Ohhh. That's probably it then. Is the in-game menu the thing that says "ITEMS-JOBS-SKILLS-SAVE"? Because that's what's coming up, and if so then it's my fault.
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Yeah that's the menu I mean. You can heal yourself, change your character class (if you have anything else than Fighter), view its abilities and save.
- M. I. Wright
- Advanced Member (Posts: 229)
-
- 05 May 2015 08:44:51 pm
- Last edited by M. I. Wright on 05 May 2015 10:23:37 pm; edited 1 time in total
I see, I thought that was the shop! That explains a lot, I'll redownload the game (deleted it to save space). If you don't mind, in the next update to this game, could you
1) make it a bit more clear that you're supposed to press UP to enter the houses (might just be me though haha)
and 2) start all your subprograms with either rand or Ans so that DCSE doesn't pick them up?
1) make it a bit more clear that you're supposed to press UP to enter the houses (might just be me though haha)
and 2) start all your subprograms with either rand or Ans so that DCSE doesn't pick them up?
If I do such update, I was actually tempted to replace the 1, 2 and 3 digits to up arrows when the guy is standing in front of the door and perhaps even make the arrow flicker so that the player notices.
Also I didn't know that DCS could do that. I don't like my sub-programs being part of DCS either.
Also I didn't know that DCS could do that. I don't like my sub-programs being part of DCS either.
So this was released a long while ago, but since I updated it last year and again the CE version was updated more recently, I thought I would post what were the changes and additions that happened during the second half of 2020 until last May. First, the screenshots:






-4 new dungeons were added. They become available once you beat the game and the village turns into Winter time.
-Treasure chests were added in all dungeons including the existing ones. The difficulty is thus decreased, but not by much. The content of the treasure chests respawn on dungeon re-entry, like in Final Fantasy: Mystic Quest for the SNES.
-The Omega magic spell is less blocky.
-ASCII/text graphics were replaced with single-color sprites, thanks to Iambian's Font Hook program. When the game is exited properly the font automatically gets disabled and the game detects if it's enabled during startup.
-The game is now full-screen, with your current HP being shown at the top, Atari style.
-You can now quit the game with CLEAR from the title screen and the main menu.
-Text and status boxes now have a white border.
-Some other cosmetical changes or upgrades.
Download link: https://www.cemetech.net/downloads/files/1277







-4 new dungeons were added. They become available once you beat the game and the village turns into Winter time.
-Treasure chests were added in all dungeons including the existing ones. The difficulty is thus decreased, but not by much. The content of the treasure chests respawn on dungeon re-entry, like in Final Fantasy: Mystic Quest for the SNES.
-The Omega magic spell is less blocky.
-ASCII/text graphics were replaced with single-color sprites, thanks to Iambian's Font Hook program. When the game is exited properly the font automatically gets disabled and the game detects if it's enabled during startup.
-The game is now full-screen, with your current HP being shown at the top, Atari style.
-You can now quit the game with CLEAR from the title screen and the main menu.
-Text and status boxes now have a white border.
-Some other cosmetical changes or upgrades.
Download link: https://www.cemetech.net/downloads/files/1277



Added fade in/out at extra places, made the trees and bushes darker because they were hard to see on rev M+ and I also need to fix a bug on the logo splash screen for when the graph screen bgcolor and border color are not white. (EDIT: Done)
It's now in the archives! https://www.cemetech.net/downloads/files/1277/x3177
This isn't specifically related to the color remakes of Mana Force shown above, but I have ported the original English translation of the TI-82A/+/83+/84+/SE game to the TI-73, TI-76.Fr, TI-82, TI-82 Stats and TI-83 calculators. Those ports don't include additions made to the color remakes except for a few name changes, such as "metamorphoses" becoming "jobs" and "Death Trap" (not sure why I came up with that translation) becoming "Deadly Valley".
https://www.cemetech.net/downloads/files/2164
I need to learn TI-86 BASIC so that I can try porting the game to that platform too. I downloaded TI Program Editor, which was included with TI-Connect 1.5 and I am crossing my fingers that it won't crash too much on a modern computer.

https://www.cemetech.net/downloads/files/2164
I need to learn TI-86 BASIC so that I can try porting the game to that platform too. I downloaded TI Program Editor, which was included with TI-Connect 1.5 and I am crossing my fingers that it won't crash too much on a modern computer.

-A new dungeon now gets unlocked after completing the second quest/playthrough. In this dungeon the floor at the center of rooms that do not contain a treasure chest is electrified and you can only walk on it when it's not lit, otherwise you die instantly.
-Also restored game controls from monochrome era (while keeping the current controls as well) for people who are more used to using the bottom of the calculator keypad or used to the old game.
-Random enemies are now colored differently depending of the area that you're in.
-Fixed run indicator appearing on the splash screen
-Replaced Cesium and CEaShell icon with the main character
-Changed some fonts for the smaller text on the title screen
-Fixed bug causing some floor space to be unreachable after obtaining an item from a treasure chest.

-Optimized fullscreen color fill.
-Made the grass easier to see during the intro.
-There is no more delay when starting to press an arrow key to walk around, at the cost of having an extra sub-program. Essentially it's quick-key repeat, thanks to hexadecimal code found on TI-BASIC Developer.
-Some of the spells that changed screen color now also change the colors of the battle backgrounds and there's no more black line separating the foreground from the background except for the Omega spell.
-You no longer encounter enemies (except the boss) in electrified rooms in the new dungeon.
-Fixed error when exiting the final dungeon in the first quest.
-Fixed display bug during final battle in the first quest.
-Fixed small display bug in the village during the second quest.
-You now have to press 2nd or Enter in order to get past story text such as during the intro.
Download link: https://www.cemetech.net/downloads/files/1277/x3218
- DJ Omnimaga
- Guru-in-Training (Posts: 2888)
-
- 02 Feb 2025 11:23:06 pm
- Last edited by DJ Omnimaga on 02 Feb 2025 11:37:14 pm; edited 2 times in total
Even though the original version of this game is now almost 23 years old, I am still releasing updates for hopefully some of the next 77 years. I have fixed the character flickering issue when standing in the area of the electric field in some of the rooms in the optional dungeon and it's now slightly faster. I also upgraded the content of the treasure chests in said dungeon
Dungeon map loading is also faster now. Here's version 5.2.0 and 5.3.0 side by side to compare:

Besides that I have saved about 550 bytes in code optimizations but it's definitively not perfect, especially this line of code that annoys me:
Code:
Besides that I fixed a glitch with the final battle colors.
Version 5.3.0 will be available in Cemetech archives soon and also on TI-Planet:
https://www.cemetech.net/downloads/files/1277
https://tiplanet.org/forum/archives_voir.php?id=185757

Dungeon map loading is also faster now. Here's version 5.2.0 and 5.3.0 side by side to compare:


Besides that I have saved about 550 bytes in code optimizations but it's definitively not perfect, especially this line of code that annoys me:
Code:
If (I%=26 and ((FV=1 and PMT=8) or (FV=11 and PMT=10) or (FV=9 and PMT=7))) or (I%=1 and PMT=1 and FV=4) or (I%=1 and PMT=1 and FV=7) or (FV=8 and PMT=2 and PV=1 and |N=1) or (|N=10 and (((FV=2 or FV=14) and PV=9) or (FV=3 and PV=99) or (FV=5 and PV=23) or FV=10 or (FV=12 and PV=7) or (FV=13 and PV=8
Besides that I fixed a glitch with the final battle colors.
Version 5.3.0 will be available in Cemetech archives soon and also on TI-Planet:
https://www.cemetech.net/downloads/files/1277
https://tiplanet.org/forum/archives_voir.php?id=185757
Ooh, that speed update is very nice! Well done, DJ!
That line of code is making me crosseyed. What's it do? Is it some sort of key detection?
That line of code is making me crosseyed. What's it do? Is it some sort of key detection?
Thanks! The line of code is for managing dungeon exiting. I'll probably need to find a better way to detect dungeon exit and boundaries so that I can get rid of that line or trim it down. Maybe I could add a decimal to each room that is next to an exit like for treasure chest detection so that I only need to check in which direction that the exit is.
EDIT: Done! I also optimized other things as well, particularly long strings of repeating characters.
EDIT: Done! I also optimized other things as well, particularly long strings of repeating characters.
BRO WHAT IS THE PASSCODE FOR MAPSWALKTHROUGH I CAN'T FIND THE NAME SO JUST PLEASE TELL ME IT I WOULD REALLY LIKE TO PLAY THIS AND IT SEEMS REALLY EPIC
But I would really like to know what the passcode is
But I would really like to know what the passcode is
Version 5.3.1 is now out and the main changes are the aforementioned optimizations. There's a small slowdown in the display of hit points at the top of the screen, though, and you can no longer cheat by increasing B to more than 9999 hit points, else a RAM Clear can happen.
I also swapped the 4th dimension dungeon map on its vertical axis.
Download:
I also swapped the 4th dimension dungeon map on its vertical axis.
Download:
DJ Omnimaga wrote:
Celtic CE conversion underway!
I still have the in-game cutscene and some other final battle stuff to finish converting from CE Textlib. Of course the CE Textlib version will remain available and maybe even updated since the TI-82 Advanced Edition Python doesn't run Celtic CE.

I still have the in-game cutscene and some other final battle stuff to finish converting from CE Textlib. Of course the CE Textlib version will remain available and maybe even updated since the TI-82 Advanced Edition Python doesn't run Celtic CE.
DJ Omnimaga wrote:
Celtic CE conversion underway!
I still have the in-game cutscene and some other final battle stuff to finish converting from CE Textlib. Of course the CE Textlib version will remain available and maybe even updated since the TI-82 Advanced Edition Python doesn't run Celtic CE.

I still have the in-game cutscene and some other final battle stuff to finish converting from CE Textlib. Of course the CE Textlib version will remain available and maybe even updated since the TI-82 Advanced Edition Python doesn't run Celtic CE.
This looks amazing so far! I can't wait for the performance increase! Once this releases, I can start with FF:MF SE 3 and release that later!
I'll keep close tabs on this and submit bugs if I find any!
Version 6.0.0 is now out! https://www.cemetech.net/downloads/files/1277
-Ported entire game to Celtic CE library. Speed is now even faster for most portions of the game.
-Made a few late magic spell animations shorter.
-Some dungeon and sprite colors were changed.
-You can no longer wall on the electrified portions of electric rooms when they're active. You can still get caught on it, though.
-Fixed crash that happened when trying to display hit points higher than 9999 in one of the last two versions. Not that I encourage cheating, but I would rather prefer that people don't lose calculator data in a RAM clear.


-Ported entire game to Celtic CE library. Speed is now even faster for most portions of the game.
-Made a few late magic spell animations shorter.
-Some dungeon and sprite colors were changed.
-You can no longer wall on the electrified portions of electric rooms when they're active. You can still get caught on it, though.
-Fixed crash that happened when trying to display hit points higher than 9999 in one of the last two versions. Not that I encourage cheating, but I would rather prefer that people don't lose calculator data in a RAM clear.
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