Author Topic: "Lost Legends" for 84+, An ASM RPG  (Read 57382 times)

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Liazon

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"Lost Legends" for 84+, An ASM RPG
« Reply #150 on: November 08, 2007, 05:13:00 pm »

 THE POST 13513763
true, I was just thinking it might be nice to keep the whole story under wraps ^^ no spoilers!!!!

*Liazon

Spikeman

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"Lost Legends" for 84+, An ASM RPG
« Reply #151 on: November 08, 2007, 05:15:00 pm »

 THE POST 13513767
I really do plan on helping out as much as I can it's just my busy schedule and various other projects that are holding me back. I will go find my code I already did for the custom font and such because I think that code probably save a bit of work. Since you guys seem to have a lot more free time than me I'll probably just pop in and work on whatever I feel like doing when I have the time. :)smile.gif

But yeah going to add my old work to the SVN right now before I forget.

Edit: I'm an idiot, the font stuff was already there. I'll add the old intro though.

This post has been edited by Spikeman on 8 Nov, 2007, 23:29


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Offline Zera

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"Lost Legends" for 84+, An ASM RPG
« Reply #152 on: November 08, 2007, 05:15:00 pm »

 THE POST 13513769
I guess we could make it private. It really doesn't matter to me, either way. Although, I'm not sure how to go about doing that... Spikeman?  


Liazon

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"Lost Legends" for 84+, An ASM RPG
« Reply #153 on: November 08, 2007, 05:19:00 pm »

 THE POST 13513773
or just email the story outline to all current members, and we'll redistribute to anyone who jumps in.

Unless anybody objects and wants the story available to view in the SVN?

That's really the only thing i'd like to keep between us until release time.

edit:

on second thought, it's probably okay.  Just don't peek people if you want to be surprised!!!  :Ptongue.gif:Ptongue.gif:Ptongue.gif
maybe spoiler warnings are needed ^^

This post has been edited by Liazon on 8 Nov, 2007, 23:26


Spikeman

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"Lost Legends" for 84+, An ASM RPG
« Reply #154 on: November 08, 2007, 05:43:00 pm »

 THE POST 13513788
Yeah if you don't want the story spoiled, don't look at it!

Also my old work is now in the SVN so please check it out. :)smile.gif

Edit: I just tried out the APP in the SVN and the grayscale looks AMAZING. Much better than Duck's kit in my opinion.

Edit 2: I have no idea what is and isn't allowed in APPs, can someone recommend somewhere to read about that?

This post has been edited by Spikeman on 9 Nov, 2007, 2:07


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Offline Zera

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"Lost Legends" for 84+, An ASM RPG
« Reply #155 on: November 09, 2007, 07:27:00 am »

 THE POST 13514522
Liazon, I've finished the item / event arrangment maps, and you'll find them in a folder named "map arrange." Hopefully, I didn't miss anything.  


Liazon

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"Lost Legends" for 84+, An ASM RPG
« Reply #156 on: November 09, 2007, 02:51:00 pm »

 THE POST 13515002
Thanks grendel!

@Spikeman:
wikiti can probably explain in more detail, but basically, no SMC is allowed.  That means no variables at all that are defined like
c1
-->
CODE
ec1
label:
 .db
c2
ec2
or real SMC for modifying the code itself.

Also, you can't use PutS if your string is in flash because you have to change ROM pages, and when you change ROM pages, the pointer is no longer pointing to the string.

Generally speaking, code on one APP page has no access to code on another.  Mostly, RAM is used to pass stuff in between, registers, or the stack.  Passing parameters by code stream is impossible.  Passing by reference works to a certain degree, assuming data is near the location of the bcall.  Generally speaking, you want to put associated data w/ associated routines, instead of all of it at the end.

if you define data using .db, it's permanent, so stuff like sprites, constants, etc can be defined that way provided that the routines that use them won't have to modify them while they work.

Hope that helps :)smile.gif


Offline DJ Omnimaga

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"Lost Legends" for 84+, An ASM RPG
« Reply #157 on: November 09, 2007, 04:35:00 pm »

 THE POST 13515085
to clarify up SMC here means Self modifying code  


Spikeman

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"Lost Legends" for 84+, An ASM RPG
« Reply #158 on: November 12, 2007, 12:37:00 am »

 THE POST 13518285
Ah okay, I was under the understanding that many bcalls and such were not allowed. In short, it's not as hard as I thought. I'm anxious to start working on something, where should I start?  


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Offline Zera

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"Lost Legends" for 84+, An ASM RPG
« Reply #159 on: November 12, 2007, 12:47:00 pm »

 THE POST 13519252
Halifax, check the the project's discussion. I've updated some of the information for you. :)smile.gif


Liazon

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"Lost Legends" for 84+, An ASM RPG
« Reply #160 on: November 12, 2007, 01:30:00 pm »

 THE POST 13519336
QuoteBegin-Spikeman+12 Nov, 2007, 6:37
-->
QUOTE (Spikeman @ 12 Nov, 2007, 6:37)
Ah okay, I was under the understanding that many bcalls and such were not allowed. In short, it's not as hard as I thought. I'm anxious to start working on something, where should I start?  

 ya, we've been constantly updating and keeping in touch using googlecode and the SVN, so you could probably look there and here for any updates.

atm, Halifax and I are finalizing the text standard.  From what Jim e told me, using bcalls for text is generally bad in gs because interrupts are disabled (so no GS interrupt running).  I've tested it w/ my temporary appSafePuts routine, and it isn't as bad as he says.  However, it only comes in dark gray, since only one layer of gs is affected by the bcall.  Designing it from scratch looked like a good idea since the text is aligned 8x8 sprites, and we have the flexibility of 3 colors of text, as well as invisible text lol.

We've been laying some ground work for the most part.  When I get a chance, I'll organize all the map based events into categories, and we can probably discuss how to implement it in code.

For now, I'd just say check the SVN and the googlecode page, and get familiar with the code we've been working on now.  Probably get used to how to use RGP and graymapper, though it wasn't documented too well.

I suggest you get wabbitspasm, or SPASM and wabbitsign separately from revsoft.  We'll be using those instead of TASM and devpac8x.  We'll also be using wabbitemu for emulation, and I think that's already been included in the SVN.  

I think that's it for now.  Thanks so far :)smile.gif


Offline DJ Omnimaga

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"Lost Legends" for 84+, An ASM RPG
« Reply #161 on: November 12, 2007, 05:22:00 pm »

 THE POST 13519763
Glad to see this is progressing. This could be the first grayscale ASM RPG ever released for the 83+ if we don't count desolate as a RPG  


Offline JonimusPrime

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"Lost Legends" for 84+, An ASM RPG
« Reply #162 on: November 13, 2007, 01:58:00 am »

 THE POST 13520150
IDK Desolate was close enough for me to call it a RPG but this will be so much larger and have more things that desolate ever had.  


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Offline tr1p1ea

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"Lost Legends" for 84+, An ASM RPG
« Reply #163 on: November 13, 2007, 07:07:00 am »

 THE POST 13520548
Like a good plan lol :Dbiggrin.gif.

Looks great and id go with the custom font routine, makes it more authentic.  


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"My world is Black & White. But if I blink fast enough, I see it in Grayscale."


Offline DJ Omnimaga

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"Lost Legends" for 84+, An ASM RPG
« Reply #164 on: November 13, 2007, 07:56:00 am »

 THE POST 13520597
It has been a while since I saw tr1p1ea here O_Oshocked2.gif