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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 04 Dec 2003 02:59:25 pm    Post subject:

An unexpected release has occured on ticalc: Codex. Since it allow to use sprites made on calc (stored on pic0) I decided to open this thread now (It was suposed to open next summer). Of course, I can't start programming yet cuz I have over 60 monsters sprites to make and 30 for dungeons. Depending of the RAM limitation, the game will have between 15 and 30 hours of gameplay. I will send codex to my calc by retyping the hex code by hand (you know my graph-link problem) and I will start the menu and battle engine.
*NOTE* Don't expect any screenshot soon (it should be like the first game but in graph mode and a sprite routine)

About the game:
-Progress: 0.0001%
-I'm making some dungeon sprites now.
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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 05 Dec 2003 12:18:30 pm    Post subject:

Progress:
-0.0002%
-I'm making the map engine (verrry slow but as fast as FFTOM1)


Last edited by Guest on 05 Dec 2003 12:20:29 pm; edited 1 time in total
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AlienCC
Creative Receptacle!


Know-It-All


Joined: 24 May 2003
Posts: 1927

Posted: 05 Dec 2003 03:09:25 pm    Post subject:

This sounds promising, I'm very interested to see the advance of basic games due to the use of codex. Never know, I might finish the RPG I started years ago.

--AlienCC
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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 09 Dec 2003 11:17:27 am    Post subject:

The only problem is that my game run very slow. I need help to optimise some code or convert it in asm. IT MUST USE THE FINANCE VARS!!!!!



Quote:
PROGRAM:RB                      ;make the character apparear
8PMT-8->L
8PV-8->K
If PV=>1 and PV<=8 and PMT=>1 and PMT<=10
Then
7->X:Asm(prgmRX                          ;RX is the ZPIC prgm I've renamed (display a picture and erase the graph)
{1,K,L+1,K+7,L+6:Asm(prgmR        ;I renamed CODEX as R to save memory Wink  (erase the tile where the character will apparear)
{5,5+A,7+B,L,K:Asm(prgmR        ;Displays the character (A and B make him looking in 4 directions)

Here is some other code:
Quote:
For(Z,1,8
For(Thêta,1,10
4-(Ipxl-Test(Z+K,Thêta+83)+Lpxl-Test(Z+K+1,Thêta+83
{5,L2(Ans),L2(4+Ans),8Thêta-8,8Z-8:Asm(prgmR       
End
End

*NOTE* It fill the map with sprites but not full screen to let a small map at the top right corner to load the big map. It can display 3 sprites at one time (Ceiling or treetop, wall or tree bottom, floor)


I hope that someone will help me! Smile
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Jedd
1980 Pong World Champion


Elite


Joined: 18 Nov 2003
Posts: 823

Posted: 09 Dec 2003 06:05:44 pm    Post subject:

I must be out of the loop or something. What is codex and how does it work?
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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 11 Dec 2003 10:09:51 am    Post subject:

Codex info
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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 23 Dec 2003 11:36:11 am    Post subject:

And first screenshot of my game:
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Twiztid33


Member


Joined: 06 Jun 2003
Posts: 106

Posted: 23 Dec 2003 12:35:44 pm    Post subject:

looks pretty good so far, i would play it whenits finished
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DarkerLine
ceci n'est pas une |


Super Elite (Last Title)


Joined: 04 Nov 2003
Posts: 8328

Posted: 23 Dec 2003 12:43:04 pm    Post subject:

what do ORB, LEKENS, ZANIK, NOMESI mean?
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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 23 Dec 2003 01:11:57 pm    Post subject:

Quote:
looks pretty good so far, i would play it whenits finished
Thanks. Note that this game require a TI-83 plus SE to run at a decent speed.
Quote:
what do ORB, LEKENS, ZANIK, NOMESI mean?
ORB: It's a mix between Items and magic. You must buy them and use them as item but it will look like magic.

LEKENS, ZANIK and NOMESI are the character names.
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DarkerLine
ceci n'est pas une |


Super Elite (Last Title)


Joined: 04 Nov 2003
Posts: 8328

Posted: 23 Dec 2003 01:16:07 pm    Post subject:

I see. What is the plot about?
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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 23 Dec 2003 01:33:42 pm    Post subject:

What do you mean by plot? Do you mean the stat plot (Y=), the background or the story? It's cuz English is not my native language.
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DarkerLine
ceci n'est pas une |


Super Elite (Last Title)


Joined: 04 Nov 2003
Posts: 8328

Posted: 23 Dec 2003 03:58:49 pm    Post subject:

The plot meaning the story in the rpg. English as a second language is a poor excuse, it's not my native language either. Wink
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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 24 Dec 2003 09:41:08 am    Post subject:

No story yet, but I'm thinking about doing something that occur in the future (look at the enemies in the screenie). You'll start with three character and finish with these three characters (like in FFX2). They are friends. I think you'll be able to travel back in the past or the future (if I get some RAM left) in these years:

1000
2050
2051
3000
If I got just a little RAM left, it will occur in the future.


Last edited by Guest on 24 Dec 2003 09:42:05 am; edited 1 time in total
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DarkerLine
ceci n'est pas une |


Super Elite (Last Title)


Joined: 04 Nov 2003
Posts: 8328

Posted: 24 Dec 2003 12:39:42 pm    Post subject:

If you can have time travel, add 50 B.C. so you can put Christmas in there as a joke.
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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 24 Dec 2003 01:58:45 pm    Post subject:

I'm thinking about putting a secret period of time, but chrismas... Neutral
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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 14 Jan 2004 02:11:22 pm    Post subject:

Well, altough I haven't been here for 3 weeks, the project is not dead. I slowed down in my progress, but I restarted doing hardcode this week. So what's new:

Progress: 2% done (98% remain for the story code)
-The battle engine is complete! (well, almost)
-I writed down a summary of the walktrough. It's 7 pages long!!! (three times bigger than RL1 and twice bigger than RL2)
-The game is still for the Silver Edition, but I've heard about something very interesting: A TI-84+ (SE) will be released soon... WITH A 15 MHz PROCESSOR! It will be compatible with TI-83+ (SE) games. If codex work on it, you could play my game on the cheap TI-84+!! For those who don't have much money, you'll have to overclock your TI-83+ or use the speed up program. But be warned, the RPG will be incredibly big (around 65 KB and 350 KB).

There's no new screenies cuz the battle engine interface is the same as the one in the old screenshot.


*EDIT* I haven't talked about the game features yet. Here is the features of the Three Reign of Legewnds:

RL1:
-French and english (NEW!)
-18-25 hours to complete
-3 vs. 3 semi-realtime battle
-New-Game Plus
-2 world maps
-13 Magics (artifacts)

RL2:
-All the RL1 features
-20-30 hours to complete
-7 playable teamates (changeable in the airship)
-Airship
-Changeing character order
-3 rows in battle (front, middle and back): Feature never seen on a calc!!!!!!!
-12 Magics (orbs)
-Each character have an abilitie
-Stealing items from enemies!!!!

Now in RL3 here is it

What's new:

-Take advantage of the SE 15 MHz processor
-High quality magic animations
-Advanced graphics (Use codex)
-Each character have an ability
-All character cast magic (orbs)
-You can wait to attack and let the others attack (especially useful when you try to steal from enemies)
-four world map 95000 B.C., 2200 A.C., ? A.C., 2617 A.C
-Mini-Games (Maybe)

What will cease to exist :

-French version (maybe)
-Changing character order
-Switching party members in the airship
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Jedd
1980 Pong World Champion


Elite


Joined: 18 Nov 2003
Posts: 823

Posted: 19 Jan 2004 04:50:39 pm    Post subject:

How is this game going to handle vars like world maps?
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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 21 Jan 2004 10:26:14 am    Post subject:

Jedd wrote:
How is this game going to handle vars like world maps?

It's a long story. The map engine first version date back in the early june 2002. I can't tell you how it's working becuase it's very complicated now. It mainly work with a picture (Check the oldest posts on this thread). Since january 2003, I use 3 map engine (one for the dungeon map, one for the villages (more complicated) and one for the world map (even more complicated)). You can download "Le règne des légendse" at calcgames.org and look at prgmRF and prgmRD code for the dungeun map. Here's the verison hisatory of my old map engine:

2002
1.0 (Illusiat 6): The very first version (when you walk against a wall, the battle counter decrease and the character flashes like if there was no walls)
1.1 (Illusiat 7): Fixed that bug, floor is now textured. Slower.
1.3 (Illusiat 9): Now full screen instead of 8x10
1.4 (Illusiat 10): The getkey value is not stored anymore while the map loading
1.6 (Illusiat 11, Mystique): Fixed the bug when you run into a boss and you get a random battle, craps appear.
2.0 (Illusiat 12): More relief (both ceiling and walls are displayed). Map doesn't load twice anymore when you exit an area and you get a random battle. Slower. Loading look differently in that version.

2003
2.1 (RL1 and Mana Force 2) 5% Faster
2.2 (RL2): 8 % Faster (loading look differently)
2.4 (Illusiat 2004): slower (because it's 4 game in 1.)

2004
3.0 (RL3): Graphical, but too slow for a normal 83+
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Jedd
1980 Pong World Champion


Elite


Joined: 18 Nov 2003
Posts: 823

Posted: 21 Jan 2004 02:54:38 pm    Post subject:

Looks like this is going to turn out pretty sweet. Can't wait!
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