Author Topic: [83p] Hero Core  (Read 39364 times)

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Offline DJ Omnimaga

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Re: [WIP] TI84+ Herocore clone
« Reply #60 on: June 20, 2013, 03:22:46 am »
Good to hear that it isn't dead. :) I guess it's kinda like me with Zelda :P (I can work for like 20 minutes on it then stop for a few days)
« Last Edit: June 20, 2013, 03:23:04 am by DJ Omnimaga »

Offline Sorunome

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Re: [WIP] TI84+ Herocore clone
« Reply #61 on: June 20, 2013, 03:41:24 am »
Sounds like me with faaar to many things >.<

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Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #62 on: June 22, 2013, 11:24:53 am »
I am working on the animated tiles now. I got it to work, but I want to be able to animate any tile and not just liquid metal tiles.
« Last Edit: June 22, 2013, 01:06:07 pm by Keoni29 »
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Offline DJ Omnimaga

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Re: [WIP] TI84+ Herocore clone
« Reply #63 on: June 22, 2013, 02:05:17 pm »
I like it so far. :) Do you think you will change the wall graphics soon? I would be fine if you used some Metroid II Expansion wall tiles or enemies by the way if you need any.

Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #64 on: June 22, 2013, 02:52:12 pm »
I will not be using any new enemies. Hero core has enough original enemies in it. Most of them share one of 3 AI patterns, so it's easier for me to implement those. I think i'm going to make my own graphics for the detailed walls.
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Offline DJ Omnimaga

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Re: [WIP] TI84+ Herocore clone
« Reply #65 on: June 22, 2013, 05:07:47 pm »
Ah ok I see. As for re-using AI patterns multiple times I think it's better like that since it saves speed and space. Zelda Sacred Pearls will only use one enemy pattern in regular dungeons, with only enemy colors (and sometimes their look) and strenght changing. I think most bosses will also use the same pattern but with some variations.

Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #66 on: June 23, 2013, 03:45:43 am »
In metroid 2 there is just one real boss: the queen. All the evolved metroids share the same AI with perhaps a few different attacks added. They re-used them over and over. I do not want that for herocore. The essence of herocore is fighting different original bosses until you get enough items to be able to fight the final boss. You could just go straight to the last boss if you wanted to, but you won't have all the upgrades and you will most likely die instantly.

There are some bosses that share the same AI though:

Here are all herocore bosses at once in one room :)

Bossrush:
« Last Edit: June 23, 2013, 03:50:05 am by Keoni29 »
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Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #67 on: June 23, 2013, 08:28:56 am »
I still need to get some work done on the music engine and perhaps write a music tracker, but that's gonna take a while. Does anyone have music software written in axe that I can alter so it works with my soundchip?

I want to be able to make this song (file attached). It's the boss theme and what it would sound like on a SID chip (made in fl-studio to see if I could make it with only 3 channels).
« Last Edit: June 23, 2013, 08:31:13 am by Keoni29 »
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Offline DJ Omnimaga

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Re: [WIP] TI84+ Herocore clone
« Reply #68 on: June 23, 2013, 11:26:54 pm »
I had my hopes up when I saw it will have music until I read about soundchip. D: Although this would be nice to have sound support, wouldn't it be more useful to invest time and effort into a music engine that will play sound via the link port instead, so that people don't have to mod their calc to use the game music? That said, the music sounds nice :D

Also I meant Metroid II for calcs, not the Game Boy one. The calc Metroid II: Evolution/Expansion isn't related to the GB one at all, as it's a sequel to another calculator Metroid game http://www.ticalc.org/archives/files/fileinfo/383/38359.html . It re-uses one GB sprite, though.
« Last Edit: June 23, 2013, 11:33:08 pm by DJ Omnimaga »

Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #69 on: June 24, 2013, 03:36:09 am »
Oh that's called metroid 2? I saw it back when I joined omnimaga and I did not know the name until now.

About the sound and the music: If you do not have a soundchip you can still have soundeffects, but I have not found a way to play music alongside gameplay. I have made TRAXE chiptune software and that uses the standard Freq() command to play notes. This engine is not suited for games of course. The sample that I made in fl-studio is about what you can expect from the soundchip music. The linkport version will never come anywere close to it, so I don't think it's worth the framerate drop it would cause.
« Last Edit: June 24, 2013, 03:36:45 am by Keoni29 »
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Offline DJ Omnimaga

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Re: [WIP] TI84+ Herocore clone
« Reply #70 on: June 24, 2013, 04:22:03 am »
Yeah it's called Metroid II: Evolution, actually. But there is an expansion set called Metroid II: The Last Chozo Expansion Set (which isn't really an expansion set since the extra maps were eventually merged into the entire game). But yeah it's a entire new series.

As for sound I see. From what I could often see, games with sound that doesn't require modding the hardware usually just do beeps worse than the Atari 2600 instead of long beeps, but no one seems to have ever attempted playing real music inside a game, even if there is just 1 channel. I think it could be possible, but not in such type of game, more like an RPG that requires no physics and not much real time stuff, and even then, the framerate would have to be dropped and the game be 15 MHz-only. As for double channel sound via the link port, I have to wonder how terrible it would sound. X.x

Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #71 on: June 24, 2013, 04:24:55 am »
An rpg could have music in fights, because only animations and would interrupt the sounds, but given Hero Core is an action exploration game it's not really an option.

Edit: I managed to increase the speed of the transfer protocol *.* There is barely any lag even when there is a register write every interrupt. Writing 10kB takes 9 seconds, so that is a little over 1kB/sec (which is quite good considering the original protocol was 2kB/sec without any cpu load from the SID emulation on the arduino!)
The bottleneck is still the arduino. I can only send in bits as fast as it can process them.

My music engine on the TI84+ end is very lightweight and I tested it with the worst case scenario: A register write every interrupt on speed 6 (speed 2,0 made the framerate plummet). I barely have a fps drop.

The game runs at around 25fps with music and 27 without. I think most people won't mind the 3fps drop if they can have music.


Summary:
25fps with music engine on
1KB/s link protocol
« Last Edit: June 24, 2013, 07:57:29 am by Keoni29 »
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Offline Streetwalrus

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Re: [WIP] TI84+ Herocore clone
« Reply #72 on: June 24, 2013, 07:47:46 am »
That sounds awesome ! :D
Also 25fps is still the same framerate as a BluRay disc so I don't think people would even notice the difference. Except maybe hardcore gamers used to 60fps. :P

Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #73 on: June 24, 2013, 08:41:07 am »
Latest dev-build:
http://www.omnimaga.org/index.php?action=dlattach;topic=10057.0;attach=15489

I disabled some w.i.p. features because they are game-breaking. When you press F1 the soundeffects are enabled. These soundeffects come straight from the I/O port.

New in this version:
Animated tiles
Blade: charge up your peashooter and release the charge to cut trough dirt blocks.
Generator mini boss (work in progress)
TIMID compatible music engine (but no music yet)
Stuff.
« Last Edit: June 24, 2013, 08:41:54 am by Keoni29 »
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Offline Keoni29

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Re: [WIP] TI84+ Herocore clone
« Reply #74 on: June 24, 2013, 11:38:52 am »
A mockup of the map screen. When the world gets larger you need a map to keep track of where you have been.
« Last Edit: June 24, 2013, 11:39:41 am by Keoni29 »
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