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Back in 2001 I started my attempt at cloning the Sega Master System game, Golvellius, over to the TI-86. Two demo versions were released, but ultimately I was unsuccessful, due to the approximate 10K executable code limit on the TI-86. As well as featuring top-down overworld much like older Zelda games, the dungeons also vary between horizontal scrolling platform style and vertical scrolling dodge/stab-'em style, along with 8 bosses.

After that I made two further attempts at completing a TI-86 RPG in the vein of Golvellius by stripping back to a standard top-down RPG, which eventually resulted in Banchor being released in 2006.

However, the TI-84+CE is the perfect TI platform for Golvellius, and so I've started working on it. You can watch a longplay of the original SMS game here. Below is the start of a single map screen with the hero, Kelesis, walking around and stabbing with his sword.



The full game will comprise of 182 maps in the overworld, 9 dungeons, 8 bosses, approximately 25 enemies, sword/shield/defense upgrades, life potions and lots of gold collecting!
JamesV wrote:
Back in 2001 I started my attempt at cloning the Sega Master System game, Golvellius, over to the TI-86. Two demo versions were released, but ultimately I was unsuccessful, due to the approximate 10K executable code limit on the TI-86. As well as featuring top-down overworld much like older Zelda games, the dungeons also vary between horizontal scrolling platform style and vertical scrolling dodge/stab-'em style, along with 8 bosses.

After that I made two further attempts at completing a TI-86 RPG in the vein of Golvellius by stripping back to a standard top-down RPG, which eventually resulted in Banchor being released in 2006.

However, the TI-84+CE is the perfect TI platform for Golvellius, and so I've started working on it. You can watch a longplay of the original SMS game here. Below is the start of a single map screen with the hero, Kelesis, walking around and stabbing with his sword.



The full game will comprise of 182 maps in the overworld, 9 dungeons, 8 bosses, approximately 25 enemies, sword/shield/defense upgrades, life potions and lots of gold collecting!


ONE HUNDRED EIGHTY TWO maps?! Dang!

This will be amazing, if you keep it up!
What language is this written in? It sounds (and looks) awesome!
You're rocking Smile But please don't go too hard, we want to make games as well Razz
Great work! Very Happy
Pieman7373 wrote:
What language is this written in? It sounds (and looks) awesome!
It's in Assembly. I haven't tried any C on the 84+CE yet, although lots of good stuff has been done with it, so I'll have to try it at some point!
This looks amazing! Smile
A few different tiles have been added in (including a solid tile), and I've started on scrolling between maps, as well as adding a fade out/fade in routine which will be used to transition into dungeons, etc.

That's looking awesome, JamesV. Very Happy
Haha, I like it scrolls between maps! Fantastic work so far; you sure are cranking out these games Smile
Dat fade out and in, very nice Smile.
I haven't had a lot of time this week, but I've finished off map scrolling in all 4 directions and started on enemy basics (no collisions yet).

Looking awesome man! Running super fast at the moment.
JamesV wrote:
...and stabbing with his sword.

Mateo would love it! Razz

Looks really great though, and the speed is good enough for such a game Wink
tr1p1ea wrote:
Looking awesome man! Running super fast at the moment.
Thanks! On real hardware it can only handle a few enemies before the frame starts to lag to the next interrupt on the VRAM flip. But hopefully there's a bit more speed optimisation I can squeeze out of my tile & sprite routines.

There are many people/creatures that Kelesis will encounter on his adventure (located in caves underground), including a fairy named Rio. She can give useful information, but sometimes isn't much help at all Razz

  
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