Author Topic: [TI-84+ Series] Sorcery of Uvutu  (Read 57468 times)

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Offline 123outerme

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Re: Sorcery of Uvutu
« Reply #15 on: November 15, 2015, 10:56:02 am »
Unfortunately I've hit a rut. The program size is too large, so when it tries to load a map, I get an ERR; MEM. I thought that DCSE ran the program directly from ROM, but I guess it copies it to RAM. All of the features and one world are currently in place.
So, I've had to cut the ability to access your items within the battle menu. I couldn't even launch the game to test it, for one. And it was a pretty unnecessary feature that removing adds unintended depth. You'll always have to think about your HP, now.
Unfortunately, I will most likely have to cut other small features like that if I want to fit in the content that I want. As of right now, the program is 18705 bytes, including the arbitrary header bytes. It's that large, and I only have one world fully completed. And speaking of completing one full world, I will be releasing a demo version! Only the first world will be available.

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Re: Sorcery of Uvutu
« Reply #16 on: November 15, 2015, 11:16:31 am »
You could try to split your game up into multiple programs and archive/unarchive as necessary :)

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Offline 123outerme

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Re: Sorcery of Uvutu
« Reply #17 on: November 15, 2015, 12:18:01 pm »
You could try to split your game up into multiple programs and archive/unarchive as necessary :)
If it comes to that, I'll have to. But I'd rather it not. I don't want my game to clog up the PRGM menu (although nobody uses it) and just reduce confusion because of stuff like "which programs need to be where" and "which should be run".

Offline c4ooo

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Re: Sorcery of Uvutu
« Reply #18 on: November 15, 2015, 02:00:53 pm »
You could try to split your game up into multiple programs and archive/unarchive as necessary :)
If it comes to that, I'll have to. But I'd rather it not. I don't want my game to clog up the PRGM menu (although nobody uses it) and just reduce confusion because of stuff like "which programs need to be where" and "which should be run".
I do :P

What you could do is have **someone** make you a launcher that will uncompress your main program. (that will be compressed via another tool)

But that will slow down development for you <_<
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Offline 123outerme

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Re: Sorcery of Uvutu
« Reply #19 on: November 15, 2015, 02:10:50 pm »
You could try to split your game up into multiple programs and archive/unarchive as necessary :)
If it comes to that, I'll have to. But I'd rather it not. I don't want my game to clog up the PRGM menu (although nobody uses it) and just reduce confusion because of stuff like "which programs need to be where" and "which should be run".
I do :P

What you could do is have **someone** make you a launcher that will uncompress your main program. (that will be compressed via another tool)

But that will slow down development for you <_<
I could do that myself. It only has to copy some code into a temporary program, delete the code from the main one, then at the end bring that code back to the main program and delete the temporary program.

Offline c4ooo

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Re: Sorcery of Uvutu
« Reply #20 on: November 15, 2015, 02:15:20 pm »
But you dont know asm  ??? , right?
What i would do is store the program as an appvar. The launcher would work like this:
1) Archive the appvar (just in case the user unarchived it)
2) Copy the data from archived appvar into a ram prgm (no archive required)
3) run the program

Exit: you say the data does not fit in ram? That might be a problem as you need to fit the whole thing uncompressed to actually run it. I think i misunderstood you :P
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Offline 123outerme

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Re: Sorcery of Uvutu
« Reply #21 on: November 15, 2015, 02:21:47 pm »
But you dont know asm  ??? , right?
What i would do is store the program as an appvar. The launcher would work like this:
1) Archive the appvar (just in case the user unarchived it)
2) Copy the data from archived appvar into a ram prgm (no archive required)
3) run the program

Edit: you say the data does not fit in ram? That might be a problem as you need to fit the whole thing uncompressed to actually run it. I think i misunderstood you :P
You can do stuff like copying code into seperate programs with Celtic II CSE. And yes, not all of the program at 20000 bytes can fit into RAM. But currently it's about 18000 bytes, so it works for now.

Offline 123outerme

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Re: Sorcery of Uvutu
« Reply #22 on: November 15, 2015, 05:04:18 pm »
Bump: Here comes that beta demo version! Attached in the OP. It only has one world, however. Let me know if I've messed anything up.

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« Last Edit: November 16, 2015, 04:41:55 pm by 123outerme »

Offline TIfanx1999

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Re: Sorcery of Uvutu
« Reply #23 on: November 17, 2015, 04:51:42 pm »
Looks nice! I'll have to try to find some time to check it out. Also, I really like the new character sprite, it looks great!

Offline 123outerme

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Re: Sorcery of Uvutu
« Reply #24 on: November 17, 2015, 05:24:41 pm »
Looks nice! I'll have to try to find some time to check it out. Also, I really like the new character sprite, it looks great!
Thanks! If you like the new character sprite, be sure to let LDStudios know. He designed it himself, and gave it to me. I like it as well!

Offline 123outerme

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Re: Sorcery of Uvutu
« Reply #25 on: November 30, 2015, 08:49:41 pm »
Beta version 0.2b is out now! I've updated the original post to contain the download. Here are a list of changes from version 0.1b:
*Minor color changes of grass textures for overworld and battle background/sky
*Speed and size optimizations
*Removed small glitch that made options menu appear a split second before battle ending text displayed
*Added progress bar to the blue "Saving" screen
*Added functionality to armor. Now a usable item that ups HP based on the power of the armor
*Changed Doors CSE icon to more closely resemble the new character sprite made by LD Studios
*Small functionality tweaks

Here's a screenshot:

Offline 123outerme

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Re: Sorcery of Uvutu
« Reply #26 on: December 02, 2015, 04:45:21 pm »
I uploaded 0.3b with not too many changes. No screenshot this time since none of the changes require one.

*Fixed minor lag in battle background gradient drawing as per @DJ Omnimaga  's request
*Changed method of storage for map data from program (inside the main program) to a separate Appvar. This will allow me to keep the game to one program and allow me to make almost too many maps.

Offline 123outerme

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Re: Sorcery of Uvutu
« Reply #27 on: December 05, 2015, 10:50:07 pm »
I've hit another size issue. I just can't have the scope of the game I want. I either have way fewer maps per world or just release it now how it is. I've completed two worlds and their bosses so far. I'll give you the choice. Just know that the quality will be lower and the game will feel more rushed if I have fewer maps, but if I release it as it is now it'll feel as if it was just cut off suddenly. I'm sorry to have to do this but it's the only way. I've even put a ton of the code into a subprogram. I just can't do it all. I'm also thinking about handing it over to someone else, so if you would like to take the reins of this project, just PM me.

EDIT: I have a solution. Basically, I'll have just a 250 byte program loaded into RAM to handle map data, so there are no issues. If you want the long description of how this works, just ask. But this gives me a total of about 20k bytes worth of tilemap data to use now.
« Last Edit: December 06, 2015, 02:56:06 pm by 123outerme »

Offline 123outerme

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Re: Sorcery of Uvutu
« Reply #28 on: December 14, 2015, 06:14:31 pm »
I've completed work on the second and third worlds, here are their towns (not spoiling anything else):


Offline chickendude

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Re: Sorcery of Uvutu
« Reply #29 on: December 16, 2015, 01:27:35 am »
It's looking really great, just some of the screens look really repetitive. Making some of the tiles appear a bit less square would help a lot, in my opinion. As for the memory issue, i'm sure there's a tool to read something from archive into RAM, that's what i've done in my games when i needed extra memory, just keep tilemap data, etc. in archive and when i load a level/set of maps, just load that data into RAM. Maybe it's similar to your method now. I'm glad you found a solution, though, hopefully it'll give you the space you wanted.