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Messages - squidgetx

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196
Ash: Phoenix / Re: [A:P] Documentation
« on: October 09, 2012, 01:39:01 pm »
... for the NPC handling, I have a good idea of what could be called "(tile)entities" (yay for stealing names from an other game). Basically an additional map storing IDs, then the engine refers to a unique list for each map to know what to do with it. It would work for NPCs, but also interactive tiles and warp tiles.

Yeah, that's what I did with Embers and for the old version of Ash. So I kinda hacked together NPCs by putting them in as tiles in the tilemap and then marking them as interactive tiles haha. This time I won't cheat and I'll include sprite and movement data to have dynamic (moving) NPCs an such.

197
Ash: Phoenix / [A:P] Documentation
« on: October 07, 2012, 01:01:11 pm »
Spoiler For Battle Engine Specifications:
The battle engine will be turn based, similar to Pokemon and other common RPG battle engine styles.

Battle Stats: (I've modified this slightly from the original, which was essentially Pokemon, in favor of a slightly different mechanic)
HP: Um, HP. Yeah, self explanatory
MP: MP
Strength: Determines damage potential, similar to Runescape Strength. Sets a max of possible damage.
Skill: Higher skill means higher likelihood of hitting high within your range. (RS attack)
Defense: All around defense, for both physical and mystical attacks
Speed: Determines who moves first
Mystic Strength: Magic strength
Mystic Skill: same (Names may change later on)
Battle Types
Unchanged from the original, there will be 6 battle types: 3 physical, 3 magical, each with their own stat tendencies. Similar to Pokemon, attacks will be typed and bonuses applied accordingly. Each type also has a limited move-learning ability and can only wield certain items. Overall, the mystic types are more unbalanced/interesting than the physical types.
-Warrior: Standard sword and shield dudes. Kind of a bunch of thugs
-Archer: Invisible snipers.
-Assassin: Glass cannons, fast but weak.

-Holy/Spirit: Religious zealots, only their God grants them magic powers. Watch out....
-Undead: They're already dead! What can you do...They're tanks.
-Black/Shadow: Spawn of the night. Fast, poisonous, but even weaker than assassins.

Battle Calculations
Speed calculations: Unlike Pokemon, which uses a fairly black and white method for determining who is faster, my engine will use the following calculation: Speedplayer1/(Speedp1+Speedp2) is the chance that player 1 will go first. This will be realized by the condition rand^(speed1+speed2) > speed2

Damage calculation: Strength/Defense will basically be our indication of how hard we can hit so Strength*AttackPower/Defense is fine for setting the max of attack. Now, Skill will be used to determine the relationship between the actual damage and our base median figure. An unskilled fighter will have a large, low value set. A skilled fighter will be able to consistently hit in a high value, small set. So, we'll use an inverse relationship in which the range of damage is (256 - Skill)*dmg/256 This value will be subtracted from the maxdmg from the Strength/Defense section of the equ, making a level 1 skill fighter hitting anywhere from 0 to his max, while a level 256 skill fighter will always hit his max. This is then algebraically optimized to (Skill )*Max/256+Max. Attacks can have power levels generally capped at 256, while items will simply increase the stats of strength, attack, etc. Note that this means that if you can get your net skill over 256, say with a skill level of 200 and a sword of +100 skill, you can hit consistently over the "max damage" determined by the Strength/Defense calculation. If at any point overflow is detected, the damage calculation subroutine will exit and simply return 65535 as the amount of damage to be dealt.

There will be a type-advantage mechanic nearly identical to Pokemon's. Table below:
x Wr Ar As Ho Un Bl
Wr 1  2  1  2  .5 .5
Ar 2  1  2  2  .5 0
As 2  1  .5 1  1  1
Ho .5 1  .5 1  2  2
Un 1  1  1  1  1  1
Bl 1  1  2  .5 1  1


Stat Calculation
Stat calculations will follow the following formula:
Stat = (BaseStat*16 + TrainingExpValue) * Level / 100 + 5

Base stats for the player types here:
  HP MP Str Skl Spe Def MSt MSk Total
Wr 12 8  12  8   9  10  8   8   74
Ar 11  9   10  12  11  7   8   8   80
As 9  7   13  13  13  5   7   9   86
Ho 12 11 5   5   9   9   12   12  75
Un 14 10 15  7   6   12   12   6   82
Bl 5  10  12  12  15  4  13  14   87


TrainingExpValue is determined by what moves you use. Every time you use a certain type move, the corresponding stat for total "points" will be incremented. Points convert to TrainingExpValue by dividing by 8.

With this system, the highest a stat can be (not minding the TEV) is the Black/Shadow lvl 100 speed, which is 245.

Levels are grown with experience via the following formula:
To grow to level n, you need:
exp(n) = 2n^2+2n
samples exp(6) = 84XP
exp(30) = 1860XP
exp(60) = 7320XP
exp(100) = 20200XP

Instead of bothering to keep track of total XP, I'll only keep track of how much to the next level, avoiding annoying overflow problems, plus I'll save a few bytes in the calculations too :D.

Enemies will give experience simply by averaging all their stats together then multiplying by a constant. I'll figure out what that constant is, but as a rough rule of thumb lvl 100 enemies will give roughly 2k xp and lvl 3 enemies will give ~10 xp.


Spoiler For metadata:

___________________
|Player save files|
|_________________|

L4: Available space: $100

$00-$09:Player Name (9 chars, 1 null terminator)
$0A-$oB:Xpos
$0C-$0D:Ypos
$0E-$0F:MapID
$10-$11:OverworldX
$12-$13:OverworldY
$14-$15:Money
$16-$17:XP to next level   ;Battle stats
$18-$19:Level
$1A-$1B:Player Type
$1C-$1D:Strength
$1E-$1F:Skill
$20-$21:Speed
$22-$23:MStr
$24-$25:MSkl
$26-$27:Def
$28-$29:HP
$2A-$2B:MP
$2C-$2D:Weapon attacks (2)
$30-$33:Skills (4)
$34-$39:Type XP
$3A-$3F:Equipped items      ;weapon, shield, armor, hat, amulet, 6th item?
$40-$7F:Items         ;Items- Item ID, qty. $20 item slots (32d)
$80-$9F:Player flags      ;$20 player flags (32 bytes, 64 nibbles, 256 bits)
_______
|Flags|
________


Memory Allocations


$8000 section:metadata swap-in space
$8000-$801A: Map Metadata
$801C-$801D: Direction player is facing
$8020-$8036: Item Metadata
$8040-$8056: Move Metadata
$8058-$8096: Swap area for drawing bitmaps

L1: map spritebuffer (384) map char-store-area (64)
L1+500: list item freeram (battle moves, items, etc)
L2: NPC convos
L3: backbuf
L4: Player save data
L5: Enemy battle info
L6: frontbuf
tempvar: map
tempvar+1024: overworld map
tempvar+1152: sprite anim
tempvar+3200: map padding?


There will be a master-map...a tilemap of map pieces...each map 'piece' will be 32x32 tiles


____________
Map metadata
------------

$1B bytes per entry
$00-$15:name (21 characters, plus null terminator)   (MName)
$16:   tileset                (MapTS)
$17:   avg level of enemies             (AvgLv)
$18:   enemy type 1                (Ene1)
$19:   enemy type 2                (Ene2)
$1A:    enemy type 3                (Ene3)


_____________
Item metadata
_____________

$17 bytes per entry

$00-$0F:item name (15 chars, plus null terminator)    (IName)
$10-$11:itemID                   (ItID)r
$12:   equip or useable?             (IFlag)
$13:   stat to affect (0-7)            (IStat)
$14:   how many points to increase/decrease       (IStat+1)
$15:   stat to affect 2             (IStat+2)
$16:   points to inc/dec 2             (IStat+3)

_____________
move metadata
_____________

$17 bytes per entry

$00-$0F: move name (15 chars, plus null terminator)    (AName)
$10: move type                   (Atype)
$11: move animation               (AAnim)
$12: damage                  (Admg)
$13: stat to boost1               (AStat)
$14: amt to boost               (AStat+1)
$15: stat to boost2               (AStat+2)
$16: amt. to boost2               (AStat+3)


There will be a master-map...a tilemap of map pieces...each map 'piece' will be 32x32 tiles


____________
Map metadata
------------

$1B bytes per entry
$00-$15:name (21 characters, plus null terminator)
$16:   tileset (might not use this, since now maps have access to 192 tiles at once)
$17:   avg level of enemies
$18:   enemy type 1
$19:   enemy type 2
$1A:    enemy type 3


_____________
Item metadata
_____________

$17 bytes per entry

$00-$0F:item name (15 chars, plus null terminator)
$10-$11:itemID
$12:   equip or useable?
$13:   stat to affect (0-7)
$14:   how many points to increase/decrease
$15:   stat to affect 2
$16:   points to inc/dec 2

_____________
move metadata
_____________

$17 bytes per entry

$00-$0F: move name (15 chars, plus null terminator)
$10: move type
$11: move animation
$12: damage
$13: stat to boost1
$14: amt to boost
$15: stat to boost2
$16: amt. to boost2

Spoiler For Program spec:

*********
*Outline*
*********

Title Screen
   Draw title screen
   Menu*

if new game
   new game*
else
   load game*
end

setup*

loop
   if menu key
      main menu*
   end
   if arrow key
      move*
   end
   if interact ket
      interact*
   end
   counter++
   if counter = battlecounter
      battle*
      battlecounter = random
   end

   dispgraphrr
end

**********
*New game*
**********
intro cutscene*
   run cutscene* 0
ask name
   pokemon style input box
set new player values
   zero everythign
   set level to 5
   call stat calculation*

***********
*Load game*
***********
find save file
copy into L4

*******
*Setup*
*******

Load x,y to X,Y
MapLoad*
Draw Map()

***********
*Main Menu*
***********
Draw menu*
>Items
   loop items, display in list (L1+500)
   upon selecting item, use/equip, or drop
   use> look up behavior
   equip> equip that shit
>Save
   save game;
>Quit
press clear, return to game (redraw map)

********
*Moving*
********

if still centered movement:

for 8
shift screen in direction of movement
draw shifted in sprites
show screen
draw
end
for 4
shift screen
draw shifted in sprites
show screen
end
increment x, y accordingly

otherwise

draw tiles over character
move character

if character moving off of edge of map
check if other map available*
map load
scroll whole screen over
change coordinates accordingly to fit onto new map




**********
*Interact*
**********
Search npc database
   >if found, npc()*
otherwise, search trigger tile database
   >if found, npc()*

*****
*NPC*
*****

Copy from embers/old version of Ash
look up convo from argument in npc meta
load convo into L1+10 or somethingg
execute...


Slight change, all npc routine vars stay in L1
L1,L1+1 size of convo
L1+2,L1+3: position in convo

********
*battle*
********


calculate enemy, level, stats of enemy, etc...his battle stats will go into L5


DrawBattleScreen:
   draw character
   draw enemy
   draw hp boxes
   draw action box


playeraction:
   select action
   >attack
   >item (just run item routine)
   >run
      Attacking:   
         display list of moves
         select, execute
      AttacK:
         look up move in movemetadata
         damage formula, animate, apply stat changes, etc

enemyaction:
   random move select
   attack
animating:
erase player sprite
apply animation


Loop
   decide who goes first
      if bla
      playeraction()
      enemy action
      else
      enemyaction   
      playeraction()
   drawbattlescreen
end


End of battle recalculate stats...this will reset battle stat changes and also enable stats to change slightly due to EVs w/o leveling up

return
L1 not touched, npc data remains secure

























198
Ash: Phoenix / Re: Ash: Phoenix
« on: October 07, 2012, 12:14:41 pm »
Lol...hi.
* squidgetx looks around.

It makes me happy to see that people are excited/want this to continue, and apologize for the lifeless state the project has been in over the past year or so. I've been pretty busy lately though so I don't know if I will be able to reliably work on it... So here's what I'm going to do: I'm going to dig up all the doc I can find from the old version, post it, start a reboot round 2 completely open source, and if it dies again it can be taken over :) Deal?

Edit: The reason why the old version died/was scrapped for a reboot was because of bugs with the game's structural integrity; ie couldn't be fixed without rewriting the whole thing anyway

199
Miscellaneous / Re: My Story
« on: October 03, 2012, 04:34:08 pm »
Just a note, Augs, your behavior doesn't even conform to reddiquette

Quote
Do not...reply to comments with just a picture or a gif. As above, it is often not witty or original and does not add anything noteworthy to the discussion. Just click the arrow -- or write something of substance.

200
Axe / Re: How to make a 2 pages app with only data on the second page ?
« on: September 27, 2012, 02:38:04 pm »
As far as I know, no way to do it in pure Axe, you'll have to wait for someone really familiar with the OS/asm to show up

It's probably going to end up easier to optimize and move out data than figuring it out though...

201
TI Z80 / Re: Temple Run [Axe]
« on: September 21, 2012, 11:02:52 am »
Runer, you wouldn't happen to have any asm lying around for drawing white (or black) horizontal lines, would you? ;D

202
TI Z80 / Re: Temple Run [Axe]
« on: September 20, 2012, 10:11:05 pm »
(Finally) update...

The major update is that that display bug is all but gone (Only a small bit remains but I know how to get rid of it). believe me, that took a huge amount of work...

Otherwise it looks more or less the same as before right? Hehe it does, only this screenie is running at 6mhz (compare to the last one going at 15mhz). Hooray!

Question: should I go for 16x16 textures or for additional shapes in the obstacle pieces (walls alongside, tops of obstacles, etc.)

203
TI Z80 / Re: Nemesis- a new axe 3d rpg
« on: September 12, 2012, 08:24:03 pm »
Woah, nice variable wall heights and especially impressed by the stairs

204
Maximum Security / Re: DT's unnamed puzzle platformer
« on: September 12, 2012, 08:22:08 pm »
Ooh, shiny :D

205
TI Z80 / MOVED: I have a problem
« on: September 10, 2012, 12:51:10 pm »
This topic has been moved to General Calculator Help.

http://ourl.ca/17000

206
Blast Labs / Re: Blastlabs [Axe]
« on: September 10, 2012, 12:49:22 pm »
I like how this thread has turned into an argument about 15 vs 6 mhz. Personally, I think that 15mhz is OK in certain cases. I just don't think that it's a good practice to subsititute Full for inefficient coding =/ only when it is needed for high levels of calculation (complicated AI, 3D calculations, textures, raycasting, large amounts of particle physics, etc). Plus it opens the game to a wider platform!

Anyway, back on topic, we are all waiting for you to give us something awesome regardless of Full/Normal, leafy (no pressure of course, hahaha). But seriously, like Builder said, can we get more details on the game?


207
Blast Labs / Re: Blastlabs [Axe]
« on: September 09, 2012, 06:04:33 pm »
Gonna side with Runer on this one, unless something really epic gets busted out. (hint hint)

208
TI Z80 / Re: Temple Run [Axe]
« on: September 06, 2012, 09:51:00 pm »
Erghh...

Minimal progress for today. Spent most of it trying to get rid of that display glitch, which by itself brought up a whole host of other problems -__-

I'm going to work on it more tomorrow. On a more conclusive note, it seems that the community is overwhelmingly in favor of a conventional control scheme, so that's what I'll be doing for now (makes things easier anyway)

209
TI Z80 / Re: Temple Run [Axe]
« on: September 05, 2012, 09:49:57 pm »
Update! Not much has changed since the first version gameplay wise, but thanks to some help from ben_g, textures (8x8) are somewhat supported! There is only one graphical glitch I have to iron out, you may be able to see it in the screenie. If anyone has ideas on what might be causing that problem let me know. Also I took out the sprite for now.

It runs a bit slower. Just kidding, it runs a whole heck of a lot slower. The screenshot is in 15mhz. I have some ideas for optimization though, principally perhaps unpacking the textures to be 64-byte sections of data instead of using the somewhat slower bit command, and maybe abusing the always-horizontal/vertical nature of the tiles. If I did that though, rotating would probably be impossible unfortunately. I could probably "fudge it" as leafy suggested though, maybe by simply animating the turn via a couple 768-byte bitmaps. Thoughts?

210
TI Z80 / Re: Temple Run [Axe]
« on: September 02, 2012, 01:21:35 pm »
Well, Temple Run does have rotations at 90 degrees. I suppose you could fudge it by doing a really fast animation to another straight segment, but I'm guessing it wouldn't look quite right.

Woops, yeah I guess I'll have to figure that out =/

Added a poll in terms of controls. Vote!

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