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Messages - Ranman
Pages: 1 ... 85 86 [87] 88 89 ... 92
1291
« on: October 21, 2005, 03:39:00 am »
QuoteBegin-Kevin+21 October 2005, 9:07--> QUOTE (Kevin @ 21 October 2005, 9:07) | updated topic title
moved to project and ideas section (since its no longer calc project) |
This is too bad for TI! But good for PSP.
Have you thought about releasing your TI source code in hopes that someone else may want to continue your work? Maybe give it to someone you trust or respect.
1292
« on: October 21, 2005, 03:33:00 am »
QuoteBegin-Ranman+21 October 2005, 8:55--> QUOTE (Ranman @ 21 October 2005, 8:55) | I programmed 2 games for the Casio FX 7700 (4K RAM) - Minesweeper - Scorched Earth
I programmed 1 game for the Casio FX 6300 (400 bytes RAM) - Scorched Earth (it required 396 bytes) |
I was not able to save the games to a PC because I did not have one. Not to mention, the Casio 6300 did not have a link port. Which forced me to write them down on paper. Wow! That sounds pretty old fashioned. QuoteBegin-Kevin+21 October 2005, 8:58 --> QUOTE (Kevin @ 21 October 2005, 8:58) | I did a TI-80 game once for someone, thats why at ticalc.org it says in my profile I know TI-80 BASIC |
Did you save your TI-80 game by writing it down?
Hmmm... we are really getting off topic aren't we?
1293
« on: October 21, 2005, 02:55:00 am »
QuoteBegin-Kevin+20 October 2005, 9:27--> QUOTE (Kevin @ 20 October 2005, 9:27) | do you have any program released on the web for Casio? |
Nope. The Internet was still in its infancy. Internet Explorer did not exist and BBS were still predominant. I wrote them down on paper somewhere... I'm sure they are gone. I programmed 2 games for the Casio FX 7700 (4K RAM) - Minesweeper - Scorched Earth I programmed 1 game for the Casio FX 6300 (400 bytes RAM) - Scorched Earth (it required 396 bytes) The Casio FX 6300 is still the smallest graphing calculator around. The screen resolution was 40x25 pixels if I remember correctly. O_O
1294
« on: October 19, 2005, 03:16:00 pm »
I applaud you guys that take the time to write tutorials for others to learn from. :ru13z: I should do something like that when I finish Ultima. One thing at a time.
1295
« on: October 19, 2005, 03:06:00 pm »
QuoteBegin-Kevin+19 October 2005, 11:17 --> QUOTE (Kevin @ 19 October 2005, 11:17) | cool, btw do u refer to a sprite sheet or the real game to take your sprites? I mean a sprite sheet on the web or somethign&? |
I am not quite sure I understand what your asking. But I will try to answer. A person called Nytegard did quite a bit of reverse engineering of Ultima V. I probably would not have attempted Ultima V without his work to build upon. Thank you Nytegard for all of your work! :bow: Nytegard wrote some C code to extract the "Sprite Sheet" from Ultima V. I use this sprite sheet as my template to create my own sprites. Currently, I am not creating a sprite sheet, but I am creating my sprites individually (using a program called Sprite Magic that I wrote with Visual BASIC 6.0). I will probably convert them to a sprite sheet when I am done. THE POST
1296
« on: October 19, 2005, 02:51:00 pm »
QuoteBegin-Spellshaper+19 October 2005, 11:34--> QUOTE (Spellshaper @ 19 October 2005, 11:34) | does he? *waitsforRanmansanswer* |
Kevin is right. I do most of my coding in C now. I only program in Assembly language when I really need a speed and size optimized function (such as what xLIB supplies). Most of the ASM I have done is 68K and a little PPC; I have never coded in Z80 assembly. I am sure there are alot of similarites. I also really enjoyed programming in Casio BASIC back in the early 1990s.
With that said, I probably will not start any new projects until Ultima V is complete. When it is done, I probably will not do any more HUGE projects like Ultima again.
User Text Windows comes with source code. Although, I personally don't think I did a very good job.
1297
« on: October 19, 2005, 04:13:00 am »
Ultima V Update: 416 tiles out of 528 tiles are now redrawn. Yep, I had to add 16 new tiles for dungeons graphics. Also, 100% of animated tiles are now animating correctly. I just finished animating all of the tiles that contain fire (such as torches, fireplaces, ovens, braziers, and spits). >D Hmmm... What is a brazier and a spit? www.dictionary.com THE POST
1298
« on: October 18, 2005, 02:07:00 pm »
I created a similar tool called http://www.ticalc.org/archives/files/fileinfo/353/35320.html specifically for Ultima V. Then, when I began to implement the NPC dialog, I realized it would not work with my design. It can create text windows with: greyscale, custom sizes, word wrapping, up & down scrolling, margins, linespacing, background & foreground colors, and it uses any 1-bit fixed width font supplied by the user. Anyone is welcome to use it if they need it. Hopefully someone will make some use of it.
1299
« on: October 17, 2005, 11:44:00 pm »
QuoteBegin-crzyrbl+18 October 2005, 0:20 --> QUOTE (crzyrbl @ 18 October 2005, 0:20) | Thats what i have now, but im trying to get 16 "chunks" instead of four.
1300
« on: October 17, 2005, 05:18:00 pm »
QuoteBegin-crzyrbl+8 October 2005, 15:42 --> QUOTE (crzyrbl @ 8 October 2005, 15:42) | ... and come up with a better map storage system. |
The original Ultima V Britannia world map data was stored like this.... - World Map is a grid of 256x256 tiles (64 Kb) and each tile is coded as a single byte (because there are 256 tiles for map data in Ultima V) - The Map is divided into 256 blocks of 16x16 tiles -- these blocks are called chunks (256 bytes per chunk) - A total of 4 chunks are loaded into RAM at a time (1Kb) - When the player crosses a chunk boundary, new chunks are loaded into RAM. These specs can be altered to best fit your need. You could have chunks of 8x8 tiles (64 bytes), then loading 4 chunks only requires 256 bytes. Hope this helps THE POST
1301
« on: October 17, 2005, 04:47:00 pm »
QuoteBegin-Kevin+17 October 2005, 13:54 --> QUOTE (Kevin @ 17 October 2005, 13:54) | well Ultima V is a quite huge game, especially for a game that was made 17 years ago |
Yes, Ultima V is big! - Over 210 Kb of map data O_O - Over 140 Kb of NPC dialogue data O_O However, it will compress nicely down to about 200 Kb Did I mention over 200 hours of gameplay? O_O :woot: %) Please give all credit to Richard Garriot (aka Lord British). He is the creator of the Ultima series. I am just some guy attempting to recreate his RPG masterpiece to the TI community. I have heard that Lord British enjoys to play remakes of his classics. Hmmm... Maybe he will purchase a TI89 or V200 :bow: This post has been edited by Ranman on 17 Oct, 2005, 22:54 THE POST
1302
« on: October 16, 2005, 02:35:00 pm »
400 tiles completed out of 512 Also, seeing your reflection in mirrors is now working. For those interested, I have begun work on the combat engine. As I stated earlier, combat and buying & selling from merchants are the last "big" things to do... However, alot of little things remain. THE POST
1303
« on: October 16, 2005, 06:10:00 am »
You made the headlines... http://www.ticalc.orgCongratulations :ru13z:
1304
« on: October 15, 2005, 04:04:00 pm »
The screenshot on Ticalc is awesome! I love that subtle grid look; it looks like a real calc. How did you do that? Does a screenshot utility exist like that for the 68K calcs? I've said it before, but that is one nice looking game. Very professional looking. %) Keep it up Kevin!
1305
« on: October 15, 2005, 10:55:00 am »
QuoteBegin-dysfunction+15 October 2005, 9:12--> QUOTE (dysfunction @ 15 October 2005, 9:12) | Mine was four days ago, I'm 19 |
Happy belated birthday Dysfunction :gift:
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