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Messages - Fryedsoft

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16
General Calculator Help / Re: TI 89
« on: December 06, 2009, 02:22:59 am »
158x76 isn't divisible by standard 8x8 12x12 or 16x16 sprites.
while that's true, it's never been that serious of a problem. I know Nene's adventure used sprites, although I tend to avoid tilemaps on the 89 and stick with full screen pictures since there's enough memory to go around, especially on the titanium. You'll probably hit the 2400 variable limit before you fill the archive on one of those.

If you want box like sprites, the Voyage 200 is probably the way to go, its got a 238x102 screen and 17x17 tiles will work just fine there. I'd get one if I didn't already have a Ti-92. That, and if other people actually had them.

By the way, is that gif in your sig a preview of your upcoming game? I'm liking the Slayers inspired graphics.
That's was one of the animation cutscenes for the original Legend of Landel project. Hiryu did a great job making up that animation, and he made that over 7 years ago. He's redrawing a lot of those graphics since his drawing style has gotten better over the years, so the actual game should have even better ones.

As for Slayers, A lot of Legend of Landel is influenced by that anime. Even the engine it uses was going to be used to make a Slayers game once FF7DE fell through, but the project was scrapped for Punisher X-Treme, then PunXtreme got Canned for LoL. There's also the Slayers RPG for the 92 that Hiryu Made.

17
General Calculator Help / Re: TI 89
« on: December 04, 2009, 11:25:08 am »
158x76 screen size should be enough for anybody. :)

In the older Ti-92 AMS's, there was a bug that would hide the toolbar, but if I remember correctly, you couldn't get it back without a calc reset.

18
General Calculator Help / Re: TI 89
« on: December 03, 2009, 07:24:28 pm »
Yeah. it's still true with the 83/86, but there's a lot more settings on the 89 that when changed, will cause numbers to display wrong, disable draw functions, or just really be a nuisance with your program layout.

Most of the 92 programs get axes off, but forget things like setting the graph to something other than 3D or disabling any graphs defined. I think most of the ff7 patches dealt with these settings.

It's got to the point that the Landel engine is going to have 2 programs that only deal with loading and restoring graph/mode settings when the game is run. I figured I can't miss one if I change them all to default settings, then set them back when you close the program. The only issue I see with this is it might force me to require AMS 2.0 or higher to handle multiple languages, but since all 89's support higher than AMS 2.0, that shouldn't be a problem.

19
General Calculator Help / Re: TI 89
« on: December 03, 2009, 03:51:26 pm »
In my opinion, I found that 89 basic isn't harder than 83 basic, it's different.

If you've had an 83 for five years and then move up to the 89 thinking that you can program it just like an 83, you're going to run into issues. I know I did moving from the 85 to 92.

Top 10 Big mistakes that 83/86 -> 89/92 users make:
1 ) use output. Don't. Pxltext does the same thing with the same coordinates and you can show pictures to boot.
2 ) Never check dialogs with OK variable. OK tells the program if you canceled the dialog box or not. half of the games in the ticalc.org 89 basic archive I can crash simply by hitting esc at a dialog box.
3 ) bounds check using if statements. You can do it in one line using min( and max(
4 ) Use Labels. you're better off not using them, of course that's true with any language 83 or otherwise
5 ) Dump everything into one program. 89's hate this. split up repetitive code and code you only use once into subprograms.
6 ) Never use local variables. if it's a simple variable that's only used for that one subroutine, you should local it so it doesn't eat valuable variable space.
7 ) never use matrices or use them for only numbers. They can also store strings directly unlike 83/86 and you can name them like variables.
8 ) avoid pictures. you can have as many as your want, you can put them anywhere on the screen and size them. so why not use them as sprites?
9 ) never set mode or graph settings. One wrong setting will crash your program and you can never count on one calc's setting to be the same as yours.
10 ) never use indirection. #( is easily the most powerful command on the 89. Not using it to your advantage is asking for pain.

20
TI 68K / Re: Legend of Landel - BGC89 Remake
« on: October 15, 2009, 11:06:15 pm »
Wow... that's incredible. O_O
I should learn me some 89T BASIC and port RtM to it whenever I get RtM finished XD

about the only thing I can say when it comes to transitioning from an different calc to a 92 series is that whatever you know about the language your coming from, throw it out the window and start over. This was the mistake I made and many others do. They program an 89 like it's an 82 or an 85, And there's much better ways on the 89 to do things.

First off, if you use xlib a lot, many things xlib does, the calc does naively. if it still doesn't do what you want it to do, there's are libs for it as well as ways to execute asm line by line using exec calls, But personally, I stay away from them.

Output is basically useless. you might as well use pxltext since they have the same coordinates and you also can show pics on the graph screen with text unlike the home screen.

# and expr are your friends. The first time you use them to recall a picture or run a program using a variable name stored in a string or number, or make a dynamic program that can modify itself, you'll see what I mean.

89's, especially the Titanium, have huge amounts of storage. You'll most likely hit the 2400 variable limit before you'll fill a titanium. And yes, you can access and run files and programs from flash without unarchiving.

Not only can you show sized pictures, you can create them as well from a program. A lot of creative things can happen with this. Xorpic and andpic are also handy when you want to make an overlay mask for a sprite or invert an area.

There's a ton of other things that can be done, but that's where the manual comes in. Particularly appendix A.

Examples of what can be programmed in 89 basic can be found on my old projects page. Just replace Slayers with Landel since thats the engine we're going to use for Legend of Landel.
http://fryedsoft.bluecrimson.com/projects/index.htm

I was always fond of these tutorals. Although the site is down, they are great to get you started in how to code the 89.

http://web.archive.org/web/20010809001655/www.iserv.net/~mikev/92optimize.html
http://web.archive.org/web/20010730150431/www.iserv.net/~mikev/9292ptimes.html
http://web.archive.org/web/20011030221651/www.iserv.net/~mikev/92+optimizemore.html

also the TI Basic Developer site got a decent 89 site. although it could use more commands referenced.
http://tibasicdev.wikidot.com/

21
TI 68K / Re: Legend of Landel - BGC89 Remake
« on: October 15, 2009, 10:43:03 am »
Ah, for the 89.  Basic for the 89's are a lot more powerful aren't they?  I hear they have sprite support :)

There's a lot of things that 92 series basic has that the other languages don't. Sizable pictures (sprites), multiple pictures, (I'm not sure if they got rid of the 6 pic limit on the 82 series engines. they've updated that calc so much.) multiple options for displaying picures (recall, replace, and, xor) indirection, advanced menu options, animation, native strings in matrices / lists, ETC.

To get a lot of the functions that 92 series basic has in 82 series basic, you have to use an ASM Enabler like xlib to make a hybrid ASM/basic game.

22
TI 68K / Re: Legend of Landel - BGC89 Remake
« on: October 12, 2009, 09:58:04 pm »
nice to hear this is still alive, I hope this gets finished eventually :) plus now I got a TI-89T so I will be able to play without an emulator

Well, the goal right now is to finish it sometime next year, of course that depends on our schedules. As for the 89T, it should play great on that considering that for right now we're shooting for Ti-89 HW1 Compatibility (roughtly 384k flash limit) running AMS 2.09 or higher. Although that could change, it shouldn't eclipse HW2 specs (512k Flash limit) and won't come nowhere near HW3 or HW4 Ti-89T (somewhere around 2.7M Flash limit)

This sounds really cool!  Is this all in TiBasic? or is it ASM?

It's in pure basic. That's the way I've programmed for 15 years now and I don't really see a need to change it now. The engine Landel uses though is a very fast, modular and can scale to just about any graphic situation possible in Ti-89 basic. The goal here is not to exceed 10k of hard code, since most data is stored in data lists and matrices, and right now were somewhere around 5-6k with much of the engine coded.

23
TI 68K / Legend of Landel - BGC89 Remake
« on: October 12, 2009, 12:14:25 am »
I know me and Hiryu has been idle for a few years now, but we feel the time has come to finally finish off a few projects. First, let’s start with Legend of Landel.

If you don't know what Legend of Landel is, pretty much it's the Duke Nukem Forever of Ti calculator RPG's, spanning almost 10 years of on and off development and rewrites with a game engine dev time to match. If you been to my site or at bluecrimson.com at one point this decade and seen me post something about a "Slayers engine" that I was working on, it's basically being designed for this game.

Game wise, it was the sequel of Mystic Legend 92.

Recently we decided to get back into the game and start programming again to finally get this project finished. Originally, there was a project to make ML89, and once we released that, then we would work on Landel from there since it referenced the ML92 story so much that anyone who never played Mystic Legend would be lost in Landel. Instead, we decided to incorporate the entire ML89 storyline into Legend of Landel. This will be a huge game. Easily the largest we have ever created and will have a storyline larger than all of me and Hiryu's RPG's combined. It will also be one of the most graphical games we have ever made, with tons of hand drawn sprites, maps, and game effects that you would expect from us.

To top it all off, Hiryu has also decided to remake one of his older RPG's, Bubblegum Crisis: Nene's adventures. If you've never played this RPG, you might want to wait awhile, since the new one will be a complete rewrite of the old game.

Anyway, if you want more information, go to http://www.bluecrimson.com and check out the posts on the front page. There’s a lot of information on what we've been up to over the past couple of days.

24
I got a ton of notes from some of my old games.

The high school ones are pretty old and hard to read, primarily because I used a memo pad to write down all of them. it was easier to carry around since it was the same size of the calculator. The manual also had conceptional games, Such as Animal fighter (A FPS based on Animal Farm) and OJ Fighter (A Fighting game with OJ Lawyers and the Like. Complete with MK Style finishers called objections.)

The college ones are scattered all though my regular school notes. lots of them deal with the Slayers engine since that was the ongoing project at the time. the others deal with the game layouts for the games I was working on. There's a ton of Punisher X-Treme ones in one notebook. There's even one for NPO VS Hays, although it's just the images.

I have no idea where the FF7 ones are. I think Hiryu lost his when his basement flooded. Mine I don't know where they are. My guess would be my closet but I could look in there for months and not find them. A lot of what I pieced together (what you read in the FFVII:DE rant) is from memory. The Very First Slayers Engine conception docs refer to the engine as the DE engine, since that what it was going to be used for before I got the idea to do a Slayers based game (which I never did do. Hiryu did those two RPG's.) The rest deal with PunXTreme and the like.

Another thing I would like to find is the original dotscan images of Punisher IV. It's impressive how well a paper drawing on graph paper translated to a Ti-85 picture. it's basically dead on. If I ever find it I'm going to post it online.

Some of my notebooks are posted on my site, but not a lot of it is game related and you'll probably think after reading them that I was crazy back then or wondered how I got through school without being forced to take some psych evaluation.

25
News / Ticalc.org: The end?
« on: November 30, 2007, 07:26:00 pm »
well, it appears someone's alive over at ticalc.org.

Two news stories just got posted.  

26
Other Calculators / TI 89 or 89 Ti???
« on: November 30, 2007, 05:55:00 pm »
HW1 will run AMS 2.09. It will also say it can access 700+KB memory. however you'll find that once you hit 384K you cant fill it up anymore. i'm pretty sure you can't downgrade HW2 below a 2.00 version, but I never tried since I olny have a HW1.

Carry a First gen Ti-92 around, then tell me how big the 89ti is :Ptongue.gif Basicially get two 89Ti's, tape them together and you got the weight. and it's about the size of 1 1/3 89ti's lengthwise and about twice as thick. Then try whipping it out in class and watch as the entire class stares at you in awe! :)smile.gif

27
Other Calculators / TI 89 or 89 Ti???
« on: November 30, 2007, 03:52:00 pm »
89Ti by far. More memory always is a good thing. You can never have enough. Most likely you would run into the 2000 file limit before you would max out a 89Ti. Then again, this is coming from someone who maxed out a HW1 on one basic game.  Nothing I know of in an archive today would max out an 89. maybe a HW1 and it's 384k by now, but I doubt a 700K HW2

If you don't care about tests (not sure if the 89 is still allowed on SAT's or if they got wise to it), then go Voyage 200. Bigger screen. keyboard makes programming a cakewalk and is compatible with 89 and 92 basic.

28
News / Ticalc.org: The end?
« on: November 29, 2007, 05:54:00 pm »
well, I'm too lazy to repost :)smile.gif so...

http://www.bluecrimson.com/cgi-bin/forum/Blah.pl?b-discussion/m-1196282384/

Edit: Moved the original post link, so I updated the above link.

29
News / Excessive bandwidth usage by music downloads
« on: October 22, 2007, 10:33:00 am »
h'mm didn't realize it's been a year. I'm still working on other stuff right now but i'm going to try to release something eventually.

I'm not too sure about coral cache's uptime, but since it's distributed over lots of servers, I would think it would be high.

File uploading is transparent. You basically change a part of your url and the cache downloads from your site to cache the file. From there is uses the cached copy to distribute the file. It's supposed to hold the cached copy for 24 hours unless the file is changed or or the coral cache is flushed. Theoretically, under ideal conditions you would only see 1 download of each file a day.

30
News / Excessive bandwidth usage by music downloads
« on: October 19, 2007, 06:02:00 pm »
Why not just http://www.coralcdn.org/ the links? It should knock the bandwidth usage down, but it may not be a sure bet since it caches in 24 hour intervals, and shorter when the file is larger.

Just make sure there in a different location than they were originally so they don't direct download the original files from another site that may have linked the old files.

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