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Messages - Fryedsoft
76
« on: July 06, 2005, 02:43:00 pm »
This is my first guestbook entry. It should be still there. It should give you an idea how long I've been dealing with them. And I thought it was something I did between coding FF7. Maybe It was Punisher X-treme I was coding in 98. QuoteBegin-The GOD Guestbook Chronicle+--> QUOTE (The GOD Guestbook Chronicle) | Record 24 Name: GOD Website: Heaven: The Alternative Afterlife Referred by: From AngelFire From: Heaven Time: 1998-05-29 01:52:52 Comments: HOW DARE YOU USE MY NAME IN VAIN!!! YOU WILL BURN A THOUSAND TIMES IN HELL FOR YOUR BLASTPHEMY!!! |
As for the "Secret" it's probably something we've heard before. I bet it sounds something like this, albeit more up to date.
QuoteBegin-Mike Smith in Hays Games Co. Admits Defeat in the A83 mailinglist 23 Jun 1999+
--> QUOTE (Mike Smith in Hays Games Co. Admits Defeat in the A83 mailinglist 23 Jun 1999) | It all started in a yahoo chat room, four of us were chatting and found out we each had Ti83's and we wanted to use them to make money, so we founded the Hays Games Company. Our plan was to make it so that Hays Games Company owned all the archives and programs, and charged a small $1 per month and we would just send you upgrades to your software. There were some problems however, and Bill Nagel to us was the main one. We were going to monopolise the Ti83 using these steps:
1. Get rid of Bill Nagel (at all costs) 2. Get on one ti sites good side 3. Release quantity over quality 4. Programmeral Diffusion of major OS 5. Release new Doorways with 50+ programs at once 6. Charge money for program upgrades.
We got as far as to step four, until something went wrong, Bryan Rabeler found out about our copies and deleted all of them. This was our first major set back. Then along came the New Programmers Order, which was founded by Chuck Taylor, one of our former members. Soon we had more enemies then we could handle, and had to hide out for awhile. We started a new company called Ellis Industries as a front to our operations while anti-hays died down a bit. Then we came back, but the NPO had allied itself with a group called Z8-AC and took over our homepage. After we made our new homepage, Kirk Meyer informed us that ticalc.org, the last site to hold Hays Games Co. Programs, has deleted all of our software and will not accept it anymore. We then knew we would never get further then step 3 in our plan for a Ti83 monopoly. The folowing is a list of games we have copied:
Championship Bowling - Fella Bowling NBA Jam - NBA Hangtime Baseball - Major League Baseball '98 Jackoff - Batman and Robin's MOM? ZTetris - Tetris Gold Duckhunt - Duckhunt 83 All Star Baseball - All Star Baseball '99 Race IV- San Francisco V: Extreme Driving, San Francisco V, Rush the Rock, San Francisco V: Rushin' in Russia, San Francisco V: Turbo, San Francisco V: Nitro Screensaver 83: Hays Plus Screen Saver ZCon83: Hays Plus Contrast Changer |
and for fun, because i'm bored and it's probably never going to see the light of day outside of this post...
QuoteBegin-nPo Vs Hays 2: Something Survived Storyline Teaser+
--> QUOTE (nPo Vs Hays 2: Something Survived Storyline Teaser) | The nPo thought that the Hays game company was no more after the last confrontation that they had with them.
unfortunatly they were wrong.
somehow, Some members of the Hays Game Co. survived and sought to rebuild their evil syndicate.
Over time, and under many guises, they had built a Stonger, more powerful organization, bent on not only Destroying the Ti community or the nPo, but conquest of the Entire world!
The androids have gotten completely upgraded as well, the older, weaker bots have been replaced with more sophisticated ones, namely the deadly New NineBot, The unspeakable Fellabot, the guardian bouncer doorwaysbot, and the ultra destructive PacManson.
But thats not the worst of it, The hays Game Co. have the ultimate weapon at their disposal, the Programmeral Diffusor! Created by the President of Hays himself, the Programmeral Diffusor, If activated, will cause every Program in the Ti-community to become Hays programs! If the machine is activated, the Entire Ti community will be lost!
Fortunatly, for the nPo, the Programmeral Diffusor hasn't been completed yet, Just one part is missing that will make it complete. The ION cannon. Created by renowned nPo Scientist Dr. Joewing, and in the possession of the nPo, the ION cannon was designed to be the ultimate weapon to Destroy Hays and ironicially is the only power source on earth that can generate enough power for the Programmeral Diffusor. Luckily the nPo found out about the Programmeral Diffusor and obtained information that Hays will be trying to claim the Cannon tonight, and have increased security around the ION Cannon, but will it hold against this New, More threatening Hays?
Thats where you come in. You are the Newest recruit in the nPo. You hate what Hays stands for and want to see them destroyed as much as the higher ups do. You have been put in charge as your first assignment to protect the ION cannon at all costs. You know that it's a big task, especially considering the consequences if you fail. Total World domination by Hays. |
Hey, now that I think about it, posting all of this will probably get me some kind of hall of shame award. The Certified Psychopath of the Century has a nice ring to it.
77
« on: July 06, 2005, 08:01:00 am »
well it broke 100.
Now to see if it breaks 300
78
« on: June 14, 2005, 02:26:00 pm »
QuoteBegin-tifreak8x+June 14, 2005, 20:02--> QUOTE (tifreak8x @ June 14, 2005, 20:02) | That is like when someone took my Age of Darkness game, renamed it Golden Sun, or some such nonsense |
Have you seen the amount of Racing Clones out there for the 83. I think my last count there was 7 of them. They all seem to really like hyper mode, and most of the clones clone a clone of it.
They also Really Like NBA Jam. If they liked that game they should have seen the football game I used to have before it got deleted. I can see the John madden clones now...
I'm still amazed that there were no Punsyst based clones out there. that thing was practially built to be Cloned. Hiryu alone had at least three games based on it, and I had the Three Punisher versions and NPOVHays. For some reaon no one ever made games based on it, at least as far as I know.
79
« on: June 14, 2005, 02:03:00 pm »
Actually, I can keep going. This is From the Ti-basic mailing list archive from Jan 1998. (why is this still down Ticalc.org? thanks Web.archive.org) I'm just posting the relevant stuff here. QUOTE | Secondly, people like to programs that are already out there to compete. This is fine for the programmer, gains skill, and for the user, more choices. This is not okay though when people write programs do less and takes up more memory. Example, Icon Maker(link to Icon Maker was here) takes up 1618 bytes (By the time you read this a new copy that has more features and is 1602 bytes will have uploaded.), but another person has Icon Editor (link to the Icon Editor for Icons was here) takes up about 1850 bytes and this program has less functionality than Icon Maker. I don't mind that he wrote it, but I do mind that he uploaded it when there is smaller, faster and more functional available. So please when a person writes a program please make smaller (or at least faster than) if the program has less functionality.
I hope my rant has helped point out to those (and you know who you are) to limit the Microsloth approach and to write smaller faster and more feature rich programs. If people will take to heart only one word my it be: OPTIMIZE
Please don't take offense by this, but a learning experience Michael Van Der Kolk |
In his and my defense, the first version of The Icon Editor sucked. I did optimize it to be smaller with newer versions. He continued on in another E-mail but the web archive doesn't have it. in it he basically says that his was smaller and did rotations, enlargement 1-6x, was faster, and all kinds of other stuff. Now I never actually posted to the list, (it forced you to subscribe and I already abhorred e-mail by this time) but my defense would have been two things. One, it was never meant to compete with his editor in any way. I wont lie, I got the Idea from Icon Maker to make an Editor for Icons but that was basically it. All I wanted was an editor under my control in case the programmer retired, quit or something bad happened. (And, unfortunately I was right here. more later) In the Process, I made Icons compatible with his 16x16 editor (at the Time, icons supported 12x12 Icons) and made the editor. The only reason it was a separate download was because I wanted to support older Icons Versions (since the Icon editor would adjust pic size dynamically, it would work with the old 12x12 format). I released it and then found the post. Two, The Icon Editor could do most of the stuff he was complaining about, but didn't because I didn't want to compete with his editor. Enlargement was trivial, same with inverting, rotation would be a pain but why would you need that for a simple Icon editor? About the only thing it did that he liked was the dynamic pic size, which was basically what I was more concerned with anyway. For the Record, I truly believe that Michael Van Der Kolk was the best basic optimizer out there. Some of http://web.archive.org/web/*/http://www.iserv.net/~mikev were some of the best things anyone who wants to program 68K Ti-Basic could read. Frankly, Much of the Slayers Engine is optimized based on the tutorials he made, and is a lot of the reason why it's so fast. Eventually I tried to track him down to ask him if I could add him to the credits of the Engine as a "special thanks To" section when I found http://web.archive.org/web/20010730195235/www.hollandsentinel.com/stories/050901/obi_0509010022.shtml Now, I seriously hope I'm wrong here, but from what I've gathered, (His sudden disappearance from ticalc.org and his own site, His Website hosted from an ISP in that town and the site account was removed) It's a very good chance that this is him. It's sad considering the talent that he was, and frankly, He's pretty much guaranteed in the credits if the engine is not dedicated to him in the first place, and this is coming from someone who never met or talked to him once.
80
« on: June 14, 2005, 12:38:00 pm »
QuoteBegin-Kevin+June 13, 2005, 11:39--> QUOTE (Kevin @ June 13, 2005, 11:39) | but as long as my competitor doesnt start flaming me and say that I suck at programming or such stuff |
heh. that sounds familiar. In Fact it sounds like stupid E-mail #23
81
« on: June 14, 2005, 12:32:00 pm »
QuoteBegin-Kevin+June 14, 2005, 19:0--> QUOTE (Kevin @ June 14, 2005, 19:00) | I am wondering if TI-BASIC was bashed as much as today back 5 years ago? |
Yes. Actually it was worse 5 years ago.
82
« on: June 13, 2005, 12:05:00 pm »
I started Programming sometime around 92-93 with a Ti-81. Eventually I got an 85, then the 92, another 85,83,86,and 89.
83
« on: June 08, 2005, 08:24:00 am »
thats what I meant. He's just using invisionfree for the news, archives and the like.
84
« on: June 08, 2005, 06:57:00 am »
QuoteBegin-tifreak8x+June 8, 2005, 13:31--> QUOTE (tifreak8x @ June 8, 2005, 13:31) | I saw it. If you look real close, I have posted on your board several times. |
well I know you posted on it. I said it for the rest of the audience that might not be too familar with my board. Speaking of board threads, what was this one about again? Maybe we should start somesort of chat thread on the forum.
85
« on: June 08, 2005, 05:42:00 am »
QuoteBegin-tifreak8x+June 7, 2005, 20:56--> QUOTE (tifreak8x @ June 7, 2005, 20:56) | I have went through everything on your site, and enjoyed most about your plan against Hays. They came back, but everyone on Cemetech and calcgames kept bad mouthing them, so they deleted their site. We thought it was pretty fun... >D |
Hays was a subject of a lot of fun between Me and Hiryu, It basicially became a hobby to bash them and their guestbook, not that they didn't deserve it, they were flat out ripping a ton of programmers off. The NPO vs Hays readme was an absolute joy to write, and one of these days try typing Hays game co in google and see what you get when you feel lucky. I should be a real dick and change game to games in the rant like they did to avoid that problem.
I still believe they knew I was doing the majority of the GOD stuff, I mean NPO VS Hays was an huge clue. There are some posts in the board on my site of them replying to the rant. I find it amusing that it took them 20 minutes to respond to it. Look for "your lame April fool's joke" in the board to see what I mean.
86
« on: June 07, 2005, 01:46:00 pm »
QuoteBegin-tifreak8x+June 7, 2005, 18:2--> QUOTE (tifreak8x @ June 7, 2005, 18:20) | Yeah, I know, and there seems to be a way to check if there is enough memory using BASIC, though I do not remember how right now... Man I wish I had all my projects done so I could get on to programming the 89...
@Fryedsoft: Have you talked with Hiryu lately?? I haven't seen him on his site for quite a while...
@Kevin: Just cause it makes it to the archives, does not mean the project is over. There is always optimizing... |
getconfg() on an Ti-89 will do it. keep in mind that it's AMS 2.0 or higher for this to work if I remember correctly.
Hiryu is around, right now, he's moving to Akron so he's kinda busy with his new job. He said that he's going to be busy for a least three months before he finishes Mystic Legend 89.
As for his site, He forgot the password awile ago and we basicially had to try every password he ever used for anything and finally we found it since any form of help at calc.org is pretty much nonexistiant. Last I heard he was looking for the new site he had on CD but couldn't find it. He thinks he lost it in a basement flood with his Ti-85.
The Slayers Engine and the Engine that Slayers the Roleplaying game and BGC used are two completely different things. It's confusing because at the time when The Slayers Engine was proposed, there was going to be a joint Slayers game but we decided to use the Engine for FF7DE and Hiryu made a Slayers game with a completely different engine. A lot of the reason for this is because of the Dev time the Slayers engine was taking, and to run the True fighting spec for the Slayers Game I had invisioned would involve an AI that I'm not too sure could be done on an 89 without taking a ton of time to think up moves. Primarialy, it's named after that fighting spec of the engine, which fought exactly to the letter like the Slayers Anime. In fact, I completely rewatched the First season and revised the spec so that every single event in the anime was either represented, explainable in RPG terms, or could be done in one form on another. If you never watched Slayers, then the closest thing to how Slayers fought that is mainstream is DBZ (and possibly Yu Yu Hakusho), just a lot slower. As far as the Slayers Engine is concerned, It was never put into a game and won't be until Legend of Landel.
I dont know what Hiryu has done with the Engine that he used for Slayers and BGC (we'll call it the BGC engine since I dont remember its real codename). Mystic Legend 89 probably has some BGC engine code in there. I know that it adopted some Slayers Engine like techniques for things like storyline, but it's not the full Engine itself.
87
« on: June 06, 2005, 04:07:00 pm »
QuoteBegin-Kevin+June 6, 2005, 21:13--> QUOTE (Kevin @ June 6, 2005, 21:13) | uh I though Slayers was alerady finished (its in the archives on this site and reviewed) O_O , is it another slayers game? |
Slayers (the Game) was made By Hiryu. In fact both games were. If I remember correctly, the one you currently have is the second one. I don't know if he ever released the first one.
Slayers (The Engine) is Pretty much my next RPG platform. What and when it will be released seems to be an enigma. It was originally designed from the ground up to be the Directors Edition of FFVII until copyright scares changed it's focus to Punisher X-Treme. When Punisher X-Tream Failed the Mike Wallace Test, I shifted it's dev towards Legend of Landel, which is Basically Mystic Legend 2.
The reason it's called the Slayers Engine is because the Proposed Fighting Engine was designed to mimic the fighting style of the Slayers Anime. Ironically it's never been used for a Slayers Game. I should rename it one of these days but since I've been calling it that for almost 6 years now...
The engine Itself is designed with two things in mind: Speed and Scalability. In theory, it should be possible to make a completely different RPG without changing little if any of the code. This is a lot of the reason why so many games are associated with it. At this point it's had these games either considered, planned or in Development.
1) Slayers Duel - It was going to be a Quasi RPG fighting Game. You would basicially watch the cutscenes and then fight the battles in betweeen. Ironicially Never broke Planning Phase. 2) FFVII Cloud's Quest - Directors Edition - This got as far as consideration until the Monopoly CAD. There's a rant about it on my site if you want to read a ton about it. 3) Punisher X-Treme - This was going to be the next game in the Punisher series. Got as far as development and planning. We even got a storyline somewhere. Was Dropped when we decided that it was too risky of a game to be made with school shootings and all, even though the new storyline focused more on clones and alien technology rather than teacher violence. It was still in the school however, although it was renamed the compound. 4) Legend Of Landel - This is the Second Mystic Legend Game. at this point it's at the Development level with storyline and many of the images created. So far the game is Huge, and we're probably going to run into the same problems we ran into with FFVII. We're currently shooting for a release under 300K and hopefully this year. We're probably going to start finishing this thing After Mystic Legend 89 Is released, but Since Hiryu is moving right now and settling into a new job, it's going to be a little longer until it's released. 4A) NPO Vs Hays 2 - Something Survived - Another one of my shot's against Hays. I more or less needed something as a basic system runtime test for the Slayers Engine. It was going to be a real simple game (like a demo) of what the engine could do and how a game would perform under it. Luckily, Hays Games Co. didn't tick me or Hiryu off enough to follow through with this.
88
« on: June 06, 2005, 12:45:00 pm »
although the 89 supports xorpic which can do the same type of garyscale you use, it's not fast enough do do any kind of grayscale work outside of a smiley sized picture. at least in basic that is.
Everything grayscale that you see is similar to how Final Fantasy VII does it for it's title screen. The animation uses two images per frame, the first one with the darkest parts, and the second with the gray parts. Then you would use cyclepic at 0 wait speed to gray the image.
In the Gif, it's using a program to basicially pick which set of grayscale images to make grayscale. Although I tried doing a single 44 frame animation using cyclepic and got similar results with absoletly no flicker, it's really too fast to see and there is no way to reuse frames without burning up a ton of code.
The animation used in the gif is an adaptation of task9 (on my Projects site task9 is the Slayers engine task that did the Image and sarah animation) and is basicially known to the engine as task17
89
« on: June 06, 2005, 08:52:00 am »
QUOTE | wow the way it sound half of the games at ticalc.org are innapropriate (including some of mine, some of yours and other ppl)
90
« on: June 06, 2005, 01:53:00 am »
The reason they have the innapropriate form is because of the disk. It wasn't there at the time they made the disk.
The way it worked is they sent you an E-mail asking you to approve which files you wanted on the disk. It had specifics on what programs were allowed on it, such as nothing that violated any copyright, (IE no FFVII, Zelda, Mario, ETC) or anything deemed innapropriate (porn, exxcess violence, ETC). most programmers just got the form and submitted everything they ever submitted, and on top of that, ticalc.org didn't screen all the programs on the disk for QA or innapropriate material.
For some reason, I want to say that they actually had this disk in calculator boxes for a short time but they recalled it when a parent found the porn. What I do know is that the CD never resurfaced again and Ti dropped the Idea of having a compilaion CD with ticalc.org.
The DBZ gif was made with a program called TiShot. I believe it's in the ticalc.org archives. It really doesn't handle the animation well at all, but the other program I tried from their archives doesn't like my virtual ti at all. As for how it's done, it was done entirely in basic with no ASM Exec call, shell or library, and it takes about 90K on the calc, with the possibility of dropping that to around 7-80K since the files translated a little bigger than I expected.
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