Author Topic: Escheron: Shadow over Ragnoth  (Read 180434 times)

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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #450 on: August 26, 2010, 06:03:13 pm »
I've written up information of how the fight command will be processed. Take a look at it if you want. Questions or comments are appreciated.

The information is in the file attached to this post, btw.
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Offline Raylin

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Re: Escheron: Shadow over Ragnoth
« Reply #451 on: August 26, 2010, 06:05:19 pm »
I'm stealing your algorithms.

Where did you get them from?
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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #452 on: August 26, 2010, 06:06:57 pm »
Compiled them from the design documentation that Zera forwarded to me at the beginning of this project.

Please don't steal. Borrow and credit :)
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Offline Raylin

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Re: Escheron: Shadow over Ragnoth
« Reply #453 on: August 26, 2010, 06:13:20 pm »
I was kidding. :P
I just wanted to know if you made them from scratch and such.
Could I perhaps see said design doc?
Bug me about my book.

Sarah: TI-83 Plus Silver Edition [OS 1.19]
Cassie: TI-86 [OS 1.XX]
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Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #454 on: August 26, 2010, 08:07:05 pm »
I should take a look at this some time. I am curious how you did some of your battle stuff. :)

Offline TIfanx1999

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Re: Escheron: Shadow over Ragnoth
« Reply #455 on: August 28, 2010, 09:02:52 am »
Newest screenie looks awesome. I'll look at the battle doc when I have some time. I love battle engines. :)

Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #456 on: August 31, 2010, 08:38:11 pm »
Laptop backlight totally broke, so progress on E:SoR has been halted for a while. This post was made by creative use of a flashlight, so that's now I'm making this statement. Ordering a new cable or trying to actually fix the problem is now a priority. During this downtime, I'll be working on an interface for CaDan's level editor or something that doesn't require being on a computer. I hope you guys understand.
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Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #457 on: August 31, 2010, 08:52:49 pm »
Ouch it seems like you don't have much luck with this laptop :/

Good luck and I hope you get it fixed :/

As for CaDan it would be awesome, you should add a new topic about it in the CaDan thread when you got some progress ^^

Offline Hot_Dog

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Re: Escheron: Shadow over Ragnoth
« Reply #458 on: August 31, 2010, 10:02:27 pm »
I'm glad that you at least didn't lose yoru work

Offline Runer112

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Re: Escheron: Shadow over Ragnoth
« Reply #459 on: September 04, 2010, 07:59:00 pm »
This is sort of off-topic, but I've always wondered this. The grayscale routines supplied in Axe don't play nicely with interrupts, so how do yours work? I know many other grayscale games have interrupt settings, just like yours. How exactly do the interrupts play in, and when is the screen updating taking place?

Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #460 on: September 04, 2010, 08:18:27 pm »
Well, this is not an Axe project but rather an ASM one. I am not sure why the Axe ones won't run nicely with interrupts, though, considering grayscale routines have used interrupts for years on the 83+. Durk's grayscale package (used for Desolate), which came out in Jan 2003 as the first grayscale routines for the 83+, uses interrupts. I am curious how Iambian does it, though, because I remember he told me something implying the entire game was an interrupt.

Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #461 on: September 05, 2010, 12:07:40 am »
DJ Omnimaga is right about the entire game running in a huge interrupt. But to really answer the question, the screen update is happening during an interrupt.

The reason why you update the screen at an interrupt is so that the screen is updated at a consistent rate, partially independent of whatever else the program is doing. Interrupt settings are there because sometimes the screen just doesn't display right at some interrupt frequencies. Now, more than ever, we've come to the realization that these calculators are not made equal, so there's gotta be a way for users to adjust conditions in case the grayscale appears crappy on your calculator.

As for the question about Axe, DJ Omnimaga is also right with the respect that this is a "pure" ASM project (Flashapp), and not an Axe project. As for why Axe doesn't play nice with the interrupts, you might want to direct your questions more to Quigibo (SP?) or someone else who's knowledgeable about Axe. I believe there's a subforum somewhere on this board that handles Axe exclusively.
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Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #462 on: September 05, 2010, 12:31:21 am »
Oh he knows about the sub-forum. About 98% of his forum posts are there ;D

Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #463 on: October 02, 2010, 12:22:59 pm »
Coding the battle engine resumes Monday October 4, 2010.
The game is planned to be released by December 25, 2010.
So yeah. Cutting the CaDanITE project a little short for the time being.
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Offline ztrumpet

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Re: Escheron: Shadow over Ragnoth
« Reply #464 on: October 02, 2010, 09:55:26 pm »
Cool.  Good luck! ;D