Last edited by Sorunome on 06 Nov 2014 12:15:45 pm; edited 4 times in total
People say all the time to never have an RPG as their first ASM project.
Well, seems like I'm attempting it anyways
Already got the move engine pretty much settled down and a lot of thinking behind the battle engine (I only have to start coding!)
People do say that indeed, since it's easy to get frustrated by huge first projects and abandon a new language like assembly entirely. On the other hand, you seem to be doing superb work here so far! What grayscale library are you using for this?
Looking forward to progress on this! This was one of my Fav RPGs full stop back in the day, and I would love to see it in a slightly more stable and speedier format!
Looking forward to progress on this! This was one of my Fav RPGs full stop back in the day, and I would love to see it in a slightly more stable and speedier format!
Thanks!
So yeah, I already did quite some more work, work that is hard to show. The one that'd be easiest to show is fixing the bug that reuben flickers when pushing a box.
And the other work is adding a whole bunch of maps, and, more importantly, already added quite some calculation needed for the battle engine.
EDIT: Oh, and like, a LOT of thinking of how the battle engine works internally, drafting my thoughts in txt files and stuff.
Last edited by DJ Omnimaga on 03 Nov 2014 08:24:12 pm; edited 1 time in total
Screenshot comparison of both hybrid BASIC and ASM versions of the game:
Note that WabbitEmu has troubles running the ASM version properly, though and it's much faster on a real calculator. And obviously the original game has text issues during the intro because I used a Mathprint OS.
Would you consider uploading to the Beta folder here, since it's in a Release Candidate state? I definitely want to try out this new version to see the changes since the beta, and I'm lazy.
DJ_O: You say Wabbit has trouble with it; was jsTIfied any better?
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