Author Topic: Legend of Landel - BGC89 Remake  (Read 21011 times)

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Offline Fryedsoft

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Legend of Landel - BGC89 Remake
« on: October 12, 2009, 12:14:25 am »
I know me and Hiryu has been idle for a few years now, but we feel the time has come to finally finish off a few projects. First, let’s start with Legend of Landel.

If you don't know what Legend of Landel is, pretty much it's the Duke Nukem Forever of Ti calculator RPG's, spanning almost 10 years of on and off development and rewrites with a game engine dev time to match. If you been to my site or at bluecrimson.com at one point this decade and seen me post something about a "Slayers engine" that I was working on, it's basically being designed for this game.

Game wise, it was the sequel of Mystic Legend 92.

Recently we decided to get back into the game and start programming again to finally get this project finished. Originally, there was a project to make ML89, and once we released that, then we would work on Landel from there since it referenced the ML92 story so much that anyone who never played Mystic Legend would be lost in Landel. Instead, we decided to incorporate the entire ML89 storyline into Legend of Landel. This will be a huge game. Easily the largest we have ever created and will have a storyline larger than all of me and Hiryu's RPG's combined. It will also be one of the most graphical games we have ever made, with tons of hand drawn sprites, maps, and game effects that you would expect from us.

To top it all off, Hiryu has also decided to remake one of his older RPG's, Bubblegum Crisis: Nene's adventures. If you've never played this RPG, you might want to wait awhile, since the new one will be a complete rewrite of the old game.

Anyway, if you want more information, go to http://www.bluecrimson.com and check out the posts on the front page. There’s a lot of information on what we've been up to over the past couple of days.

Offline DJ Omnimaga

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Re: Legend of Landel - BGC89 Remake
« Reply #1 on: October 12, 2009, 03:11:26 am »
nice to hear this is still alive, I hope this gets finished eventually :) plus now I got a TI-89T so I will be able to play without an emulator

Offline Builderboy

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Re: Legend of Landel - BGC89 Remake
« Reply #2 on: October 12, 2009, 03:43:58 pm »
This sounds really cool!  Is this all in TiBasic? or is it ASM?

Offline Fryedsoft

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Re: Legend of Landel - BGC89 Remake
« Reply #3 on: October 12, 2009, 09:58:04 pm »
nice to hear this is still alive, I hope this gets finished eventually :) plus now I got a TI-89T so I will be able to play without an emulator

Well, the goal right now is to finish it sometime next year, of course that depends on our schedules. As for the 89T, it should play great on that considering that for right now we're shooting for Ti-89 HW1 Compatibility (roughtly 384k flash limit) running AMS 2.09 or higher. Although that could change, it shouldn't eclipse HW2 specs (512k Flash limit) and won't come nowhere near HW3 or HW4 Ti-89T (somewhere around 2.7M Flash limit)

This sounds really cool!  Is this all in TiBasic? or is it ASM?

It's in pure basic. That's the way I've programmed for 15 years now and I don't really see a need to change it now. The engine Landel uses though is a very fast, modular and can scale to just about any graphic situation possible in Ti-89 basic. The goal here is not to exceed 10k of hard code, since most data is stored in data lists and matrices, and right now were somewhere around 5-6k with much of the engine coded.

Offline TsukasaZX

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Re: Legend of Landel - BGC89 Remake
« Reply #4 on: October 14, 2009, 10:10:21 pm »
Wow, all of that looks impressive and it's done in BASIC? I tip my nonexistent top hat to y'all. Looking forward to seeing its release and getting to play it :D

I knew my TI-89 would come in handy some day! \o/
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Offline Builderboy

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Re: Legend of Landel - BGC89 Remake
« Reply #5 on: October 15, 2009, 12:31:04 am »
Ah, for the 89.  Basic for the 89's are a lot more powerful aren't they?  I hear they have sprite support :)

Offline jsj795

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Re: Legend of Landel - BGC89 Remake
« Reply #6 on: October 15, 2009, 10:29:36 am »
I so want the 89 now!!!!
Always wanted, but in these days, I can't even afford to buy gum!


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*Girls=Evil credit goes to Compynerd255*

Offline Fryedsoft

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Re: Legend of Landel - BGC89 Remake
« Reply #7 on: October 15, 2009, 10:43:03 am »
Ah, for the 89.  Basic for the 89's are a lot more powerful aren't they?  I hear they have sprite support :)

There's a lot of things that 92 series basic has that the other languages don't. Sizable pictures (sprites), multiple pictures, (I'm not sure if they got rid of the 6 pic limit on the 82 series engines. they've updated that calc so much.) multiple options for displaying picures (recall, replace, and, xor) indirection, advanced menu options, animation, native strings in matrices / lists, ETC.

To get a lot of the functions that 92 series basic has in 82 series basic, you have to use an ASM Enabler like xlib to make a hybrid ASM/basic game.

Offline TsukasaZX

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Re: Legend of Landel - BGC89 Remake
« Reply #8 on: October 15, 2009, 12:11:54 pm »
Wow... that's incredible. O_O
I should learn me some 89T BASIC and port RtM to it whenever I get RtM finished XD
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Offline DJ Omnimaga

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Re: Legend of Landel - BGC89 Remake
« Reply #9 on: October 15, 2009, 01:27:13 pm »
(I'm not sure if they got rid of the 6 pic limit on the 82 series engines. they've updated that calc so much.)
It was actually increased to 10, altough some people managed to have 255 using some libs or to store pics inside ASM programs

Offline Fryedsoft

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Re: Legend of Landel - BGC89 Remake
« Reply #10 on: October 15, 2009, 11:06:15 pm »
Wow... that's incredible. O_O
I should learn me some 89T BASIC and port RtM to it whenever I get RtM finished XD

about the only thing I can say when it comes to transitioning from an different calc to a 92 series is that whatever you know about the language your coming from, throw it out the window and start over. This was the mistake I made and many others do. They program an 89 like it's an 82 or an 85, And there's much better ways on the 89 to do things.

First off, if you use xlib a lot, many things xlib does, the calc does naively. if it still doesn't do what you want it to do, there's are libs for it as well as ways to execute asm line by line using exec calls, But personally, I stay away from them.

Output is basically useless. you might as well use pxltext since they have the same coordinates and you also can show pics on the graph screen with text unlike the home screen.

# and expr are your friends. The first time you use them to recall a picture or run a program using a variable name stored in a string or number, or make a dynamic program that can modify itself, you'll see what I mean.

89's, especially the Titanium, have huge amounts of storage. You'll most likely hit the 2400 variable limit before you'll fill a titanium. And yes, you can access and run files and programs from flash without unarchiving.

Not only can you show sized pictures, you can create them as well from a program. A lot of creative things can happen with this. Xorpic and andpic are also handy when you want to make an overlay mask for a sprite or invert an area.

There's a ton of other things that can be done, but that's where the manual comes in. Particularly appendix A.

Examples of what can be programmed in 89 basic can be found on my old projects page. Just replace Slayers with Landel since thats the engine we're going to use for Legend of Landel.
http://fryedsoft.bluecrimson.com/projects/index.htm

I was always fond of these tutorals. Although the site is down, they are great to get you started in how to code the 89.

http://web.archive.org/web/20010809001655/www.iserv.net/~mikev/92optimize.html
http://web.archive.org/web/20010730150431/www.iserv.net/~mikev/9292ptimes.html
http://web.archive.org/web/20011030221651/www.iserv.net/~mikev/92+optimizemore.html

also the TI Basic Developer site got a decent 89 site. although it could use more commands referenced.
http://tibasicdev.wikidot.com/

Offline tifreak

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Re: Legend of Landel - BGC89 Remake
« Reply #11 on: October 16, 2009, 06:35:51 pm »
got several basic tutorials for the 68k on my site btw.. ^^; I think I have 2 of those optimize tutorials up on mine anyways o.o
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Offline Hiryu

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Re: Legend of Landel - BGC89 Remake
« Reply #12 on: October 18, 2009, 06:49:59 pm »
89 Basic really isn't hard to learn - just some basic understanding of commands and logics. Though it does help to go over tutorials or even look at other 89 programs source codes to get a feel for how to structure your code. Best thing to do is just start programming  and do the good ole fashion of trial and error. I think that's how most of us old timers started out with basic coding >_<


Original Legends of Landel trailer made back in 2000

Offline DJ Omnimaga

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Re: Legend of Landel - BGC89 Remake
« Reply #13 on: October 18, 2009, 10:41:15 pm »
The only gripe I had about TI-89 BASIC programming (not the language itself, really), is the keypad layout for ALPHA letters. For someone who's used to TI-81 through TI-84+ on-calc BASIC for about 7 years, it is very hard to get used to the different ALPHA letters locations, especially on 68k (where they aren't all in alphabetical order), same thing for someone going from TI-85 to something lower or 68k calcs, same thing for a 68k programmer going back to TI-86 or lower. And I don't like to code on the computer that much for calcs, as I always need to save/compile, then load into the emulator then test, while on calc, you can instantly test. There was also the bad opinion about TI-89 BASIC from 2005 to 2007, mostly because of Kevin Kofler and the people visiting TIGCC channel, who despise TI-BASIC with a passion, which made me kinda afraid of program TI-68k BASIC instead of C.

However, I like what TI-BASIC can do without the use of ASM libs on a 68k and I especially like how archived programs can be run from archive.

Offline Hiryu

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Re: Legend of Landel - BGC89 Remake
« Reply #14 on: October 19, 2009, 01:45:14 am »
Yeah I feel you there.. I went from an 85 to a 92 then to an 89 - imagine how i felt going from a real keyboard to a keyboard designed by a drunk guy who was dyslexic. They could of designed the 89 key layout alittle better. Since I do everything on the comp now - its not that big of a deal anymore.

Original Legends of Landel trailer made back in 2000