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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)

Joined: 10 Nov 2003 Posts: 4468
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Posted: 01 Dec 2008 08:27:19 pm Post subject: |
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Okay, I've got it in. I'm trying to determine whether TempSwapArea is 232 bytes or 323. Anyway, so far: rectangular window-drawing is done. The first text routines are in. And I'm gonna start working on the File Select menu. |
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pugboy
Active Member

Joined: 11 Apr 2007 Posts: 544
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Posted: 01 Dec 2008 08:39:39 pm Post subject: |
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With the bench app in your last few posts, it works perfectly on the NSpire.
Also, the GS is better... It now looks like there is a scrolling effect in the background and on the water however, which looks nice for a wave/water ripple effect  |
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tr1p1ea
Elite

Joined: 03 Aug 2003 Posts: 870
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Posted: 02 Dec 2008 02:08:25 am Post subject: |
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Yeah the grayscale routine probably needs to be fine tuned a little further. You always notice the rolling with large bodies of solid colour. |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)

Joined: 10 Nov 2003 Posts: 4468
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Posted: 02 Dec 2008 02:19:49 am Post subject: |
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Heh heh. That's actually pretty cool. I'm probably going to add a small downward ripple to the water and check how it looks with this existing effect. ...Much like the wavy heat in Caldera's magma caves. As far what gamers will see running the game for the first time, it's going like this:
UTI Logo* --> Grayscale Title Screen --> File Select Screen
* To keep it from getting annoying, the logo stops appearing once you've played for a pre-set length of time.
The File Select uses the same general graphics as the TI-82 version. Stylistically though, the 83+ menu brings a lot more to the table. And more file options like setup, copy, and delete. None of which will appear on 82. I'll be working on all these this week.
Last edited by Guest on 02 Dec 2008 02:33:58 am; edited 1 time in total |
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Mapar007
Advanced Member

Joined: 04 Oct 2008 Posts: 365
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Posted: 04 Dec 2008 11:35:44 am Post subject: |
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tempSwapArea is 323 bytes |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)

Joined: 10 Nov 2003 Posts: 4468
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Posted: 23 Dec 2008 12:30:02 am Post subject: |
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* Sprite support completed *
Alright! Thanks to some relocation help from Spencer, sprites are now working. (Remember you can see the checklist for overall progress). The full File Select menu is still quite a while from completion, but I plan to work on it over Christmas vacation....hopefully finishing up the first week of '09.
This one is just as icon-based as RW1's, but it's designed to look a little less like Palm OS this time. Since RW1 isn't too widely known, the help "file" provides a backstory (in just 40 words) anytime you want to read it. |
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Madskillz
Active Member

Joined: 02 Jan 2004 Posts: 608
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Posted: 25 Dec 2008 12:46:05 am Post subject: |
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cool digi, I'm glad you put some backstory into rw2, cause I missed out on playing the original to it's fullest. Keep us posted on the progress! |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)

Joined: 10 Nov 2003 Posts: 4468
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Posted: 30 Dec 2008 05:55:09 pm Post subject: |
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Extree! Extree! Read all about it!... Backstory and background art leaked for RW Flash Edition!...
Years ago, Dr. Edmund waged war on humanity with his army of drones. The hero -Edgar- used artificial PSI to topple him. Sensing a new threat, Edgar journeys to Oceanside to rebuild the Institute that trained him. Good luck!
More details emerge as you unlock the first areas of Oceanside: Why Edgar is back at level 0...What happened Edmund...and who helped develop his army so quickly.
Last edited by Guest on 30 Dec 2008 08:12:21 pm; edited 1 time in total |
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ZagorNBK
Newbie

Joined: 29 May 2008 Posts: 36
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Posted: 31 Dec 2008 02:57:47 am Post subject: |
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Very cool! |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)

Joined: 10 Nov 2003 Posts: 4468
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Posted: 05 Jan 2009 11:39:21 pm Post subject: |
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ZagorNBK wrote: Very cool!
Here's a little glimpse of the File Select screen. There is a saved game on the system called "Joe," two empty slots and the help guide. The hovering effect is maybe x3 or x4 faster than I plan to have in the game, but this is the overall look it will have.

Last edited by Guest on 05 Jan 2009 11:55:47 pm; edited 1 time in total |
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GloryMXE7 Puzzleman 3000
Active Member

Joined: 02 Nov 2008 Posts: 604
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Posted: 07 Jan 2009 04:20:05 pm Post subject: |
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looks cool any way ive always thought it kinda funny that game sequals start you back at level zero as if the original never happended at all |
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Spencer
Advanced Newbie

Joined: 06 Nov 2005 Posts: 99
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Posted: 23 Jan 2009 07:47:38 pm Post subject: |
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Didn't you have some static effect in Robot War 1? That ruled, do that |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)

Joined: 10 Nov 2003 Posts: 4468
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Posted: 16 Feb 2009 11:54:31 pm Post subject: |
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I'm trying to find a cool way to integrate the static (former SpriteTV routine) in the game somehow. One problem I ran into is I don't have an equivalent to the CrASH shell's "RAND" routine. When I tried using the r register, I got random patterns, but they resulted in a scrolling, "waterfall" of random static. I'm trying to find out what exactly when into the RAND routine. Basically it just gave a 7-bit random number (bit 0 thru 6), and a random carry flag all without needing any kind of a randseed. |
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tr1p1ea
Elite

Joined: 03 Aug 2003 Posts: 870
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Posted: 17 Feb 2009 12:44:19 am Post subject: |
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Code: _rand:
ld a,$00
push hl
_randm:
ld hl,$8000
inc l
dec h
add a,(hl)
ld (_randm+1),hl
rlca
rlca
sub h
add a,l
pop hl
ld (_rand+1),a
srl a
ret
Dissasembly? |
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FloppusMaximus
Advanced Member

Joined: 22 Aug 2008 Posts: 472
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Posted: 17 Feb 2009 01:56:41 am Post subject: |
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That's odd. For a source of randomness, it starts at 7F01 and moves backwards through the ROM? That won't give you a very random sequence. I would at least throw in the value of R at some point.
Not to imply that I've analyzed these things very deeply, but ionRandom seems pretty good. As I recall, it uses both R and the contents of a random memory address (based on the generator's previous output.) |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)

Joined: 10 Nov 2003 Posts: 4468
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Posted: 21 Feb 2009 04:45:06 pm Post subject: |
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Whew! That definitely saves some trouble. I have a few other projects lined up for this weekend, but I'm hoping I'll have enough time to finish the last of the menu graphics and maybe even link it to the start of the game. The JET Fortress trailer is still on the way as well. I'm just trying to add more maps and features to toss in there. |
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elfprince13 Retired
Super Elite (Last Title)

Joined: 11 Apr 2005 Posts: 3500
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Posted: 25 Feb 2009 08:44:19 pm Post subject: |
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I'm sure i've asked this before, but you have what? one more area to do after JET fortress? or 2? |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)

Joined: 10 Nov 2003 Posts: 4468
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Posted: 26 Feb 2009 12:50:13 am Post subject: |
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Just one. Plus Stadium City, which is pretty much just an extension on Oceanside. The delay for me so far has been trying out other PC projects on the side, youtube, and 83+ code. I'm thinking the final zone will go a lot faster because (1) there's no TI-82 version and I won't have to be obsessed with compression rates, and (2) the tiles for it are ready to go. And the special effects for it are already done.
One other sub-region I forgot to mention last season was the Pearl Desert that connects you to JET Fortress. This is a vast, open level that doubles as a general practice area. You can find a wider variety of enemies here than usual (in the TI-83+ version). The ease of fighting here is offset by the scarcity of "rewarding" enemies. And I might add Caldera-style heat later on. Since these spots got excellent compression (around 99%), they make up a big portion of your JET Fortress adventure.
Last edited by Guest on 26 Feb 2009 12:53:03 am; edited 1 time in total |
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ticalcnoah
Member

Joined: 28 Oct 2007 Posts: 153
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Posted: 26 Feb 2009 09:10:25 am Post subject: |
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Cool looks hard.I like it. |
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elfprince13 Retired
Super Elite (Last Title)

Joined: 11 Apr 2005 Posts: 3500
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Posted: 26 Feb 2009 01:54:14 pm Post subject: |
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is that large thing you're attacking a robot tank of some sort? |
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