Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: jnesselr on September 07, 2010, 08:02:33 pm

Title: TAO: Unleashed (Progress)
Post by: jnesselr on September 07, 2010, 08:02:33 pm
So, for those of you who have seen my old profile logo (It has changed), you might have wondered, "What is TAO: Unleashed?"  Well, this is the answer.  The most epic game that might ever hit the TI world.  Okay, with more humility, and a more probable outcome, TAO is a game based around the concept of TAO. Confused?  Just google TAO and look at the images. You'll see a weird little circle with two halves.  One black, the other white.  Go ahead and google it now, I'll wait.

Enjoyed the fancy pics?  Excellent! Now that is TAO, what is "unleashed"?  Well for that, we get to the story.  The game is about two characters.  There names are Raito and Kurai.  Raito means light, Kurai means dark.  That is why it is tao.  You have both characters in there, that are the direct opposite of each others.  Raito is a prince who is destined to be king after his father, the previous king, died.

So, there has to be a way to decide who the next king will be.  There is a tournament held every year to decide who the strongest fighter is.  This year, the strongest fighter will be crowned king.  Everyone thinks that Raito is most certainly going to win.  Okay, so this is where you actually get to start playing as Raito.  You have to fight in the tournament against many different people.  Everyone watches Raito's match, but none of the others.  Raito has one more fight left, and along comes a very week looking guy called Kurai.  The crowd assumes Raito is going to win, as Kurai has barely any HP left at all.  When suddenly, bam!  Kurai transforms into the beast sealed within him.  He attacks Raito with a menacing blast, that almost kills Raito!  Raito transforms too, and they attack each other at the same time!  The fight is over?  Who won?  No one will ever know.

So, that's the unleashed part of it, as you can imagine.  Oh, and there's another main character, who is the sage for the king.  After the king died, he basically kept the kingdom from falling apart.  He is much too old to be in the fight, though, so he wants Raito to win.  I have no idea when this massive game might be finished.  Just know that I have plenty of other things to do, so it might take time.  But I seriously want to get this project done!  Also, know, that what I put above is not everything that is in the game.  There is much much more.

So, tell me what you think!
Title: Re: TAO: Unleashed (Progress)
Post by: meishe91 on September 07, 2010, 08:15:42 pm
This sounds really cool. I have a question though, is this going to be pronounced like it is spelled or with a "d" sound instead of "t?" Good luck on this :)
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 07, 2010, 08:19:01 pm
This is interesting. Will the game be centered around the tournament or will the tournament be some sort of intro, then other stuff happens? Will they have to save the kingdom or something? I can't wait to see some screenshots and some info about the game features. Will it be kinda RPG-ish?
Title: Re: TAO: Unleashed (Progress)
Post by: meishe91 on September 07, 2010, 08:37:13 pm
Oh, I had another question too. Will this be pure TI-BASIC, TI-BASIC with libs/assembly help, Axe, or assembly?
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on September 07, 2010, 10:17:56 pm
Tao as in Tame.
The tournament is the start.  Any more, and it will ruin the story. ;-)  It will be an RPG.  I should get screenshots when I finish the battle engine, but it heavily uses another part of the game.
This will be in ASM. 
Title: Re: TAO: Unleashed (Progress)
Post by: MRide on September 07, 2010, 10:24:03 pm
This sounds cool. Good luck!
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 07, 2010, 10:26:05 pm
I am a bit confused by what you mean by Anymore and it will ruin the story. Do you mean the entire story is just the tournament? (A.K.A a battle-arena RPG) or do you mean you don't want to spoil anything else?
Title: Re: TAO: Unleashed (Progress)
Post by: Builderboy on September 07, 2010, 10:27:55 pm
I think he means there will be a lot more than the tournament, but im not sure.  Either way, it sounds awesome! :D
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on September 07, 2010, 10:30:03 pm
There is going to be A LOT more than just the tournament, but it's totally a secret what that is!  Not even cherries or "Win THE GAME tickets" will help you here.  haha!

But yeah, it ruins the storyline and won't be fun to play. ;-)
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 07, 2010, 10:32:07 pm
Aah ok cool to hear.

TO be honest, although I would have played it as a tournament-only game, I would probably not have played for long, because I still have some grudge against battle arena type games in the TI community. There are so many on ticalc.org, advertising themselves as real RPGs, that it is close to impossible to find a complete RPG there and whenever I ended up with an arena only game with nothing to explore, I got pissed x.x

Notice how there are so few of those games in the defunct RPG section in the archives (http://www.omnimaga.org/index.php?action=downloads)
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on September 07, 2010, 10:34:06 pm
Nah, it's a full RPG.  In fact:
Spoiler For Spoiler:
You can play as Raito and/or Kurai in parts of the game./spoiler]
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 07, 2010, 10:34:55 pm
Yeah I know that part (from your avatar :P) but I wasn't fully certain yet lol
Title: [TAO] Official Peanut Bag
Post by: jnesselr on September 27, 2010, 06:01:23 pm
This is the official bag of peanuts for TAO. Simply copy and paste this code when you want to use it:
Code: [Select]
[url=http://tinyurl.com/taourl][img]http://tinyurl.com/taopeanuts[/img][/url]
To get this:
(http://tinyurl.com/taopeanuts) (http://tinyurl.com/taourl)

Since this is a promotional bag of peanuts, you can use them as long as you have the url link like given above^.  Thank you.
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 27, 2010, 06:03:34 pm
Not authorized. This is a private site with access restricted to its members.

Also shouldn't this go in Randomness since it's kinda spammish? Also you had my hopes up, I was sure you were posting actual progress x.x
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on September 27, 2010, 06:11:34 pm
Fixed. And yes, it is kinda spammish, I suppose.  But the wiki site is not fully up yet.  The wiki is not set up yet, so that is actual progress.  The wiki will hold all my notes and data.  Also, this is probably going to become an ASM project now.  I'm also having trouble with the text engine design, but the battle engine is done.  (So much data to go through.  There are 50 bytes per type of enemy)
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 27, 2010, 06:19:27 pm
Ah ok, sorry to hear it is not suitable to Axe. Are you ditching Axe completly btw?

Also I hope you still plan to post progress here despite the wiki.
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on September 27, 2010, 06:24:33 pm
Of course I'm not ditching axe.  Quigibo would just have to add support for 1 program page and 3 data pages.  eg. Not gonna happen.  I did a bit of math today, and basically, all enemies go on one page, along with most attack data. All names for enemies/characters/items/attacks goes on another page with all the text they say and scene data (Maybe. Scene data might go on the last page which is...).  And the last page is for sprite data and possibly scene data.  And, all the other fun little misc stuff.  The reason I am organizing like this, is because just a single enemy type is 50 bytes long.  So yeah, did I mention this game is huge.

The wiki is just for my notes, and will have a "new" thread, but I will also post important updates here as well.  So. Anything you want to know about TAO now, since its mostly planned. (Just a few more engines to do specifics on.)
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 27, 2010, 07:16:15 pm
Darn that's a lot of enemies and attack data o.o

I didn't realize the game was so large. In Illusiat 13 the enemy data is 7000 ish bytes including battle floors, and that's because commas takes 1 byte annd numbers made of more than 1 digits take additional RAM as well. In ASM/Axe, I am fairly sure that the data would be much smaller

I think in my game what would have taken the highest amount of data are map data and text (about 100 KB in Illusiat 13.)
Title: Re: TAO: Unleashed (Progress)
Post by: shmibs on September 27, 2010, 07:28:58 pm
cant you just use external vars?
it would be a little weird, but doable
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on September 27, 2010, 08:31:16 pm
Maybe, but it would have to be archived/unarchived, plus it would not be aligned. To the byte I need it to be.  It needs to be aligned to a constant byte whatever it is, and that cannot change.  Its actually to limit the amount of space I do.  Also, Each text is going to be null terminated, and start with the id of who is saying what.  Plus, there is so much explaining and such.  Once I get the entire story outlined, and finish the map and text engines along with the Scene engine, I can actually start planning the exact dialog and such, and get a better estimate. If it is in ASM, I will release the source code, along with a bunch of comments. (The comments mainly being for me) This is to study of what NOT to do. ;-)

Besides, 4 app pages worth in appvars? Seriously? Not really a good idea IMHO.
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 27, 2010, 10:47:36 pm
Didn't Axe add reading from archive? If it's the case, then I don't see why having that many appvars is such a problem, though. It comes back to people being narrow-minded about the amount of files that comes with a game (like Illusiat 13 being forced to be split into 24 sub-programs due to not fitting in RAM), which would be even worse in this case considering appvars won't clutter the PRGM/APPS menu.
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on September 27, 2010, 11:21:21 pm
True, but the point about them needing to be at known addresses is final and unchanging. It cannot be changed because it would sacrifice time and speed. I'm not being narrow minded about it. I had already thought of it and decided it couldn't work. 24 programs sounds like a lot for an rpg, but not insanely bad either.
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 27, 2010, 11:29:50 pm
Yeah the game is 135 KB at 90% completion, so that's to be expected x.x

Why do you absolutely need the files to be at the right addresses, though? Does reading appvars really cause this much of a slowdown or is it just a game that is extremly speed-intensive? (which would surprise me if it's a turn-based RPG) I wonder if this would cause issues in future OS updates? I migth be missing something here x.x
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on September 28, 2010, 06:19:24 am
Well. It's not entirely a turn based rpg either. There is more than just the battle engine.  They have to be at constant addreses, because of the way they are accessed with the massive ammount of lookup tables. For the appvar with user data I'm storing all the individual pointers to it to L1 at known locations in L1. You could find all the appvars, and store pointers in L1, but you would have to refind it each time. Besides, after the Start, they could no longer move, unless I refound it again, dealt with differences between the two start addresses, and find the offset again.
Title: Re: TAO: Unleashed (Progress)
Post by: Raylin on September 28, 2010, 07:54:51 am
So, there's absolutely no way for you to move your data around?
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on September 28, 2010, 09:41:50 am
So, there's absolutely no way for you to move your data around?
Only the one appvar for semi-permanent user data. Everything else must be constant. For the record, I've found out about multpage apps, and think I can program one.
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 28, 2010, 12:01:07 pm
Ah ok I see. I wish you good luck then, especially that now you will need to learn another language to continue your project.
Title: Re: TAO: Unleashed (Progress)
Post by: Raylin on September 28, 2010, 12:11:34 pm
Indeed. Good luck, sir! :D

ALSO, 1000th post, boi!
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on September 28, 2010, 12:57:52 pm
congrats raylin!

@DJ
Thanks. I am already learning asm again.
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 28, 2010, 01:05:10 pm
One reason why I was afraid that you ditch Axe for this project was because I was sure you were new at ASM and it is generally recommended to start with smaller projects when you are new to a language. First of all you should try to manage a demo to practice, then when you are comfortable with assembly, you can go larger. I saw so many ambitious projects fail in the past because its author did not have the experience required to work on such game (typical forum post was "Hai, Im working on a massive grayscale RPG in xLIB that will pwn every other RPG on ticalc.org. Could someone teach me how to use Getkey?"). Again, some large projects by new coders DID succeed back then: Desolate, The Verdante Forest, etc. The code was extremly large and unoptimized, though, because it was old unoptimized code patched with newer, more efficient code. Do not fall into the endless-rewriting loop either, though, although going back through the code and rewriting some parts can help, sometimes.

Good luck again with this project
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on September 28, 2010, 01:13:19 pm
Hmm? Interestingly enough, that's why I'm planning EVERYTHING before coding. I've programmed enough in asm to be able to do this. The only reason that I can, is because I know how to handle this fun large project. I thank you for your concern, though.
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 28, 2010, 01:40:35 pm
Ah ok good to hear :)

Always plan first in any case, anyway.
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on September 28, 2010, 07:31:11 pm
Yep. I have had a few projects fail because of little to no planning.

Check out my new sig bar!

(Also, the how do you repost with the quick modify button?
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 28, 2010, 11:24:18 pm
Nice userbar. Could you clarify your question, though?
Title: Re: TAO: Unleashed (Progress)
Post by: ztrumpet on September 28, 2010, 11:25:25 pm
That's a really cool userbar!  Nice job on it. :)
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on September 29, 2010, 07:17:42 am
Thanks.
On your post, you will notice a "quick modify" button.  After clicking it, you can modify your posts.  But I cannot save them.

EDIT: NVM, apparently, it was a work in progress yesterday that has since been fixed.
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 29, 2010, 12:16:30 pm
Strange, it works fine for me. It may be a problem with your browser or something.

EDIT Test. It seems to work in Opera on Windows at least.
EDIT 2: In IE8 too
EDIT 3: Same for Firefox
EDIT 4: Chrome too
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on September 29, 2010, 05:13:27 pm
Yeah, it works now. It must have been a work in progress when I noticed it.
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 29, 2010, 11:11:26 pm
What do you mean by work in progress, though? The button has been there for 2 years. It just was a different icon.
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on September 29, 2010, 11:14:13 pm
When I clicked it the other day, it didn't have the save and cancel buttons. It does now, so back to the topic at hand.

Edit: yeah, it works now. So I might not be able to code for a few weeks, but I should have the majority of the planning done soon.
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 30, 2010, 01:18:07 am
Weird, must have been a glitch, or it could be due to one of those errors we get regularly.

And I see, I hope you have enough time to work on the game :)
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on September 30, 2010, 06:29:54 pm
Oh yeah, I should have enough time to work on THE GAME. Any thoughts or suggestions?
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 30, 2010, 08:27:55 pm
No suggestion atm, but would you need help on something in particular like magic name ideas or item names?
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on September 30, 2010, 08:41:16 pm
No suggestion atm, but would you need help on something in particular like magic name ideas or item names?
That would be nice, since I'm bad at that. ;-) Can you PM suggestions?
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 30, 2010, 09:07:46 pm
I'Ll try to gather some later, probably. Do you mind if some ideas come from my games? I'll go check in my old comic book-based RPGs I created around 2000-2001 to see if I might not get some more ideas from there.
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on September 30, 2010, 09:12:55 pm
I'Ll try to gather some later, probably. Do you mind if some ideas come from my games? I'll go check in my old comic book-based RPGs I created around 2000-2001 to see if I might not get some more ideas from there.
That is fine.  There are 7 attack types.  Normal, Fire, Water, Earth, Wind, Light and Dark. There are many items.  (I don't remember off the top of my head how many I am allowing for) Thank you!
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on September 30, 2010, 09:40:14 pm
AH ok. I cannot guarantee I'll be able to find stuff for everything, but hopefully I can share some ideas.
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on October 02, 2010, 09:27:31 pm
Actually, I never posted these, but here is a mock screenie:
(http://graphmasturstest.wdfiles.com/local--files/tao:files/battle-mockup-2.png)
Title: Re: TAO: Unleashed (Progress)
Post by: meishe91 on October 02, 2010, 09:47:41 pm
Woo! "Screenshot" finally! I've been waiting for one :P Looking really cool. Wish you luck :)

Not to bring up the Quick Modify button again, but are you by chance using Chrome?
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on October 02, 2010, 09:51:05 pm
Woo! "Screenshot" finally! I've been waiting for one :P Looking really cool. Wish you luck :)

Not to bring up the Quick Modify button again, but are you by chance using Chrome?
No, safari. And it is not a screenshot, but a mock one.
Title: Re: TAO: Unleashed (Progress)
Post by: ztrumpet on October 02, 2010, 09:51:43 pm
Looks neat.  It'll be interesting to see how it all looks. :)
Title: Re: TAO: Unleashed (Progress)
Post by: meishe91 on October 02, 2010, 10:13:14 pm
Woo! "Screenshot" finally! I've been waiting for one :P Looking really cool. Wish you luck :)

Not to bring up the Quick Modify button again, but are you by chance using Chrome?
No, safari. And it is not a screenshot, but a mock one.

Ya, I know. That's why I put quotes around the word "screenshot."

Ah ok. Well in Chrome it did the same thing, it sounds like, but if you scrolled down (in the post) it would show the save button. (Though for me it was a little text box and I had to do that. I don't know if you had the full sized text box or a small one.) Anywho, glad it's fixed now.
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on October 02, 2010, 10:25:11 pm
Yeah, it was just working for me.  It seems to be on and off.
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on November 23, 2010, 11:00:30 pm
I finished the design for the battle engine and the event engine, working on the map engine, and core, as well as almost being done with the text/scene engine.

Note that these are all designs right now.  I'm basically going to design everything, know where everything is going to go, what page, where in ram, etc. before coding.  This is the largest project I've ever done, and I want to do it correctly.
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on November 24, 2010, 02:51:28 am
Cool to see this alive again! Make sure to keep copies of your notes and artwork, if any, then backup your code often when you start. :P
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on December 14, 2010, 01:26:35 pm
So because of brandonw's help, I can make apps now. Once Oasis is done, I'll be developing with that, but for now, I'm using ZDS.  For some reason, my calc didn't want to accept signed stuff, but because of a patch, it didn't really check for validness (Or at least returned that it was valid).

I don't know if I can get a signed working app for this, but I know I can get an app to my calc now, which is enough reason to start back up on this project.
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on December 14, 2010, 11:28:08 pm
I see, well good luck! I am glad this is alive again. :D

I didn't knew Zergling Disassembler Suite worked on Mac, though.
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on December 15, 2010, 06:23:02 am
I see, well good luck! I am glad this is alive again. :D

I didn't knew Zergling Disassembler Suite worked on Mac, though.
Zilog developement, and it doesn't but i have a windows computer, too.
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on December 15, 2010, 02:01:48 pm
I was kidding, I know what it means since I got it installed on my comp (although I never used it). It was some Starcraft reference. :P I see, now. I thought you only had Mac.
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on December 15, 2010, 04:07:15 pm
I was kidding, I know what it means since I got it installed on my comp (although I never used it). It was some Starcraft reference. :P I see, now. I thought you only had Mac.
Oh, okay, don't play Starcraft.  I have a mac with a windows boot camp, and another windows computer.
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on December 16, 2010, 01:21:27 am
I see, I guess it's good to have multiple platforms. It can also be easier to test things when you create computer softwares, there are things you may prefer on Mac (In my case, Photoshop, because I disliked the Windows version) but things you can only do on Windows or Linux.
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on December 16, 2010, 11:41:39 am
I see, I guess it's good to have multiple platforms. It can also be easier to test things when you create computer softwares, there are things you may prefer on Mac (In my case, Photoshop, because I disliked the Windows version) but things you can only do on Windows or Linux.
Yeah, I need to get a linux computer set up.  Maybe Ubuntu.
Title: Re: TAO: Unleashed (Progress)
Post by: KisforKeyboard on December 23, 2010, 10:58:41 pm
I used Ubuntu once and it is good. I had it for a long time but i really only use it to run minecraft servers aftyer my bro showed me how
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on December 23, 2010, 11:02:44 pm
I used Ubuntu once and it is good. I had it for a long time but i really only use it to run minecraft servers aftyer my bro showed me how
Interesting. Last time I did ubuntu, it deleted two partitions.

Anyway, for a minor update, since someone posted, I can say that after I deal with the story line altogether (events and maps, mostly), I can start coding like a madman.  So far, I think I know how to code these engines:
- event engine
- map engine
- battle engine
- speech engine (Conversations and such)
I just need to work on the "scene" engine, which is actually a subset of the speech engine.  But after all of that is done, i can start coding the framework for the game, and start on the battle engine.  I need some awesome battle damage calculators and such.

I think I'm gonna need a sub-forum to place all this stuff, too. I know there's another topic somewhere about my sprites, and then there's the one about me being evil which has TAO stuff in it.
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on December 26, 2010, 04:43:21 pm
By the way when it has been a while you can double-post fine, so you don't need to wait until someone post to do so. Nice to see progress by the way. :)

For a sub-forum it migth be a good idea, although I guess the staff will probably keep an eye on the project first to be certain it's updated regularly. This is to prevent the addition of a project sub-forum, only to see the project never get updated again then eventually die. This is to prevent staff from wasting time x.x
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on December 26, 2010, 05:08:41 pm
By the way when it has been a while you can double-post fine, so you don't need to wait until someone post to do so. Nice to see progress by the way. :)

For a sub-forum it migth be a good idea, although I guess the staff will probably keep an eye on the project first to be certain it's updated regularly. This is to prevent the addition of a project sub-forum, only to see the project never get updated again then eventually die. This is to prevent staff from wasting time x.x
Oh, I understand completely.
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on February 06, 2011, 05:15:46 pm
Oh hello there, faithful reader.  I know you wrote that script to be immediately notified of any progress on this.  Well, I've been busy, but I finally got multipage apps working, and it's pretty smooth sailing from there (yeah... right).  So, in honor of two pages, and the tcall that I'm using to do it, I've written an app and stuff with like, 2 pages.  Be sure to tell me if it like, jumps out of your calculator, and like, oh I don't know, like eats you or, like, something.  So, do you like? :D
(http://img.removedfromgame.com/imgs/tao2pages.gif)
Title: Re: TAO: Unleashed (Progress)
Post by: alberthrocks on February 06, 2011, 05:58:12 pm
Nice stuff! :D It's great to know that you can do multipaged apps without using too many macros, and that you're ready to get working in that bound. ;)
Title: Re: TAO: Unleashed (Progress)
Post by: matthias1992 on February 06, 2011, 06:31:52 pm
Cinematic engine, cool!!

However i recommend you enlarge sprites instead of making seperate hq cinematic sprites, its faster and it consumes less space. Dont worry if you dont understand, typing sucks on a mobile so thats why i dont explain in greater detail. Ill do so once i get my hands on a pc.
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on February 06, 2011, 06:33:51 pm
Cinematic engine, cool!!

However i recommend you enlarge sprites instead of making seperate hq cinematic sprites, its faster and it consumes less space. Dont worry if you dont understand, typing sucks on a mobile so thats why i dont explain in greater detail. Ill do so once i get my hands on a pc.
Was this posted in the wrong thread? It's not really a cinematic engine (yet), but there is a cutscene engine in the works.

EDIT: Also, if you want to explain that enlarging sprite thing...
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on February 08, 2011, 12:55:13 am
Glad to see new progress Graph, but is the app supposed to do anything visible like a title screen, walking engine, etc? ???
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on February 08, 2011, 06:08:17 am
Not yet, since i srill barely have time to work with it, but I am working on it.  Hopefuully, i can figure out where everything needs to go in the app and in ram first.
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on February 11, 2011, 11:18:19 pm
Update:
I got displaying a picture to work with a variable buffer location.  I didn't have a picture ready to display, so I just pointed the buffer to $4000 in my app, and it did this:
(http://tao.wikidot.com/local--files/files/TAODisplay_2_11_2011.gif)
So far, I have page swapping and now drawing routines done off-page. e.g, in ram.  Next up is to try and work on the appvar.
Title: Re: TAO: Unleashed (Progress)
Post by: Builderboy on February 12, 2011, 02:31:01 am
Can't wait to see some more progress on this :) Good luck getting everything working!
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on February 12, 2011, 09:11:32 am
Can't wait to see some more progress on this :) Good luck getting everything working!
Thanks.  I do so hope that the next screenies demonstrate a little more artistic skill.
Title: Re: TAO: Unleashed (Progress)
Post by: FinaleTI on February 13, 2011, 07:30:35 pm
Glad to see progress on this.

On a slightly off-topic note:
I just noticed this  (http://bulbapedia.bulbagarden.net/wiki/Tao_trio) and thought it was kinda funny that Pokemon would have a Tao trio.
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on February 14, 2011, 12:38:33 am
Can't wait to see some more progress on this :) Good luck getting everything working!
Thanks.  I do so hope that the next screenies demonstrate a little more artistic skill.
Same here :D, I have been waiting for months :P
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on February 14, 2011, 07:08:39 am
Can't wait to see some more progress on this :) Good luck getting everything working!
Thanks.  I do so hope that the next screenies demonstrate a little more artistic skill.
Same here :D, I have been waiting for months :P
That's good to hear.  I'm glad I have a little time to work on it here and there.
Title: Re: TAO: Unleashed (Progress)
Post by: squidgetx on February 14, 2011, 07:13:26 am
Nice progress. Although I must also post to say that I'm lovin the new avatar 8)
Title: Re: TAO: Unleashed (Progress)
Post by: jnesselr on February 14, 2011, 07:16:12 am
Nice progress. Although I must also post to say that I'm lovin the new avatar 8)
Sweet, I didn't know you were a Death Note fan.
Title: Re: TAO: Unleashed (Progress)
Post by: DJ Omnimaga on February 14, 2011, 03:35:14 pm
Same here, although now I am always confused between you, FinaleTI and shmibs ???