I didn't had enough time for readme file, so here it is: You need ONEDAY.8xp ; OneDayMp.8xv (should be archived) and OneMapTx.8xv (either in archive or RAM, but of course better archived ) Controls : Arrow keys, [2nd] to validate/make actions and [clear] to exit. After dialogs you can press any key. And if you have random errors (like error:syntax or error:invalid) when exiting, sorry but I really don't know why they are here.
Killed sun, reduced radius of semi-circle. Added death support, and the End n°1. Actually there is less than 6kb executable, and around 3kb dialogs/texts. Not sure it will be done at time.
OK ... all I reported seems to be fixed after looking at asm through my secret exA project, I saw that [H/V]Line(arg,arg,arg) called CD0100 , and 0001 is a space with random code routine call for HLine(16,,) : 211000E5E5CD(XXXX) ► double E5 causes stack overflow/corruption because of no double D1 to match it ... and for circle after analyzing it I guessed that some pixels was inverted twice.
Another bug, on a simple program compilation (1st pass, I think) : UNKNOWN ERROR long freeze, like a lots of getKey^r (2nd and Alpha worked, but ...) after a long time (time to found pen and paper) there was the normal blinking indicator after prgmNAME, I pressed [ON]►shutdown►RAM Cleared. prgm had GetCalc(Y1), Copy(Y1,, ... and nothing else especially.
I didn't have enough time to try all combinations, but [W/I/ ][H/V]Line(arg,arg,arg) never worked, and IHLine(X,58000,1500) clears RAM when program stops. For [W/I/ ][H/V]Line(arg) I had no matter And ICircle(X,Y,R) bugs : the circle is cut into 4 or 8 pieces of circle when inverted, either on white or black : there are always 4 or 8 pixels missing.
Hoping that t will be fixed soon and that you'll do more good improvement, Zero44
PS: are you able to read in brains ? [W/I][DrawCommand] and Asm(21(GDB3+8)) are all the things I wanted to see added to Axe
You can see zombies, night/day notifier/contrast effect, NPCs, NPCs dialogs, mapscrolling, mapfixing in houses, god mode F-keys (will be removed for final release), and some you'll may say some things like "Oh ! He didn't put DiagnosticOff ! I told him to do it !" and I may reply some other things like "In fact, PindurTI seems to be not working for this ..."
I added just a few changes since last update, but ... wow.
•Added Zombie support (stupid AI + wall collisions, very soon player collisions) •Made player going a bit slower ► now you can't think he's on drugs ^^ •Added external text support : now dialogs/texts are in an appv, actually roughly 1.3kb, which can be either in RAM or ROM. If in ROM, you'll need around 1.3kb more to launch prgmONEDAY. (custom stdDev routines with archive reading would have been very, very difficult to do, and surely a lot slower) Bonus : prgmONEDAY is now lighter, so it needs less RAM to be launched...
Spoiler For space gain:
We'll define x as dialog appv size, and y as prgm size without dialogs. Before : You needed x+y bytes of RAM to have prgm, and x+y to launch it ► 2x+2y Now : You need y bytes of RAM to have prgm, x to have/read appv, and y to run prgm ► x+2y Conclusion : you gain as many bytes as appvar's size
As soon as possible, I'll add ... Scenario ! (Because yes, for instance you can only walk on the map, speak with NPCs and ... look at sunrise.)
And today ... this project's biggest ENORMOUS spoil ! Full scenario, map shape, all main dialogs and most of NPC texts
•Fixed random teleport bug •Replaced interrupts by calling routine each time the loop passes; now we can pause game by talking to NPCs and random dialogs (like "Are you fuc$#"E4*c+@@)°") are fixed.
Now I think I'm on the good way.
Download spoil here : mwahaha you had 12 hours to download it now it's too late 3:)
I did change it, but placed a wrapper which ends program by Fix 0:Fix 4:LnReg so I really don't know what matters - maybe my calc... Actually, I programmed character movements around the map, and I'm battling talking with my scenario-maker friend to choose names ...
For the running indicator : thanks, I didn't saw it on my own calc
And for program release, OK, I won't update anymore, but I'll ask you one thing : when you run it, and pass game intro ("You just have One Day Left"), do you have an 'error : syntax' when program exits ? Because I had it, it's troubling and I don't know from where it's coming ... ><
Earlier than expected, here is a screenshot (but I stupidly forget a little thing, so there's only one screenshot)
As you can see, it's the game Intro - Menu - About Menu - Thanks Menu - New Game Intro
Screenshot made using PindurTI, just for contrast And because I am great, I also give you ... ONEDAY ! nostub asm prgm, a little bit weight but there are 2 unused routines here and dozens of unused sprites ^^
I just created a little map editor, so I can now tell you that map will be 50*32, contained in 1600 bytes appvar. And sorry for hopes, but NPCs won't move (at least in this contest version) because of AIs and hitboxes... I'll work soon on interrupts for time left notifier system, but maybe I'll change it (Bitmpas are a little bit weight...) And sorry for screenies, I think they won't come before wednesday ._____.' Map design is done for general shape/sprites, but I need to add secondary graphics - I wanna do something good (^o^)