Author Topic: StarCraft 68k: Reborn  (Read 9983 times)

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Vladik

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StarCraft 68k: Reborn
« Reply #15 on: September 24, 2006, 08:21:00 am »
Hmm. You may be right. Let me take a look at my copy of StarCraft.

Offline DJ Omnimaga

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StarCraft 68k: Reborn
« Reply #16 on: September 24, 2006, 08:22:00 am »
wow cool sprites O_Oshocked2.gif

Liazon

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StarCraft 68k: Reborn
« Reply #17 on: September 24, 2006, 08:26:00 am »
i know what you mean

has anyone calculated how many bytes these sprites take up?

spengo

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StarCraft 68k: Reborn
« Reply #18 on: September 24, 2006, 08:50:00 am »
Nice! This is sure to be a pwnage game. :Dbiggrin.gif It looks like it will be a pretty tough one too. :oohmy.gif That's really sweet you're even going to make AI so you could play with computer players too.

Offline Ranman

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« Reply #19 on: September 24, 2006, 08:50:00 am »
I see...

Some sprites appear to be stationary, hence only one sprite angle is necessary. But, there are some that turn around, like vehicles, that will need multiple rotations to make for better -- but not absolutely necessary -- turning animations.
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

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StarCraft 68k: Reborn
« Reply #20 on: September 24, 2006, 08:58:00 am »
oh yea about AI and all, first thing I would suggest is to make multiplayer support first, and then once done the AI and all, AI is kinda hard to do so I would keep it for the end

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« Reply #21 on: September 24, 2006, 09:01:00 am »
Looking at the angles again...

Are the game tiles in the shape of a hexagon?
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

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StarCraft 68k: Reborn
« Reply #22 on: September 24, 2006, 09:28:00 am »
it depends, they made vertical/horizontal tiles as well so walls can be 8 directions

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« Reply #23 on: September 24, 2006, 09:50:00 am »
QuoteBegin-Liazon+24 Sep, 2006, 14:26-->
QUOTE (Liazon @ 24 Sep, 2006, 14:26)
has anyone calculated how many bytes these sprites take up?

If every sprite were used (according to http://homepage.mac.com/gs_mjrob/PhotoAlbum11.html), then I would estimate somewhere around 175Kb (uncompressed). o.oblink.gif

Which is not too bad for the TI-89Ti or Voyage 200. But this would be a significant memory hit for the standard 89 and 92+. Then again, most 68K calc people may already own a Titanium.  
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

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StarCraft 68k: Reborn
« Reply #24 on: September 24, 2006, 09:52:00 am »
i think the TI-89 HW2 has more archive memory right? 784 KB if I remember?

Vladik

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StarCraft 68k: Reborn
« Reply #25 on: September 24, 2006, 01:31:00 pm »
In actuality, StarCraft has more angles, but we narrowed it down to 8...

And yes, it will take up massive amounts of memory. It is unfortunate that we cannot do 7-level GS.

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« Reply #26 on: November 20, 2006, 04:14:00 am »
I was curious how this project is going. Has anyone heard?
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

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« Reply #27 on: November 20, 2006, 05:00:00 am »
i checked his forum and there isnt much updates either :(sad.gif

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« Reply #28 on: November 20, 2006, 05:05:00 am »
QuoteBegin-xlibman+20 Nov, 2006, 11:0-->
QUOTE (xlibman @ 20 Nov, 2006, 11:00)
i checked his forum and there isnt much updates either :(sad.gif

 That's too bad.

I thought Ultima V was a little overwhelming for a calculator... I couldn't imagine putting Starcraft on a calc -- not to say that it can't be done.
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

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StarCraft 68k: Reborn
« Reply #29 on: November 20, 2006, 05:07:00 am »
seeing all features of the original it must be a quite huge project