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Omnimaga
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Age of Darkness CSE edition
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Topic: Age of Darkness CSE edition (Read 7999 times)
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tifreak
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Age of Darkness CSE edition
«
on:
August 14, 2014, 09:37:07 pm »
So I've begun this port. Enemy data and screen data needed no changes, though I added the create screen routine to the end of it, and removed 2 other programs no longer needed by the game.
I've gotten the main title menu to work, along with the help file, and it even starts up a new game and sends you in to wander the map:
I need to go through and fix issues with the events program, and then work on combining the village setup to include the code for the armory, tavern and shop so it combines four programs into one.
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
DJ Omnimaga
Clacualters are teh gr33t
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CodeWalrus founder & retired Omnimaga founder
Re: Age of Darkness CSE edition
«
Reply #1 on:
August 15, 2014, 12:17:02 am »
Looks nice so far. I forgot if that game had random encounters since it has been years since I played the 83+ version, but if there was, then will the encounter rate be modified to accomodate the larger maps?
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Re: Age of Darkness CSE edition
«
Reply #2 on:
August 15, 2014, 06:31:30 am »
Random encounters will definitely be a thing, but was disabled since that part is no where near ready yet. And all it is is randInt(1,6) and I think it looks to see if it comes back as 5 to engage battle, all other values kick back to the game engine.
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Age of Darkness CSE edition
«
Reply #3 on:
August 15, 2014, 12:44:12 pm »
1,6 seems a little overboard IMHO for a map engine where you can actually walk inside maps. If someone is unlucky this ensures he'll run into enemies every step or two. In ROL series encounter rate requires a minimum of 10 steps between battles and is capped at 50 steps. It was a counter that decreased every step. Mana Force 1 used RandInt(1,50).
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tifreak
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Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Re: Age of Darkness CSE edition
«
Reply #4 on:
August 18, 2014, 10:01:00 am »
Yeah, at first it kind of sucks, but once you level up the first time, things pick up quite quickly and you can knock enemies out with just a hit or two, racking up the gold and items.
AS of Saturday, the ingame menu and village setup were all ready, just needs to be tested. This reduced the amount of sub programs by about 6. Last thing I have to do is make the battle system work, and begin testing.
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Re: Age of Darkness CSE edition
«
Reply #5 on:
September 12, 2014, 09:18:02 am »
Been a while since I've updated. I've gotten a huge list of bugs worked out, and the game is overall functional, to what I've tested (I've made it to the first dungeon before initiating the battle system, various event triggers work in the first lands, and the battle system is functional). One item I have to deal with concerns the enemies and battling. Basically:
Honestly, I really consider it a non-issue. It basically gives you a free show, and with how hard it can be to progress, that's kind of important :p
What do you all think? Shall I keep it as is, or should I attempt to 'fix' it?
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Re: Age of Darkness CSE edition
«
Reply #6 on:
September 12, 2014, 07:46:12 pm »
Sorry for the double post, figured this was important enough to warrant it, though
http://www.cemetech.net/programs/index.php?mode=file&id=1159
Version that seems playable is now available. Please play through and save often. Let me know if you find any bugs in the game!
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
123outerme
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Re: Age of Darkness CSE edition
«
Reply #7 on:
September 12, 2014, 07:48:26 pm »
I have a minor suggestion: Instead of having the player inputting their name right next to the ?, have a space after that so that it looks more comfortable. Other than that, looks amazing!
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Age of Darkness CSE edition
«
Reply #8 on:
September 13, 2014, 02:24:21 am »
I really need to try this out when I have some time.
@Outerme I think it's because he's sticking to the original as much as possible in terms of look. The game came out in early 2002 or so.
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Re: Age of Darkness CSE edition
«
Reply #9 on:
September 13, 2014, 07:38:38 am »
I have to admit that the space didn't occur to me as I was tweaking things. I might do that to upload with any possible future version that might need uploading.
I see the Cemetech file is up to 10 downloads, I hope no one finds bugs, but if you do, I'll need to know so I can implement a fix
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Re: Age of Darkness CSE edition
«
Reply #10 on:
September 14, 2014, 08:37:21 pm »
Important update! Bugs fixed regarding events system which correlates to chests and bosses being interactable with the player, along with a few other small issues that I had noticed. Please let me know if you come across anything else!
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Age of Darkness CSE edition
«
Reply #11 on:
September 15, 2014, 12:46:40 am »
Thanks for the update. I will try to load this on my calc or WabbitEmu as soon as I have extra time.
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Re: Age of Darkness CSE edition
«
Reply #12 on:
September 16, 2014, 07:57:05 pm »
http://www.cemetech.net/programs/index.php?mode=file&id=1159
*sigh*
Another update, seems my fix to take care of certain broken map events broke other events. I -think- this is the last bug. :|
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Age of Darkness CSE edition
«
Reply #13 on:
September 17, 2014, 07:24:57 pm »
Inb4 this fix breaks the rest.
Seriously , though, good job porting this classic. Next: AoD2 and Celtic2CSE AoD3?
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Re: Age of Darkness CSE edition
«
Reply #14 on:
September 18, 2014, 08:42:03 am »
While I'm awaiting further bug reports or lack there of, I'm working on Calcopoly again to try to get that wrapped up. Still plenty to accomplish with it.
From there, I am going to -try- to focus on some assembly learning. I have a plan for a project that will rock hard on the CSE, and possibly on the monochrome calcs, pending how easy it will be to backport.
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
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Age of Darkness CSE edition