Author Topic: YEONG RPG(Back in Action!)  (Read 41549 times)

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Offline turiqwalrus

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Re: YEONG RPG
« Reply #75 on: November 24, 2010, 07:58:57 pm »
maybe try to mask the sprite. the character has a whitespace surrounding him

Offline DJ Omnimaga

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Re: YEONG RPG
« Reply #76 on: November 24, 2010, 11:11:40 pm »
Yeah that might be a good idea. I think that might be a bit slow for basic/xLIB, though.

Offline FinaleTI

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Re: YEONG RPG
« Reply #77 on: November 25, 2010, 10:41:26 am »
Yeah that might be a good idea. I think that might be a bit slow for basic/xLIB, though.
Masking isn't too much of a slow down with xLib. In fact, that's what I'm doing in Sky's Story. I draw the map layer, and then mask and OR the player, and there isn't too much of a difference then when i just use overwrite.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline Yeong

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Re: YEONG RPG
« Reply #78 on: November 25, 2010, 12:06:55 pm »
Maybe I failed to mention it, but I'm switching over to Axe(The reason why programming battle engine takes forever because I'm trying to figure out how to store list to appvar)
EDIT: That video that SD posted was long time ago stuff
All my stuffs were gone so I started new one from scratch with Axe
« Last Edit: November 25, 2010, 01:28:38 pm by yeongJIN_COOL »
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Offline DJ Omnimaga

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Re: YEONG RPG
« Reply #79 on: November 25, 2010, 09:13:28 pm »
Ah ok I see. I never experimented with masking but I worried that drawing many sprites per frame slowed things down. I'm glad it doesn't.

Maybe I failed to mention it, but I'm switching over to Axe(The reason why programming battle engine takes forever because I'm trying to figure out how to store list to appvar)
EDIT: That video that SD posted was long time ago stuff
All my stuffs were gone so I started new one from scratch with Axe
Ah ok I see. If you don't feel comfortable with the code size limit in Axe, remember that you still can split your Axe game in sub programs and use a BASIC launcher with XCOPY or Resource and call routines when needed. In any case, though, make sure most stuff including enemy data and NPC convos are stored as data, not hard-coded. That way your code is smaller.

Offline Jonius7

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Re: YEONG RPG
« Reply #80 on: November 26, 2010, 12:52:13 am »
Oh! It was going so well! Hopefully with Axe you'll be able to get your code to a smaller size!
Good Luck!
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Offline DJ Omnimaga

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Re: YEONG RPG
« Reply #81 on: November 26, 2010, 01:07:49 am »
Just please make frequent backups, though. Axe can crash a lot more often since there's no error checking at all during execution.

Offline Yeong

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Re: YEONG RPG
« Reply #82 on: November 27, 2010, 04:51:30 pm »
does anyone know if axe apps can exceed 16384 bytes if it needs more space?
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Offline FinaleTI

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Re: YEONG RPG
« Reply #83 on: November 27, 2010, 05:31:18 pm »
Currently, no.
You'll have to use appvars or other external vars for more space.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline Yeong

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Re: YEONG RPG
« Reply #84 on: November 29, 2010, 08:30:54 pm »
Currently, no.
You'll have to use appvars or other external vars for more space.
D: Seriously?
I started Axe because I thought it could exceed 16384 bytes.... Well then, I'm either going back to xLib or wait until Axe can handle this problem(?)
But my project isn't dead yet! :D Imma finish before I finish my Junior year in High School
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Offline DJ Omnimaga

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Re: YEONG RPG
« Reply #85 on: November 30, 2010, 03:44:11 am »
You can store the data to external appvars or programs and archive those. Then you can keep the entire 16 KB for code. Alternatively you can split the game in sub-programs in Axe and run them using a BASIC program. Don't give up on the project, though. It looks great. :)

Offline FinaleTI

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Re: YEONG RPG
« Reply #86 on: November 30, 2010, 03:40:12 pm »
Alternatively you can split the game in sub-programs in Axe and run them using a BASIC program.
You could use an Axe program as a launcher instead...


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline Yeong

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Re: YEONG RPG
« Reply #87 on: November 30, 2010, 09:17:33 pm »
For this RPG, I'll just program in xLib again(sigh...all the sprites I have drawn...)
At least, I got my walking engine again :D
Imma remodel my battle engine so it would looks like a battle in Lufia 3: The legend Returns

(P.S. This is halted until I finish R.P.G. RPG)
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Offline DJ Omnimaga

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Re: YEONG RPG
« Reply #88 on: December 01, 2010, 04:23:56 am »
Alternatively you can split the game in sub-programs in Axe and run them using a BASIC program.
You could use an Axe program as a launcher instead...
Nope, because of the executable code limit, unless there's a way to clear it all between program launches? The launcher would have to be BASIC, since upon exiting ASM programs ran with Asm(), the TI-OS clears the code from the 8192 bytes place where it's ran.

Is it even possible to run sub-programs from an Axe program, anyway?
For this RPG, I'll just program in xLib again(sigh...all the sprites I have drawn...)
At least, I got my walking engine again :D
Imma remodel my battle engine so it would looks like a battle in Lufia 3: The legend Returns

(P.S. This is halted until I finish R.P.G. RPG)
I see, sorry to hear that Axe did not suit your needs. Good luck whatever you decide.
« Last Edit: December 01, 2010, 04:25:03 am by DJ Omnimaga »

Offline FinaleTI

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Re: YEONG RPG
« Reply #89 on: December 01, 2010, 06:00:32 am »
Alternatively you can split the game in sub-programs in Axe and run them using a BASIC program.
You could use an Axe program as a launcher instead...
Nope, because of the executable code limit, unless there's a way to clear it all between program launches? The launcher would have to be BASIC, since upon exiting ASM programs ran with Asm(), the TI-OS clears the code from the 8192 bytes place where it's ran.

Is it even possible to run sub-programs from an Axe program, anyway?
It's possible to run programs from an Axe program, and in fact, I'm doing that for Nostalgia in an effort to circumvent the code limit.
You need to use Hex Asm to do it though.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.