Author Topic: Samocal  (Read 22444 times)

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Offline Munchor

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Re: Samocal
« Reply #30 on: April 17, 2011, 01:27:00 pm »
Are you planning to use this in the Spring Break or is it too late since I don't think you can talk about it.

Offline Xeda112358

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Re: Samocal
« Reply #31 on: April 17, 2011, 01:30:34 pm »
You mean the Spring Coding Competition? I am a moderator over on UTI, so I cannot :/

Offline Munchor

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Re: Samocal
« Reply #32 on: April 17, 2011, 01:32:48 pm »
You mean the Spring Coding Competition? I am a moderator over on UTI, so I cannot :/

Oh I didn't know, but this would be a good shot at it :D

Offline Xeda112358

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Re: Samocal
« Reply #33 on: April 17, 2011, 05:24:50 pm »
Okay, I decided to put this together as promised in the batLib topic... This is an example making heavy use of the new commands in BatLib as well as the new map editor that I am using for Samocal. Since there are only 16 tiles in Samocal, the tiles are stored as nibbles to Str9.

To give an idea of how large one of the vars used in Samocal is, Str9 currently contains all of the sprite and tilemap data. That includes:
128x128 tilemap uses 8192 bytes
16 8x8 tiles use 128 bytes
4 player sprites use 32 bytes
19 16x16 monster sprites use 608 bytes

Luckily, those 8960 bytes can be archived, though :) Next I will probably add in 512 bytes for the 64 8x8 item sprites. Then I will make the text and item names reside in another var, too, that can be archived :)

Now I have to go adjust the walking engine x.x
...
...
And maybe make the outline to the battle engine?

Offline Xeda112358

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Re: Samocal
« Reply #34 on: April 18, 2011, 11:44:12 am »
So now after adjusting the walking engine and the talking routine, I have also started work on the battle engine. I am glad I made a backup of my work, too, because I decided to try to take apart Brie and I ended up clearing my RAM x.x I still need to resend the monster sprites and then I can make a simple battle engine. After that, I will begin work on items...  x.x So much stuffs... :D


Offline Munchor

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Re: Samocal
« Reply #35 on: April 18, 2011, 01:02:24 pm »
Oh my god! That map editor is superb!

Also, why take apart Brie? I feel sorry for him/her.

Offline Xeda112358

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Re: Samocal
« Reply #36 on: April 18, 2011, 09:45:53 pm »
Oh, ya know. I just wanted to start programming with my logic probe :P I now have the sprites on my calc and I am working on adding the monster data to the data file :)

Offline DJ Omnimaga

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Re: Samocal
« Reply #37 on: May 21, 2011, 03:19:35 am »
I like this Xeda112358. I hope you finish it. (although you won't see my post until August D:)
« Last Edit: May 21, 2011, 03:19:55 am by DJ_O »

Offline Xeda112358

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Re: Samocal
« Reply #38 on: June 02, 2011, 01:03:10 pm »
Actually, I just rode the 20 miles to a public library, so I get to see it sooner! I have added monster sprites, names, items, using items from a scrolling menu thing, a battle engine, and various other things, but unfortunately, I didn't copy it to my flash drive before getting here x.x The good news is that you only need about 2000 bytes of RAM to run it, so far and the rest (including monster stories, item descriptions, tilemaps, sprites, et cetera) is stored in archive. I have been bouncing around from project to project, so I haven't gotten all that much done...

Offline Munchor

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Re: Samocal
« Reply #39 on: June 02, 2011, 02:08:54 pm »
Actually, I just rode the 20 miles to a public library, so I get to see it sooner! I have added monster sprites, names, items, using items from a scrolling menu thing, a battle engine, and various other things, but unfortunately, I didn't copy it to my flash drive before getting here x.x The good news is that you only need about 2000 bytes of RAM to run it, so far and the rest (including monster stories, item descriptions, tilemaps, sprites, et cetera) is stored in archive. I have been bouncing around from project to project, so I haven't gotten all that much done...

20 Miles to use the Internet? :w00t: Either way, great to see this is up and running :D

Offline ruler501

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Re: Samocal
« Reply #40 on: June 02, 2011, 02:11:54 pm »
Actually, I just rode the 20 miles to a public library, so I get to see it sooner! I have added monster sprites, names, items, using items from a scrolling menu thing, a battle engine, and various other things, but unfortunately, I didn't copy it to my flash drive before getting here x.x The good news is that you only need about 2000 bytes of RAM to run it, so far and the rest (including monster stories, item descriptions, tilemaps, sprites, et cetera) is stored in archive. I have been bouncing around from project to project, so I haven't gotten all that much done...

20 Miles to use the Internet? :w00t: Either way, great to see this is up and running :D
I usually only have to go 5 miles for internet when my home internet dies
I currently don't do much, but I am a developer for a game you should totally try out called AssaultCube Reloaded download here https://assaultcuber.codeplex.com/
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Version: 3.1
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Re: Samocal
« Reply #41 on: June 02, 2011, 05:45:39 pm »
Xeda! O.O

Anyway glad to hear this got updated :D

When I had no internet at home, I went to the internet cafe, but I had to pay $5 an hour x.x

Offline TIfanx1999

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Re: Samocal
« Reply #42 on: June 02, 2011, 07:08:48 pm »
Hey Xeda! I hope you're having a lovely summer so far! :D

Offline Xeda112358

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Re: Samocal
« Reply #43 on: January 01, 2012, 12:51:47 pm »
Once again, I have started to re-port this, this time to Grammer x.x I now have to write the battle engine and items, but otherwise, I do actually have an event thing programmed, talking to people, walking, scrolling maps, and soft saving finished (soft saving is just keeping information in a RAM var).

I plan to work on the BatLib version, too, but here is the screenie so far with Grammer :)

EDIT: Also, some of its features:
-You can use the number keys to reorient viewing area
-The maps are in 50x50 sections with a total of 200x200 tiles
-This runs in 6MHz, so this is the speed to expect on all calc models
-Your position in the map, direction you are facing, and viewing screen orientation are saved automatically, even if you exit by pressing [ON].

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Re: Samocal
« Reply #44 on: January 01, 2012, 02:23:49 pm »
AMAZING!
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