Author Topic: [Beta] Reuben Quest Axe Remake  (Read 46343 times)

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Offline DJ Omnimaga

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Re: [Beta] Reuben Quest Axe Remake
« Reply #90 on: May 09, 2014, 07:18:33 am »
Because the game was pretty short in overall :P. In the 2nd game it's 20 (kinda like Mario RPG if I recall correctly)

Offline Sorunome

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Re: [Beta] Reuben Quest Axe Remake
« Reply #91 on: May 13, 2014, 02:50:23 pm »
That is a known bug, due to abusing L2 as a whole buffer, and there is no way around fixing that except getting rid of double-buffering and thus have it flicker all over the place or by using up 768 more bytes of user ram which is IMO not worth it.

Try using ClrDraw(L2+103) before exiting.
still giving that bug >.<

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Offline DJ Omnimaga

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Re: [Beta] Reuben Quest Axe Remake
« Reply #92 on: May 13, 2014, 05:26:15 pm »
You could maybe have two versions: One with the glitch and the other that requires extra RAM. Not that this is a serious issue, though. You could just put a warning in the readme that this is not harmful.

Btw has most reported bugs other than the known ones been fixed since the last release?

Offline Runer112

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Re: [Beta] Reuben Quest Axe Remake
« Reply #93 on: May 13, 2014, 05:29:29 pm »
That is a known bug, due to abusing L2 as a whole buffer, and there is no way around fixing that except getting rid of double-buffering and thus have it flicker all over the place or by using up 768 more bytes of user ram which is IMO not worth it.

Try using ClrDraw(L2+103) before exiting.
still giving that bug >.<

I'll try to investigate a way to solve it.

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Re: [Beta] Reuben Quest Axe Remake
« Reply #94 on: May 15, 2014, 03:23:09 pm »
Minor bug in the RC1 version: Above Reuben in the menu, you see the text 84/8 ???


EDIT: This appears to be his MP, and the MP: text is missing O.O

Offline Sorunome

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Re: [Beta] Reuben Quest Axe Remake
« Reply #95 on: May 15, 2014, 03:29:15 pm »
Woops, i guess that dates back to when that menu got corrupted :P
And damn, I litterly had 0 free bytes, let's try to squeez it in there :P
EDIT: Ok, this actually freed 34 bytes as all I had to do was call a custom subroutine instead of the built-in text comment.
Any other bugs you saw?
« Last Edit: May 15, 2014, 03:33:49 pm by Sorunome »

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Offline Streetwalrus

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Re: [Beta] Reuben Quest Axe Remake
« Reply #96 on: May 16, 2014, 02:17:30 pm »
http://www.ticalc.org/archives/news/articles/14/148/148613.html
Congrats Soru, you earned it ! :D
See, you're not that stupid, are you ?

Offline Sorunome

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Re: [Beta] Reuben Quest Axe Remake
« Reply #97 on: May 16, 2014, 04:27:56 pm »
Hehe, thanks :P

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Offline DJ Omnimaga

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Re: [Beta] Reuben Quest Axe Remake
« Reply #98 on: May 17, 2014, 01:42:57 am »
Congrats indeed. I am glad you managed to finish this. It's rare to see RPGs coming out for calcs (even back in the days only BASIC ones were made). Of course, this is a remake of an already existing game, but it still required a complete rewrite and graphical updates. Also, while the BASIC version was not limited by a 16384 bytes code cap, your version was, so good job on managing to fit everything in. :)

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Re: [Beta] Reuben Quest Axe Remake
« Reply #99 on: June 04, 2014, 05:51:48 pm »
Question: What's new in the ticalc update that just got approved a few hours ago?

Offline Sorunome

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Re: [Beta] Reuben Quest Axe Remake
« Reply #100 on: June 05, 2014, 12:34:42 am »
Oh, it's finally up? That only took a few days :P

Anyways, what is in there is that I fixed the bug on if you lose boss battels it'll first pretend you won them.

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Offline DJ Omnimaga

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Re: [Beta] Reuben Quest Axe Remake
« Reply #101 on: June 05, 2014, 12:44:15 am »
Oh ok lol I didn't know about that one since I always won vs bosses due to being too strong :P (I am used to old RPGs so I tend to overlevel lol)

Offline Sorunome

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Re: [Beta] Reuben Quest Axe Remake
« Reply #102 on: June 05, 2014, 12:45:01 am »
I didn't know about it until one of my friends in school asked me about it :P

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Offline DJ Omnimaga

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Re: [Beta] Reuben Quest Axe Remake
« Reply #103 on: June 05, 2014, 01:12:21 am »
I guess it's good to know that the game still has decent difficulty even at Axe speed, though (without abusing the fast grayscale/delay settings of course). I worried that the mega speed increase over the original would result in everyone getting overleveled >.<