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Cure


Active Member


Joined: 11 Apr 2006
Posts: 739

Posted: 07 Aug 2006 06:19:30 pm    Post subject:

I have decided to a version of Link's Awakening, originally for the Gameboy. I have decided that things like exploring, puzzle solving, etc. will be real-time, while action will be turn-based, thus adding an RPG element. The project will begin with sprites.I'll be using xLib and BASIC, and I am making it on a 84+SE. I say it will be done in 1-5 months (I have to take into account school work), but I am hoping for less than 5 months.

Last edited by Guest on 15 Aug 2006 09:00:18 pm; edited 1 time in total
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Fallen Ghost


Elite


Joined: 15 Jun 2006
Posts: 955

Posted: 07 Aug 2006 07:09:58 pm    Post subject:

ASM or BASIC??

on what? 84 SE? 83+? 89 Ti?

The time when you predict you will finish it maybe (an estimation)

Cure777, did you just delete your second post???


Last edited by Guest on 07 Aug 2006 08:23:21 pm; edited 1 time in total
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Liazon
title goes here


Bandwidth Hog


Joined: 01 Nov 2005
Posts: 2007

Posted: 08 Aug 2006 07:55:18 pm    Post subject:

i'm guessing ASM for the 8x+ series.

I like the original puzzle solving elements of zelda the most. especially using the weapons/tools to solve dungeon puzzles. I believe Dragon__lance on omnimaga is continuing necro's rpgish zelda game in ASM.
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WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 08 Aug 2006 08:01:00 pm    Post subject:

Cure777 wrote:
I'll be using TI-Basic utilizing xLib, and I am making it on a 84+SE


It looks like it will be in basic with xLib :biggrin: .


Last edited by Guest on 08 Aug 2006 08:03:29 pm; edited 1 time in total
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Cure


Active Member


Joined: 11 Apr 2006
Posts: 739

Posted: 08 Aug 2006 08:03:30 pm    Post subject:

Actully, I'm still thinking about what I'll do. xLib for speed, but I don't know how to use tile map Sad . So I'm thinking about Pure Basic. Not real fast, but I can do it, and I know how to use matrices.

Last edited by Guest on 08 Aug 2006 08:04:38 pm; edited 1 time in total
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WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 08 Aug 2006 08:09:55 pm    Post subject:

It's quite simple to use the tilemap.
xLib Readme wrote:
usage: real(2,Matrice_Name,X_Offset,Y_Offset,MapWidth,MapHeight,ScreenStartX,
ScreenEndX,ScreenStartY,ScreenEndY,mPIC_Num,Tile_Method,Tile_Size,Map_UpdateLCD

Matrice_Name = Name of matrice containing map data 0 - 9. 0 = [A] - 9 = [J]
X_Offsett = X Map Offsett. Which part of the map you wish to start drawing at
Y_Offsett = Y Map Offsett. Which part of the map you wish to start drawing at
MapWidth = Width of TileMap
MapHeight = Height of TileMap
ScreenStartX = Which COLUMN you wish to START drawing. Can be a value from 0-12 for 8x8 or 0-6 for 16x16
ScreenEndX = Which COLUMN you wish to END drawing at. Can be a value from 0-12 for 8x8 or 0-6 for 16x16
ScreenStartY = Which ROW you wish to START drawing. Can be a value from 0-8 for 8x8 or 0-4 for 16x16
ScreenEndY = Which ROW you wish to END drawing at. Can be a value from 0-8 for 8x8 or 0-4 for 16x16
mPIC_Num = The PIC in which the tile data is located PIC0 - PIC255
Tile_Method = The copy method 0 = Overwrite, 1 = AND, 2 = OR, 3 = XOR
Tile_Size = Size of tiles, 8 = 8x8, 16 = 16x16
Map_UpdateLCD = Toggle LCD update 0 = No, 1 = Yes


So, what all this means is:
(in the pic file) 8*8 (or 16*16) sprites lined up horizontally to the end of the screen, then down a row, and another row of sprites. Each sprite coincides to a number in a matrix. For example: First 8*8 (or 16*16) sprite located in the very top-left (or where you specify as the x and y offsets for the pic) will have a number assigned 0, incrementing from left to right, top to bottom.
Map width and map hieght are the dimensions of the map you want to display (it has to fit on the screen), and the rest is fairly self-explanatory(I hope).
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Cure


Active Member


Joined: 11 Apr 2006
Posts: 739

Posted: 08 Aug 2006 08:13:13 pm    Post subject:

My main concern for tile-map, (and xLib for that matter) is the amount of pictiures i will need to use. But isn't there a way to make like 255 pics or something?
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threefingeredguy


Advanced Member


Joined: 01 Sep 2005
Posts: 479

Posted: 08 Aug 2006 08:14:22 pm    Post subject:

What are you worried about? I'd be suprised if you fill up more than 3 pics.
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Cure


Active Member


Joined: 11 Apr 2006
Posts: 739

Posted: 08 Aug 2006 08:16:31 pm    Post subject:

Hmm. With tile map it is possible to make some things transparent (can be moved through, over) and some things opaque (character can't walk through, over), right?
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WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 08 Aug 2006 08:19:08 pm    Post subject:

Remember, that in each pic file you can have about 100 (96 to be exact) sprites. So to have every pic filled with sprites, you will have: 96*10=960 sprites.
Also, xLib has a function that allows you to create up to 255 pics.
xLib Readme wrote:
9 - CreatePIC
-------------
usage: real(9,cPIC_Funtion,cPIC_Num

cPIC_Function = Function to perform. 0 = StorePIC, 1 = DeletePIC
cPIC_Num = Number of PIC file to store to. Ranges from 1-255

*NOTE* PIC0 is actually PIC10 according to the TIOS. To store to PIC0
use: real(9,10

*IMPORTANT* Because the PIC's use tokens in their name that the TIOS doesnt really
have (for PICS) the names in your memory mgmt will be all strange, ex:

PIC0
inString(
P/Y
Z-Test(

THIS IS PERFECTLY NORMAL, nothing is wrong with your calc. The TIOS just doesnt have
the names for PIC variables above the 10th.

To transfer these PICs to your calc you MUST GROUP THEM. Sending may fail if you
attempt to send them individually.
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Cure


Active Member


Joined: 11 Apr 2006
Posts: 739

Posted: 08 Aug 2006 08:23:24 pm    Post subject:

I've just decided to do the thing in pure basic. It will be good practice, and I dont think I'm quite ready for xLib yet Wink
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 08 Aug 2006 08:47:05 pm    Post subject:

Cure777 wrote:
I've just decided to do the thing in pure basic. It will be good practice, and I dont think I'm quite ready for xLib yet  Wink
[post="85959"]<{POST_SNAPBACK}>[/post]



talk to me on AIM or via email, I have a routine Im finishing that I think you'll be very interested in.
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nitacku


Advanced Member


Joined: 23 Aug 2005
Posts: 408

Posted: 15 Aug 2006 10:14:22 am    Post subject:

I had also been working on a Zelda, but I never got around to finishing it. The program is included as an attachment. You can use any of the program if you want to. The program currently uses two pics and is in grayscale!

Here is the attachement: [attachment=921:attachment]

EDIT: Added a picture of the game


Last edited by Guest on 15 Aug 2006 10:21:40 am; edited 1 time in total
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Demon


Advanced Member


Joined: 17 Jun 2006
Posts: 369

Posted: 15 Aug 2006 05:33:17 pm    Post subject:

Quote:
I dont think I'm quite ready for xLib yet

Aw, don't say that; xLIB is quite easy once you learn all those [...] sprite and tilemap parameters, and it usually takes only maybe an hour (or sometimes a few, but not too many) to figure out everything, and plus, who knows, if you do make an accident, you might acutually end up figuring out something cool (I somehow figured out how to make an cool-looking trippy effect playing around with the sprite command Razz ).

But please do remember to back up.


Last edited by Guest on 15 Aug 2006 05:33:42 pm; edited 1 time in total
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 15 Aug 2006 06:20:15 pm    Post subject:

lolje wrote:
Btw in pure basic you'll have no chance to get it fast, scrolling and with good graphics! If you don't want to learn the (very tiny) xLIB-stuff ask someone...


that is a blatant lie. and if somebody decides they want to do it in pure Basic then make sure you respect that. its a decision to learn by working within the limits of the language. sort of like writing a sonnet. sure you can make a great poem freestyle, but by constraining yourself to the sonnet form you force yourself to work harder and it can still come out beautiful.


@Cure777: Im getting back home next week and Ill be able to explain the tilemapping process to you, and send you the routines I mentioned on AIM.
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Cure


Active Member


Joined: 11 Apr 2006
Posts: 739

Posted: 15 Aug 2006 08:31:38 pm    Post subject:

@nitacku: Thank you for openly sharing your work. I will dissect it and hopefully gain something.

I agree with xLib man. No more debate. I'm using xLib .Please don't post to argue.


Last edited by Guest on 15 Aug 2006 08:59:47 pm; edited 1 time in total
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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 15 Aug 2006 08:53:13 pm    Post subject:

guys PLEASE STOP THOSE ANTI/PRO PURE BASIC and ANTI/PRO XLIB ARGUMENTS! its getting really really irritating, I was gonna add a topic in Omnimaga featured RPG project section (as it sound like a very nice project) which links to this thread, but now I am reconsidering...

there is nothing wrong with using xlib, and nothing wrong using pure basic. He'll eventually make it fast enough in pure, even if he will not get 1 sec grayscale map loading or 3 fps scrolling like with xlib, if the person want to use pure basic he doesnt have to see all those arguments, and if he want to use xlib its the same thing, geez...


Cure i hope you will finish this any chance of screenies soon?


Last edited by Guest on 15 Aug 2006 08:56:18 pm; edited 1 time in total
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Cure


Active Member


Joined: 11 Apr 2006
Posts: 739

Posted: 15 Aug 2006 08:59:13 pm    Post subject:

I'll probably get some screenies up in a week or two.
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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 15 Aug 2006 09:00:16 pm    Post subject:

aaah cool what do you have done so far?
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Cure


Active Member


Joined: 11 Apr 2006
Posts: 739

Posted: 25 Aug 2006 01:13:18 pm    Post subject:

Update: I have the link sprites finished. Next are the enemy sprites
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