Author Topic: "Lost Legends" for 84+, An ASM RPG  (Read 58072 times)

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Offline trevmeister66

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"Lost Legends" for 84+, An ASM RPG
« Reply #15 on: October 31, 2007, 02:29:00 pm »

 THE POST 13500039
haha man if this is a halloween prank.. im gonna be mad. This looks amazing.

Dang i wish i knew asm.. this would be an awsome project to be a part of. We need to find somebody quickly.  

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Liazon

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"Lost Legends" for 84+, An ASM RPG
« Reply #16 on: October 31, 2007, 02:32:00 pm »

 THE POST 13500041
so wait, you've designed the game, and it needs to be programmed now?

Maybe I could help, but I'd need more details.

edit:  I hope it's not a prank, but if it is, it's a good one.  my hat's off to you.   :thumbup:google.gif:thumbup:google.gif:thumbup:google.gif

This post has been edited by Liazon on 31 Oct, 2007, 19:32


Offline DJ Omnimaga

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"Lost Legends" for 84+, An ASM RPG
« Reply #17 on: October 31, 2007, 03:21:00 pm »

 THE POST 13500115
It would be cool if liazon could help ^^ he's a nice asm programmer. Jon is also quite good IIRC altough he doesn't know much about grayscale

Else it could be done using xLIB and TI-BASIC code but then it would means much slower gameplay and grayscale would need to be decreased from 4 level to 3 levels so it won't flicker too much on the regular 83+

EDIT: Idk if it's a prank because there's an animated screenshot in the first post, but again it's easy to do with calcapture or animator programs *cough*zelda minish cap prank*cough*. I hope it's real :Dbiggrin.gif


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"Lost Legends" for 84+, An ASM RPG
« Reply #18 on: October 31, 2007, 03:44:00 pm »

 THE POST 13500136
I would disagree with you DJ_Omnimaga.  I think ALL of the ASM programmers here at omnimaga are more than capable of this project.  It's a question of time really.  Like I've said before, I've kinda been busy and have been progressing at a snails pace.

Ironically, this level up system is similar to what I wanted to do w/ Nanocrisis.

Lemme point some stuff out:
1.)  Even Jim e's gs package has limitations.  It's not perfect, and from my experience, even w/ his RGP, gs is still kinda better on the SEs.  He even points this out and strongly recommends the use of hyper mode when doing gs.

2.)  Scrolling can't be guaranteed.  Jim's gs mapper is can be annoying to use.  It does use SMC, which can be a problem.

3.)  RAM program or APP?  I probably won't mind.  Both have their advantages.  RAM maybe easier to incorporate a lot of stuff.  APP = more space, which I like, but a lot of other ASM programmers seem to deem as wasteful.

4.)  Custom font.  Unless my eyeballs have fallen out due to halloween, I'm pretty sure that's a custom font.  And it's pretty big too.

5.)  I'm pretty glad battles appear to be very text based.

6.)  Programming takes time.  No doubt about that.

I hope this isn't a prank too.  Grendel, you chose an interesting day to start this topic.

edit:  Now that I look at the mock screens further, you really planned this out really well Grendel!  The font is 8x8 for the most part.  Everything seems to be aligned very nicely.  tiles and sprites appear to be 16x16.  geez, you know a lot about what would be easy in ASM, while still making it look good.

This post has been edited by Liazon on 31 Oct, 2007, 20:51


Offline Halifax

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« Reply #19 on: October 31, 2007, 04:06:00 pm »

 THE POST 13500167
Hmm this seems like one of the most promising things that I have ever seen. So maps, data, NPC text, and all that is planned out for the most part or at least 50%?

If so I would love to help you with coding this project, if it is real. :Ptongue.gif

I think you have quite a gem on your hand.

@Liazon: Jim_e's interlaced GS mapper is pretty good with scrolling. And overall I wouldn't try rewriting the map, I would just run it in RAM.

This post has been edited by Halifax on 31 Oct, 2007, 21:07

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Offline DJ Omnimaga

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"Lost Legends" for 84+, An ASM RPG
« Reply #20 on: October 31, 2007, 04:10:00 pm »

 THE POST 13500176
I love the menu borders and the text  


Liazon

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"Lost Legends" for 84+, An ASM RPG
« Reply #21 on: October 31, 2007, 04:37:00 pm »

 THE POST 13500207
true, but Jim scrolls 2-4 pxls at a time in most of his gs demos.

I don't think he wants scrolling though.  That's why he divided that world map up like that.

Of course, he'll probably change his mind, unless his friend who was already coding this already has everything set up.  

imho, scrolling really isn't necessary in RPG, and I really like this simplistic, but story-telling touch.  It's really good graphics, but not intense graphics, which is why I like this proposal so much.

I wish I was as good of a pixel artist!

This post has been edited by Liazon on 31 Oct, 2007, 21:40


Offline Netham45

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"Lost Legends" for 84+, An ASM RPG
« Reply #22 on: October 31, 2007, 05:01:00 pm »

 THE POST 13500231
QuoteBegin-nitacku+31 Oct, 2007, 13:22
-->
QUOTE (nitacku @ 31 Oct, 2007, 13:22)
WOW!!!
Dude, you need to finish this like right now before I explode! :lol:bounce2.gif

That is going to be like the next Zelda.  

 Zeldas not out yet.  

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Offline DJ Omnimaga

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« Reply #23 on: October 31, 2007, 05:17:00 pm »

 THE POST 13500249
he knows, he was just talking in the future ;)wink.gif


Liazon

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"Lost Legends" for 84+, An ASM RPG
« Reply #24 on: October 31, 2007, 07:04:00 pm »

 THE POST 13500379
user posted image

Behold the power of Jim e's gs tilemapper!!!!

I'm not sure why it's got issues w/ scrolling up and down.  my guess it probably messed up assembler instructions in the .inc file.  I'll have to ask him.  Maybe I can fix it.  Anyone else might know what's wrong with it?  Halifax?

but, it kinda points out why I don't think scrolling is necessary.

everyone try this out on calc and see what you guys think.  especially on 83+BE.

This post has been edited by Liazon on 1 Nov, 2007, 0:07

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Offline DJ Omnimaga

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« Reply #25 on: October 31, 2007, 07:32:00 pm »

 THE POST 13500398
I don't think the guy want scrolling, plus since he's new to asm and he need someone for helping It may be better to start with somehting small to begin (not too small either though, but not too complicated), because it would suck if it died, it look so freakin awesome :)smile.gif

I wish I knew ASM :(sad.gif if the project was BASIC+XLIB i could maybe have helped making some stuff

This looks nice though O_Oshocked2.gif


Offline Zera

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"Lost Legends" for 84+, An ASM RPG
« Reply #26 on: November 01, 2007, 12:31:00 am »

 THE POST 13500572
Thanks for validating my account. I couldn't quite figure that part out. It was also restricting my posting earlier for some reason. (had to wait to start this thread) I figured it was just a temporary restriction until one of the admins verified my account info, or something of that nature.

I really appreciate all the feedback. As I've said, I've been working on the project for a few years on the side, so a lot of thought and detail has gone into it. Probably a bit too much, actually. :Ptongue.gif

I tried to model it after earlier console RPGs like Final Fantasy, Dragon Warrior, SaGa, etc. The fairest comparisson would be Final Fantasy Legend / Makai Toushi SaGa for the GameBoy. The game engine is pretty much a reflection of it down to the last detail.

If / when this project is completed, I would like to volunteer my help in other areas such as graphic design, game engine design and so forth. I noticed a lot of requests here for tilesets and such, which is an area I could definitely help with. TI development interests me because it draws a lot of attention from amatuer developers who may someday move on to bigger projects. It seems like a fun entry-level thing.

If anyone would like to sign onto this project, whether or not you can help with programming, just let me know. I don't mind adding anyone to the project site so they can look over the rest of the project files. As mentioned in my original post, I'm trying to do this from an open-source perspective, so if any of the game's resources can be useful to anyone else, they're welcome to them.  


Offline Zera

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"Lost Legends" for 84+, An ASM RPG
« Reply #27 on: November 01, 2007, 12:35:00 am »

 THE POST 13500573
DJ Omnimaga is correct -- I actually didn't have scrolling in mind. Each map is divided into 6x4 tile screens, and only that data is displayed at one time. When you move to a new screen, it does the Zelda-like transition of quickly jumping over. I designed the maps around this function, so you'll sometimes see things like duplicate doors or entrances as to avoid collisions with off-screen objects.

There are a couple of things I need to explain about this. First, not having scrolling makes the objects on screen a lot easier to see. When the screen is constantly moving, everything tends to fade and blend together. In this case, you'll be able to clearly see everything that's in your way and not trip over every little object in the process. ;)wink.gif

Second, there are no animated tiles in the game. Again, this takes advantage of how the game would actually look on the calculator itself. When the screen is flickering and moving, the tiles will infact seem animated even though they aren't. For instance, the water tile. The pixels are so close together that they should bleed somewhat as the screen flickers.  


Offline Zera

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« Reply #28 on: November 01, 2007, 12:44:00 am »

 THE POST 13500582
Oops. I didn't even notice the second page of replies. Sorry, I'll try to address your questions...

QuoteBegin
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QUOTE
So maps, data, NPC text, and all that is planned out for the most part or at least 50%?


Everything is completed and ready to be put together.

QuoteBegin
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QUOTE
EDIT: Idk if it's a prank because there's an animated screenshot in the first post, but again it's easy to do with calcapture or animator programs *cough*zelda minish cap prank*cough*. I hope it's real


Prank? Those are just a few sample screens I put together personally, to demonstrate how I want the screens and data to be arranged. (I figured it's easier than trying to explain it manually)

QuoteBegin
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QUOTE
3.) RAM program or APP? I probably won't mind. Both have their advantages. RAM maybe easier to incorporate a lot of stuff. APP = more space, which I like, but a lot of other ASM programmers seem to deem as wasteful.


Spikeman (the other guy on the project) recommended doing it as an application, per space issues. We were also looking into various compression methods to avoid any problems.

QuoteBegin
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QUOTE
4.) Custom font. Unless my eyeballs have fallen out due to halloween, I'm pretty sure that's a custom font. And it's pretty big too.


Yes. 96 characters total:

user posted image

This includes item icons, double-byte characters, cursors, pointers, and all that good stuff.

QuoteBegin
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QUOTE
edit: Now that I look at the mock screens further, you really planned this out really well Grendel! The font is 8x8 for the most part. Everything seems to be aligned very nicely. tiles and sprites appear to be 16x16. geez, you know a lot about what would be easy in ASM, while still making it look good.


I do a lot of ROM-hacking on the side. (NES / GameBoy ROMs) I have a fair understanding of how data is arranged, so I figured I would apply this to my TI project. I hope it makes the job easier.

I fear that some of the programming may be a little complicated, because there are a lot of "tricks" that have to be pulled off to cover-up technical limitations. For example, the menu cursor consists of about 5 or 6 different characters in the font, depending on which direction and position it's in. One of the cursor positions is even a double-byte character, and another is adjusted to blend in with the window frame under certain conditions.  


Offline DJ Omnimaga

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"Lost Legends" for 84+, An ASM RPG
« Reply #29 on: November 01, 2007, 06:31:00 am »

 THE POST 13501051
I'm glad you're interested in TI developpement. I hope you stick around for a while :)smile.gif. Usually some people stay for a year, and others stay for 5 years, and since this forum also cover PC game programming or generating (by generating I mean using game maker or stuff liek this) ppl tend to stick around longer. :)smile.gif

Those fonts are awesome, you did a nice job on them :)smile.gif

That said I would like to point out to that icon: user posted image
Which allow you to edit your post/messages instead of posting 3 times in a row within a few minutes... it's ok if you double post when there hasn't been any replies for like half a day or something though :-P