---+---+---+---+---+
5  |2  |3  |3  |2  |3  |Florita         2  |0  |0  |0  |3  |0  |
3  |4  |3  |1  |4  |1  |Troll           0  |2  |0  |0  |1  |0  |
3  |4  |3  |3  |2  |3  |Dwarf           0  |1  |0  |1  |0  |0  |
4  |3  |3  |2  |3  |4  |Magfly          1  |1  |0  |0  |0  |1  |
4  |3  |3  |2.5|2.5|2  |Manita          1  |1  |0  |1  |0  |0  |
4  |4  |2  |2  |2  |4  |Water Demon     1  |1  |0  |0  |0  |1  |
5  |1  |4  |2  |3  |3  |Healer          2  |0  |1  |0  |0  |0  |
2  |4  |4  |2  |2  |4  |Trolm           0  |1  |1  |0  |0  |0  |
3  |3  |4  |2  |3  |4  |Bufli           0  |0  |1  |0  |0  |1  |
4  |2  |4  |2  |2  |4  |Wataray         1  |0  |1  |0  |0  |0  |
2  |5  |3  |2  |2  |4  |Attack Master   0  |2  |0  |0  |0  |0  |
4  |4  |4  |4  |2  |4  |Water Dragon    0  |2  |0  |1  |0  |1  |
3  |5  |2  |2  |2  |5  |Maxpider        0  |2  |0  |0  |0  |2  |
4  |2  |2  |5  |3  |4  |Psyita          0  |0  |0  |2  |2  |0  |
4  |2  |2  |4  |5  |4  |Witch           1  |0  |0  |0  |1  |0  |
4  |2  |2  |4  |4  |3  |Wizard          1  |0  |0  |1  |0  |0  |
4  |4  |4  |5  |4  |4  |Sabem           2  |2  |2  |2  |2  |2  |
4  |5  |5  |4  |4  |5  |Los-Wei         2  |2  |2  |2  |2  |2  |
4  |4  |4  |5  |5  |4  |Shalka          2  |2  |2  |2  |2  |2  |
================================================================
Bio
================================================================
Florita:
Florita is a rather gentle creature, but is by no means your
average fauna. It understands, intimately the ways of nature
and should not be underestimated. There is a legend in the Isles
of Pen-chi that the Master of Nature is in fact a Florita.

Troll:
This lumbering giant stands at the least 3 metres tall and has
unbelieveable strength. They generally carry a club of some
sort, but the type varies. In the mountain regions of Crysla,
there is said to be a club of pure grina.

Dwarf:
Dwarfs are a relative of both trolls and Trolms. They are
smaller than the others, but are by no means short. Some even
reach a height of 2 metres (though 1.5 is more likely). They
possess strength and intelligence and probably have some of the
greatest hoards of ore.

Magfly:
Native to the Isles of Pen-Chi, these insect-like creatures can
be quite deadly. With a combination of decent power and speed,
this is one bug you should be afraid of.

Manita:
A relative of both Florita and Psyita, Manita is often called
the Man-Eater. It has the look of a harmless flower, but it has
the teeth of a deadly carnivore.

Water Demon:
This creature has superior speed and attack and this makes it a
worthy opponent. Especially for a fish. This is nothing like a
shark or a piranha, but its fleshy hide means its defenses are
low.

Healer:
As its name might suggest, this creature is a healer. It belongs
to a race of faerie that devotes its efforts to the art of
healing. They rarely fight, but they have decent defensive
abilities. A battle with a healer could last a long while. There
are some exceptionally gifted healers that are very powerful. As
a last resort, they will sacrifice there own health to take your
own.

Trolm:
This relative of the trolls and dwarves has superior defense,
strength, and speed. This is one of the more deadly opponents
you may face.

Bufli:
This creature is native to Crysla and resembles a butterfly. It
has an almost unheard of defense and speed combo that can be
attributed to a special material that coats their body. It is
believed that this material is controlled by a primitive magic
that few can master. As soon as the creature dies, the material
turns liquid and then evaporates in seconds.

Wataray:
This gentle, undulating creature has one of the longest life
spans of any other living creature. Some are said to be
currently in their primes at the age of over 900 years. They
have a vast knowledge of the ways of Water and can manipulate it
with ease. It is said that even in legend, no creature has ever
compared to the ability of the Wataray when it comes to water.

Attack Master:
This elite warrior uses no weapons but their body. Their
deadliness is matched by a very select few.

Water Dragon:
This is not actually a dragon, but its powers are intense. Its
weakness is only in magical defense. It has superior control
over several of the elements and so had for a long time been
thought to be a dragon.

Maxpider:
This is one of the deadliest creatures to walk the lands. Its
speed and attack are unmatched. They are native to the unsettled
regions of Arbron (unsettled for obvious reasons). They have
rather short life spans, but some reach ages of 40 years.

Psyita:
This relative of Florita and Manita is extremely powerful in the
area of magic. They are docile until provoked. Inhabiting the
same region as Maxpider, these are probably the only creatures
the Maxpider dare not cross.

Witch:
In humans, those who are gifted in magic are witches. Rarely do
males match the ability of females, but on the off occasion they
do, they, too are referred to as a witch. It is an honor to have
this distinction.

Wizard:
These are sometimes referred to as rogues and some females are
classified here as well. Their power is more aggressive, but
they are generally not as skilled as a witch. Their knowledge
of magic, though, is quite impressive and so witches and wizards
often are regarded as equals.
================================================================
Legends
================================================================
Sabem is one of the oldest and most powerful creatures alive. It
has mastered magic in a way that no other ever has. Its
understanding of magic allows it to control all forms of magic
and it can create spells never before used. Because of its
knowledge, it knows how to use magic with very little energy.
Title: Re: Samocal
Post by: Binder News on February 06, 2011, 10:45:43 pm
You forgot one:
Code: [Select]
HP |Atk     |Def|Mgc|Mdf|Spd|    Name       |HP |Atk|Def|Mgc|Mdf|Spd|
---+------+---+----+---+---+-------------+---+---+---+---+---+---+
99 |>9000 |99 |99   |2   |3    |Netham45     |2  |0  |0  |0  |0  |0  |

EDIT: I know I failed at aligning it
Title: Re: Samocal
Post by: Hot_Dog on February 06, 2011, 10:55:10 pm
You forgot one:
Code: [Select]
HP |Atk     |Def|Mgc|Mdf|Spd|    Name       |HP |Atk|Def|Mgc|Mdf|Spd|
---+------+---+----+---+---+-------------+---+---+---+---+---+---+
99 |>9000 |99 |99   |2   |3    |Netham45     |2  |0  |0  |0  |0  |0  |


LOL
Title: Re: Samocal
Post by: Xeda112358 on February 06, 2011, 11:15:59 pm
Hmm... I likes :P
The items aren't done, but here is what I have sop far.
Spoiler For Spoiler:
Code: [Select]
Name          Value       Type        Mod1    Mod2    Mod3     Info
Grina          3500        Sell                       1        This substance is very strong and rare. No metalsmith can shape this material, but it is very valuable.
Sweet Fruit       5        Use                                 Heals 5 HP
Heal Herb        15        Use                                 Heals 15 HP
Heal Potion      25        Use                                 Heals 25 HP
Max Heal        100        Use                                 Restores all HP
HP+             140        Use                                 Slightly increases HP
Attack+         150        Use                                 Slightly increases Attack
Defense+        150        Use                                 Slightly increases Defense
Magic+          150        Use                                 Slightly increases Magic
Magic Defense+  150        Use                                 Slightly increases Magic Defense
Speed+          150        Use                                 Slightly increases Speed
Attack Up        30        Battle                              Boosts Attack
Defense Up       30        Battle                              Boosts Defense
Magic Inc.       30        Battle                              Boosts Magic
M. Def Inc.      30        Battle                              Boosts Magic Defense
Speed Boost      30        Battle                              Boosts Speed
Coer Trident      0        Special                    1        Found on the Isles of Penchi, this is awarded to a master of Water. Typically, it is in the possesion of a Coer-Cri (Translated as Water Master, go figure.)
Flame Pendant     0        Special                    2        This is a pendant forged in ancient times out of an unknown material. It was found on Mount Littna and is awarded to a master of Fire.
Grina Powder      0        Special                    3        In the mountain region of Crysla, there is an order of Dwarves that posesses this extremely rare material. Only masters of Earth are entrusted with this.
Arboron Petal     0        Special                    4        Inhabited by solely Psyita's and Maxpider's, Arboron is home to wonders not seen in millenia. The Arboron Petal is one of the most highly prized items. Legend says that this item catalyses the use of magic.
Canyon Mist       0        Special                    5        Misty Gorges' most noted item is a vile of its legendary Mist. What makes this vile notable is that it was collected as Samocal rent the lands. During this time, the mist took on a extremely enhanced property of air who's power has not yet waned.
Iron Nugget      50        Trade                                       
Silver Nugget   150        Trade                                       
Gold Nugget     250        Trade                                       
Braqqia Wood               Trade                                       
Sheble Wood                Trade                                       
Bufli Webs                 Trade                               Even without the legendary defensive coating of the Bufli's wings, some of the magic still lends its defensive capabilities to its wings.
Crysla                     Trade                               It is said to be the coating of a Bufli's wings, preserved by an ancient magic. This material is used in high-level defensive materials.
RareStone      3500        Use                                       
RareShard      3500        Use                                       
RareMetal      3500        Use                                       
Quickiite      3500        Use                                       
BlessedStone   3000        Special/Battle                                       
Power Charm     500        Special/Battle                                       
Solid Charm     500        Special/Battle                                       
Demon Charm     500        Special/Battle                                       
Sharp Stone     500        Special/Battle                                       
Metal Ore       500        Special/Battle                                       
Lightning Rock  500        Special/Battle                                       
Lucky Leaf     3000        Special/Battle                                       
GemX           2500        Special/Battle                                       
GemY           2500        Special/Battle                                       
Title: Re: Samocal
Post by: DJ Omnimaga on February 08, 2011, 01:00:22 am
I like this so far Xeda. :D Could you explain what's the master level thing, though? Some enemies have 0 HP and die instantly before you land any hit when they're at highest possible level? O.O :P
Title: Re: Samocal
Post by: Xeda112358 on February 08, 2011, 01:04:44 am
Ah, well the master level is kind of a hidden experience aimed at specific stats. So while you get some experience toward leveling up when you battle a monster you get some experience toward mastering a specific stat. If you think of the EV stats in Pokémon games, this is pretty similar.
Title: Re: Samocal
Post by: DJ Omnimaga on February 14, 2011, 12:03:52 am
Oh I see. I remember one of my RPG-based comic book had separate experience for each stats and some enemies gave more exp for one stats than the other or vice-versa. It can be interesting. Someone who wants to get an attack bonus will fight more monsters that gives more exp in atk and stuff like that.
Title: Re: Samocal
Post by: aeTIos on February 14, 2011, 09:25:52 am
Wow it looks nice, xeda! keep it up!
Title: Re: Samocal
Post by: Xeda112358 on April 14, 2011, 01:47:11 am
Yay! Necropost/update ^_^ So I was bored for the past hour and I finally got around to making a map editor and walking routine designed with BatLib :) It isn't much, yet, but currently:
- world files are 96x96 tiles (9216 bytes/tiles). I have some unused code in BatLib that I plan to use that will up that to 128x128 at 1024 bytes less :)
-16 tiles will be used for maps, plus your sprite :) Maybe I will make it customizable for sprites?
-You can walk in grass and plain ground.

Things not implemented:
- talking to in game characters
- stats
- items
- monsters/battle engine
- plot XD
- other random stuff

*As a note, this is not a project I am going to focus on. This is just going to be a pet project I get to every so often :)
Title: Re: Samocal
Post by: Yeong on April 14, 2011, 02:32:18 am
It looks really nice.
I love that smiley character.
Title: Re: Samocal
Post by: Xeda112358 on April 14, 2011, 09:47:35 pm
Okay, so I worked some more on it today and you can now talk to people, view your stats, and your position, stats, and items are saved in a 163 byte save file (Str0). I still have yet to program in items and monster data (though I do have the monster sprites ready), but I have an idea of how I am going to do Items. Also, 64 bytes of the save file is just for the order you arrange your items in XD I am still debating on whether or not I should keep that in. If I don't, the save files will be a nice, tiny 99 bytes.

On another note, I made it so that now the world data can be archived. I kept trying to figure out why I couldn't move when the world was archived. Then I realised that when I was reading the map data for collision detection, I was using dim(15 and apparently I never fixed that to read from archive x.x I had to use a combination of two other commands, instead : dim(66,dim(11...
Title: Re: Samocal
Post by: Munchor on April 15, 2011, 07:59:18 am
This looks like a great use of BatLib =D Does it have any recode?

This last update looks very good, the trees, smilies and conversations are all very well done.
Title: Re: Samocal
Post by: Stefan Bauwens on April 15, 2011, 08:36:18 am
Looks very nice Xeda.
Title: Re: Samocal
Post by: Xeda112358 on April 15, 2011, 08:36:49 am
It does use ReCode for the the menu when you press mode because it is actually about 20 or 30 bytes smaller than the exact same thing in regular BASIC/BatLib code :D That also makes it faster which is why I had to add a delay in the menu XD
Title: Re: Samocal
Post by: Munchor on April 17, 2011, 01:27:00 pm
Are you planning to use this in the Spring Break or is it too late since I don't think you can talk about it.
Title: Re: Samocal
Post by: Xeda112358 on April 17, 2011, 01:30:34 pm
You mean the Spring Coding Competition? I am a moderator over on UTI, so I cannot :/
Title: Re: Samocal
Post by: Munchor on April 17, 2011, 01:32:48 pm
You mean the Spring Coding Competition? I am a moderator over on UTI, so I cannot :/

Oh I didn't know, but this would be a good shot at it :D
Title: Re: Samocal
Post by: Xeda112358 on April 17, 2011, 05:24:50 pm
Okay, I decided to put this together as promised in the batLib topic... This is an example making heavy use of the new commands in BatLib as well as the new map editor that I am using for Samocal. Since there are only 16 tiles in Samocal, the tiles are stored as nibbles to Str9.

To give an idea of how large one of the vars used in Samocal is, Str9 currently contains all of the sprite and tilemap data. That includes:
128x128 tilemap uses 8192 bytes
16 8x8 tiles use 128 bytes
4 player sprites use 32 bytes
19 16x16 monster sprites use 608 bytes

Luckily, those 8960 bytes can be archived, though :) Next I will probably add in 512 bytes for the 64 8x8 item sprites. Then I will make the text and item names reside in another var, too, that can be archived :)

Now I have to go adjust the walking engine x.x
...
...
And maybe make the outline to the battle engine?
Title: Re: Samocal
Post by: Xeda112358 on April 18, 2011, 11:44:12 am
So now after adjusting the walking engine and the talking routine, I have also started work on the battle engine. I am glad I made a backup of my work, too, because I decided to try to take apart Brie and I ended up clearing my RAM x.x I still need to resend the monster sprites and then I can make a simple battle engine. After that, I will begin work on items...  x.x So much stuffs... :D

(http://maxcoderz.org/forum/download/file.php?id=71)
Title: Re: Samocal
Post by: Munchor on April 18, 2011, 01:02:24 pm
Oh my god! That map editor is superb!

Also, why take apart Brie? I feel sorry for him/her.
Title: Re: Samocal
Post by: Xeda112358 on April 18, 2011, 09:45:53 pm
Oh, ya know. I just wanted to start programming with my logic probe :P I now have the sprites on my calc and I am working on adding the monster data to the data file :)
Title: Re: Samocal
Post by: DJ Omnimaga on May 21, 2011, 03:19:35 am
I like this Xeda112358. I hope you finish it. (although you won't see my post until August D:)
Title: Re: Samocal
Post by: Xeda112358 on June 02, 2011, 01:03:10 pm
Actually, I just rode the 20 miles to a public library, so I get to see it sooner! I have added monster sprites, names, items, using items from a scrolling menu thing, a battle engine, and various other things, but unfortunately, I didn't copy it to my flash drive before getting here x.x The good news is that you only need about 2000 bytes of RAM to run it, so far and the rest (including monster stories, item descriptions, tilemaps, sprites, et cetera) is stored in archive. I have been bouncing around from project to project, so I haven't gotten all that much done...
Title: Re: Samocal
Post by: Munchor on June 02, 2011, 02:08:54 pm
Actually, I just rode the 20 miles to a public library, so I get to see it sooner! I have added monster sprites, names, items, using items from a scrolling menu thing, a battle engine, and various other things, but unfortunately, I didn't copy it to my flash drive before getting here x.x The good news is that you only need about 2000 bytes of RAM to run it, so far and the rest (including monster stories, item descriptions, tilemaps, sprites, et cetera) is stored in archive. I have been bouncing around from project to project, so I haven't gotten all that much done...

20 Miles to use the Internet? :w00t: Either way, great to see this is up and running :D
Title: Re: Samocal
Post by: ruler501 on June 02, 2011, 02:11:54 pm
Actually, I just rode the 20 miles to a public library, so I get to see it sooner! I have added monster sprites, names, items, using items from a scrolling menu thing, a battle engine, and various other things, but unfortunately, I didn't copy it to my flash drive before getting here x.x The good news is that you only need about 2000 bytes of RAM to run it, so far and the rest (including monster stories, item descriptions, tilemaps, sprites, et cetera) is stored in archive. I have been bouncing around from project to project, so I haven't gotten all that much done...

20 Miles to use the Internet? :w00t: Either way, great to see this is up and running :D
I usually only have to go 5 miles for internet when my home internet dies
Title: Re: Samocal
Post by: DJ Omnimaga on June 02, 2011, 05:45:39 pm
Xeda! O.O

Anyway glad to hear this got updated :D

When I had no internet at home, I went to the internet cafe, but I had to pay $5 an hour x.x
Title: Re: Samocal
Post by: TIfanx1999 on June 02, 2011, 07:08:48 pm
Hey Xeda! I hope you're having a lovely summer so far! :D
Title: Re: Samocal
Post by: Xeda112358 on January 01, 2012, 12:51:47 pm
Once again, I have started to re-port this, this time to Grammer x.x I now have to write the battle engine and items, but otherwise, I do actually have an event thing programmed, talking to people, walking, scrolling maps, and soft saving finished (soft saving is just keeping information in a RAM var).

I plan to work on the BatLib version, too, but here is the screenie so far with Grammer :)

EDIT: Also, some of its features:
-You can use the number keys to reorient viewing area
-The maps are in 50x50 sections with a total of 200x200 tiles
-This runs in 6MHz, so this is the speed to expect on all calc models
-Your position in the map, direction you are facing, and viewing screen orientation are saved automatically, even if you exit by pressing [ON].
Title: Re: Samocal
Post by: annoyingcalc on January 01, 2012, 02:23:49 pm
AMAZING!
Title: Re: Samocal
Post by: Yeong on January 01, 2012, 02:27:36 pm
I'm glad that this is revived :D
I'm making RPG too, btw. :D
Title: Re: Samocal
Post by: Xeda112358 on January 01, 2012, 02:48:06 pm
Thanks annoyingcalc and cool, yeong! I have since started adding in items. There is a little ball thing in the first screenie that is now a Heal Potion when you pick it up :) I have made room for 120 items, 16 special items, and 64 "events" in the save file, so far. "Events" are just things like the gate unlocking, items being picked up, and things like that.I think I will need to add a lot more, but they are marked as flags, so they each take a bit. This means by adding a byte to the save file can add 8 event flags. If I increase the size by 24 bytes, I will have a total of 256 event flags available.

EDIT: Now I have a menu item working that I think looks nice :)
Title: Re: Samocal
Post by: TIfanx1999 on January 02, 2012, 08:36:04 am
Looks nice Xeda. The tilemapper is quite fast! :D
Title: Re: Samocal
Post by: DJ Omnimaga on January 04, 2012, 05:01:45 am
Good to hear Xeda. I like the new design and I wish you good luck in this project. :)
Title: Re: Samocal
Post by: Xeda112358 on January 05, 2012, 10:38:41 pm
Okay, so I haven't really gotten much done, but I here is a screenie with the map so far. Also note the menu thing that you get when you press mode. I actually drew the menu on another buffer and I use the menu as a sprite. From there, it is pretty easy to draw it
Title: Re: Samocal
Post by: hellninjas on April 16, 2012, 03:39:00 pm
Bump of the century!!
MWAHAHAHAAHAAAA
I demand a status update ^^!
Title: Re: Samocal
Post by: Xeda112358 on April 16, 2012, 03:47:46 pm
Hmm, I don't really have much of an update, but I guess I could post a screenie of the grayscale version? This is just a map viewer, not walking around (as I will need to rewrite the walking code to allow for grayscale).
Title: Re: Samocal
Post by: hellninjas on April 16, 2012, 03:48:51 pm
It looks nice ^^
+1
Title: Re: Samocal
Post by: Xeda112358 on April 16, 2012, 03:52:52 pm
See, I made that grayscale thing a few months ago, before Grammer had real support for grayscale. Now I need to go back through and rewrite a few pieces of code and change my tile data syntax and I can easily support toggling between grayscale and B/W.
Title: Re: Samocal
Post by: Yeong on April 16, 2012, 09:42:13 pm
All I have to do for greyscale tilemapping is just drawing 2 tilemaps on different buffer, right?
Also, I don't remember if Grammer supported custom buffer or not.
Title: Re: Samocal
Post by: Xeda112358 on June 07, 2012, 09:23:38 pm
Hmm, it is weird that I never replied, maybe my internet was buggy. To answer your question, yes, you just need to draw a tilemap on two separate buffers and be sure to use DispGraph frequently. You will also need to be sure to define which buffer is the primary buffer and which is the secondary. (use Disp with the degree/minute modifier).

Anyway, I added a little bit to this last week, so now I have stats and a working item menu and item list. You can now use items, in theory, but since there is no way to actually lose health without hex editing the save file, it doesn't really help. All of the items programmed in have all the code necessary to work for battle and for out of battle, properly. There are currently 23 items including the material to use for creating new items such as armor, weapons, and charms. I don't have any of those kinds of items programmed in, yet, though.

Title: Re: Samocal
Post by: TheNlightenedOne on June 07, 2012, 09:45:30 pm
All i can really say about the screenie is WOW. That looks AMAZING!!! I want it
Title: Re: Samocal
Post by: Xeda112358 on June 07, 2012, 10:40:54 pm
Hehe, thanks :) It isn't done yet, though XD I have been working on this on and off for over a year and it will probably still take a while to finish it. I have too many other projects and IRL things (like school and work), unfortunately x.x Still, I hope it turns out to be as awesome as I plan :D I am basing most of the work on an older game that was called "Battle 3.2.3.5" that I wrote in TI-BASIC. I lost the program years ago, but it had cool features like a blacksmith, creatures, different maps, over 70 items, a lottery and other such things. When I ported it to Omnicalc and xLIB/Celtic III, I never really finished the port.

EDIT: Also, as a note, this program currently use 8312 bytes which is cool :)

prgmITEMS    1567 bytes   ;all the item data inlcuding names, description, and code for what it does.
prgmWALK     3642 bytes   ;the main program that will eventually be renamed
appvMapA     2513 bytes   ;the first 50x50 map
appvSamoSave  316 bytes   ;the quick-save file. In the future, there will be an appvar containg several save files. This will be in archive.
appvTiles     274 bytes   ;the tile data

Title: Re: Samocal
Post by: TIfanx1999 on June 08, 2012, 10:59:37 am
Hey Xeda, hope your summer is going well. It seems I keep missing you when you're around :(

It's nice to see a bit of progress on this. =)