Author Topic: An idea for a Ti-Basic/Xlib Turn-Based Version of S.A.D.  (Read 17384 times)

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Offline DJ Omnimaga

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Re: An idea for a Ti-Basic/Xlib Turn-Based Version of S.A.D.
« Reply #30 on: March 23, 2010, 01:34:51 am »
Ah here he is ^^

Offline Raylin

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Re: An idea for a Ti-Basic/Xlib Turn-Based Version of S.A.D.
« Reply #31 on: March 23, 2010, 01:45:38 pm »
Plans for the engine have been made.
I was wondering if this was truly to be made in BASIC.
Axe DOES provide a faster framerate.
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Offline DJ Omnimaga

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Re: An idea for a Ti-Basic/Xlib Turn-Based Version of S.A.D.
« Reply #32 on: March 23, 2010, 01:56:52 pm »
I think the main issue atm for Axe is the lack of external program/data support. Your game needs to fit in one RAM file, thus, it would be impossible to fit a large game like SAD into Axe memory constraints, especially if the file compiles larger.

Later it may be possible, though, to have parts of your game written in BASIC and the rest in Axe, though

Offline Raylin

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Re: An idea for a Ti-Basic/Xlib Turn-Based Version of S.A.D.
« Reply #33 on: March 23, 2010, 01:58:09 pm »
True.

Hmm.
Also, I heard there was a manual about for S.A.D.
Could you link me to it...?
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Offline Hot_Dog

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Re: An idea for a Ti-Basic/Xlib Turn-Based Version of S.A.D.
« Reply #34 on: March 23, 2010, 02:00:15 pm »
As far as I know, Axe does not support large sprites, and the program has to be LOL.  But I could be wrong.

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Re: An idea for a Ti-Basic/Xlib Turn-Based Version of S.A.D.
« Reply #35 on: March 23, 2010, 02:01:11 pm »
Look at the update.
It is full of win. :D
Bug me about my book.

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Offline Hot_Dog

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Re: An idea for a Ti-Basic/Xlib Turn-Based Version of S.A.D.
« Reply #36 on: March 23, 2010, 02:09:31 pm »
I'll definitely look at the update.

Sure, the manual is provided below as an attachment.  But this is just an early version I used to try to get people interested in helping out, so you'll find there's a lot of changes.  I'm making a new manual for both versions of S.A.D. 

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Re: An idea for a Ti-Basic/Xlib Turn-Based Version of S.A.D.
« Reply #37 on: March 23, 2010, 02:13:32 pm »
The new Axe still doesn't support large sprites, altough it adds program naming support. I can't wait until large sprite support, though, as well as triple buffering.

Are you planning to have two manuals, one that is complete and another smaller one for the TL;DR people? Or maybe have a quick-start guide or something?

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Re: An idea for a Ti-Basic/Xlib Turn-Based Version of S.A.D.
« Reply #38 on: March 23, 2010, 02:48:13 pm »
The new Axe still doesn't support large sprites, altough it adds program naming support. I can't wait until large sprite support, though, as well as triple buffering.

Are you planning to have two manuals, one that is complete and another smaller one for the TL;DR people? Or maybe have a quick-start guide or something?

The turn-based version will only have one manual--a quick one.  It will tell you everything you need to know to play the game, or nothing more.

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Re: An idea for a Ti-Basic/Xlib Turn-Based Version of S.A.D.
« Reply #39 on: March 23, 2010, 02:49:13 pm »
Aaah ok ^^

I guess if units are a bit similar, though, that they could maybe use the ASM version readme if they want more information on the background/story/etc

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Re: An idea for a Ti-Basic/Xlib Turn-Based Version of S.A.D.
« Reply #40 on: March 23, 2010, 03:15:19 pm »
Aaah ok ^^

I guess if units are a bit similar, though, that they could maybe use the ASM version readme if they want more information on the background/story/etc

Perhaps, but it's my goal that the turn-based version of S.A.D. be finished by this summer.  The real-time one is not going to be done until at least next year, unless there's some kind of miracle.

Prophets, I think we'll be sticking with Ti-Basic and Xlib.

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Re: An idea for a Ti-Basic/Xlib Turn-Based Version of S.A.D.
« Reply #41 on: March 26, 2010, 01:13:20 am »
Prophets, I'm still on schedule for a Saturday information session!  :D

Until then, just for fun, a new map...the test map for the turn-based S.A.D., and a map that will appear in the original S.A.D. as well.  Called Vregana Pass.  ALL MAPS will now be done in this perspective, and eventually Orita Five will be redrawn to this perspective.
« Last Edit: March 26, 2010, 01:13:54 am by Hot_Dog »

Offline DJ Omnimaga

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Re: An idea for a Ti-Basic/Xlib Turn-Based Version of S.A.D.
« Reply #42 on: March 26, 2010, 01:30:02 am »
Wow looks awesome! Keep in mind, though, that in matrix form, this map will take 8111 bytes of RAM, so that's something to consider for memory management.

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Re: An idea for a Ti-Basic/Xlib Turn-Based Version of S.A.D.
« Reply #43 on: March 26, 2010, 01:34:24 am »
Well, something I didn't think about is that since this is turn-based, maybe the maps don't have to be as big...what's your beef?

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Re: An idea for a Ti-Basic/Xlib Turn-Based Version of S.A.D.
« Reply #44 on: March 26, 2010, 01:50:04 am »
well, the trick would be to split each routines that need to run in a turn into more sub programs, that way there's always enough RAM to copy them into