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Omnimaga
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Shattered Oasis
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BetaSword
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Shattered Oasis
«
on:
November 27, 2005, 04:29:00 pm »
Yeah... I think I may have started it again. Lucky me, eh? Quick summary: I'm gonna give xLIB a go, see if that can resurrect Shattered Oasis. And in the meantime, I'm releasing the most recent version, the one that used OmniCalc 1.25. Anyways, I'll just all out quote both the news item I posted on MaxCoderz, and the forum post I made there:
QuoteBegin-"Me in the news post"+-->
QUOTE
("Me in the news post")
Wait, what's this you say? Jim? Posting news? Inconcievable!
Yeah, well I just found my graph link cable, and in light of the decision to attempt to use xLIB to ressurect Shattered Oasis YET AGAIN, I decided to release the most recent version.
Wait, what? Release? Me? Yep. Surprising. Keep in mind, though, that this is basically more of a tech demo, with the slight stylings of a game. Kinda.
In case that File URL thing in the news posting thing doesn't work right, here's the download link (sorry about RapidShare, if anyone knows anything better, feel free to comment or post in the forum thread):
http://rapidshare.de/files/8265746/Shattered_Oasis.zip.html
And here's a screenshot, taken... Just now!
And then, quoted from the
http://joepnet.com/hosted/maxcoderz/phpBB2/viewtopic.php?p=32322#32322
I just made in the forums:
QUOTE
Oh, a few notes about that little thing:
First off, some of the programs? Psh, I can't even remember what they were for. I do know that you can archive/delete EBATTLE (only started it, I think it just draws the basic screen), ERMBLD2 (I believe I was testing an alternate room building method), and EROOMSB (I believe I was testing an alternate room storing method). Basically, to run it, start program ERMCHSE, give 1 for the room, and 4 for both the starting coordinates. That puts you in the middle of the starting room.
Controls:
Direction buttons move, 2nd examines and continues text when the cursor is showing, and Mode while text is going cancels the text output, letting you press 2nd to continue it along.
The pictures: Some are just little test things, one has battle graphics, one has a single player sprite, and one is a mock-up of a Tales of the World-type encyclopedia screen. Feel free to delete those. Pics 2, 3, 7, and 9 are required, though. So keep those. Otherwise it'll DIE.
Yeah, that's basically it. I should probably post something about this up in the news on the front page, so that more people know that I'm not entirely dead, but keep in mind that this little thing is really more of a tech demo than anything.
Oh, and I should probably add that you'll need OmniCalc 1.25 for this.
So that's all. Hope it's not a terribly dissapointing release of sorts, and I hope it shows that I'm still not quite dead.
QuoteBegin-"Me in the forum post"+
-->
QUOTE
("Me in the forum post")
Sorry for the double post, but hey, it's important. Ish.
So I found the graph link. *much rejoicing* Which means, in theory, I can work on SO some more.
But what else does it mean, you ask? Simple. I can show that I'm not a lazy bastard, and effing release stuff, like I said I would long long ago.
QuoteBegin-"me+ April 5th"-->
QUOTE
("me @
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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
Shattered Oasis
«
Reply #1 on:
November 28, 2005, 02:43:00 am »
wow nice to see you are back into calc stuff. Last time I went to MC it was for PPC if i remember. I tried it in PTI and you did a really good job so far and I noticed you had some sort of sprite masking as well. When I played it kinda remembered me old memories (like RL3 but faster). In xLIB this should be easier to make and faster. The syntax is a bit long but you get used to it after a while if you are good with Omnicalc.
I liked how you display a pic of the character who is talking at the bottom of the text box. Anyway I really hope it will be finished and from what I've seen I know lot of other ppl want this game finished for calcs
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dragon__lance
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Shattered Oasis
«
Reply #2 on:
November 28, 2005, 10:40:00 am »
sounds good, I REALLY hope u can finish it this time >D
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BetaSword
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Shattered Oasis
«
Reply #3 on:
November 28, 2005, 01:49:00 pm »
QuoteBegin-xlibman+28 November 2005, 8:43-->
QUOTE
(xlibman @ 28 November 2005, 8:43)
I liked how you display a pic of the character who is talking at the bottom of the text box.
If I remember correctly, I also have facial expressions in there, too. So if the need where to arise, I could have their facial expression change during a conversation.
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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
Shattered Oasis
«
Reply #4 on:
November 28, 2005, 02:27:00 pm »
wow even cooler, reminds me FFTOM except not with movies
, I have been waiting for this game for as long as FFTOM3, since late 2002 actually
once I see other progress on this I should re-move this in the other featured RPG projects section. I moved this project back and forth here and in that featured section like 15 times actually
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BetaSword
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Shattered Oasis
«
Reply #5 on:
November 28, 2005, 07:00:00 pm »
Yeah... There should be some progress, just as soon as the new version of xLIB is released. Of course, I could probably use the current version, but the new version sounds a lot better...
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dysfunction
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Shattered Oasis
«
Reply #6 on:
November 29, 2005, 02:05:00 am »
The new version will be compatible with the old, so I see no reason why you can't start with the current version.
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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
Shattered Oasis
«
Reply #7 on:
November 29, 2005, 03:05:00 am »
the new one has lines/rectangles so I guess you can start with the old one (I suggest the one in xLIB xlIB revolution 1.3 because it has run indicator off and multple keypresses getkey routine) then once you have the new one just change the line( commands
tr1p1ea should allow maxcoderz staff to access the new xLIB though
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dysfunction
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Shattered Oasis
«
Reply #8 on:
November 30, 2005, 02:29:00 pm »
Remember he advised not to work on a major project with it thought, since its still beta and can be unstable (as I discovered when it corrupted my ram and i didnt notice until after I had made three backups of my project grouped, all corrupted, and deleted the older versions).
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BetaSword
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Shattered Oasis
«
Reply #9 on:
November 30, 2005, 02:48:00 pm »
No problems with xLIB so far. The syntax is a lot longer and more complex, and'll take some time to memorize, but it shouldn't be too hard. Replacing all the uses of OmniCalc's sprite functions with corresponding xLIB sprite functions, however, is turning out to be slightly annoying, what with their rather different ways of displaying the sprites (OmniCalc's XOR update, XOR not update, OR update, OR not update, compared to xLIB's Overwrite, AND, OR, and XOR, and the seperate update or not update)
One thing, though... Can anyone tell me what the difference is between overwrite, AND, OR, and XOR? I can guess that overwrite just overwrites, but what about the others?
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dragon__lance
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Shattered Oasis
«
Reply #10 on:
November 30, 2005, 03:27:00 pm »
i c that u have improved map loading time
the differences:
-xor:if the pixel is already there, then it will toggle the pixle,(good for erasing and redrawing in blank area.)
-Or:draws the sprite there no matter wat, useful for masking
-And:i'm not really sure, since i think the old xlib's and didn't work to well, but if u first and the sprite, itll give u a weird image, but then if u xor it, it just basicly the same as overwrite.
hope i helped
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Ranman
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31337 u53r (Next: 2000)
Posts: 1354
Rating: +83/-0
Shattered Oasis
«
Reply #11 on:
December 01, 2005, 01:36:00 am »
QuoteBegin-dragon__lance+30 November 2005, 21:27-->
QUOTE
(dragon__lance @ 30 November 2005, 21:27)
-Or:draws the sprite there no matter wat, useful for masking
-And:i'm not really sure, since i think the old xlib's and didn't work to well, but if u first and the sprite, itll give u a weird image, but then if u xor it, it just basicly the same as overwrite.
hope i helped
You are correct dragon_lance.
AND - both pixels must be turned on for the resultant pixel to be on. This is the first step in sprite masking: you AND in the sprite mask and then OR in the sprite.
Here are some logic tables:
1 AND 1 = 1
1 AND 0 = 0
0 AND 1 = 0
0 AND 0 = 0
1 OR 1 = 1
1 OR 0 = 1
0 OR 1 = 1
0 OR 0 = 0
1 XOR 1 = 0
1 XOR 0 = 1
0 XOR 1 = 1
0 XOR 0 = 0
Very nice job on Shattered Oasis!
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Ranman
Bringing Randy Glover's
Jumpman
to the TI-89 calculator. Download available at
Ticalc
.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Shattered Oasis
«
Reply #12 on:
December 02, 2005, 03:47:00 am »
sound pretty nice, xLIB has a separate update/display logic argument, which make things a bit harder to convert but at least this should allow more possibility
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dysfunction
Guest
Shattered Oasis
«
Reply #13 on:
December 02, 2005, 05:33:00 am »
Ranman: you can also use OR as the first layer in masking, the mask just has to be drawn with black for opaque and white for transparent, the opposite of an AND'ed mask, and the sprite must be drawn inverted. With AND masking, you just render your normal sprite over the mask with XOR logic. This is harder when you're making your sprites, but until now xLib's AND logic sprites didn't work properly.
Betasword: looks great! I'd love to see your character sprite animated, that would make it look even better, and that's very easy to do.
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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
Shattered Oasis
«
Reply #14 on:
December 02, 2005, 07:05:00 am »
QuoteBegin-dysfunction+2 December 2005, 11:33-->
QUOTE
(dysfunction @ 2 December 2005, 11:33)
Ranman: you can also use OR as the first layer in masking, the mask just has to be drawn with black for opaque and white for transparent, the opposite of an AND'ed mask, and the sprite must be drawn inverted. With AND masking, you just render your normal sprite over the mask with XOR logic. This is harder when you're making your sprites, but until now xLib's AND logic sprites didn't work properly.
*cough*parralax scrolling*cough*
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