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First Fantasy port for CE calcs [TI-84+CE][BASIC]

b/[Completed] First Fantasy Series (TI-84+CSE/84+CE/83PCE) Started by Dream of Omnimaga, August 02, 2015, 06:33:35 PM

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u/c4ooo August 13, 2015, 12:14:19 AM
This is great, it reminds me of the times I used to use TI-BASIC.  :) yet to bad I don't have a silver edition  :-\
Also:
Quote from: DJ Omnimaga on August 02, 2015, 06:58:16 PM
-snip-
Not that much have changed, it's mostly how I erase the screen and change text color that have to be changed. Also his lib only supports 15 colors, versus 65536 for DCSE (or 256 for xLIBC)
-snip-
the silver edition can support 65536 colors!?! :hyper: Or did I misread something?!?
u/Dream of Omnimaga August 13, 2015, 12:17:21 AM
Hiya thanks for the comments. Actually the CSE and CE can both use up to that many colors, but the only way to use that many in pure BASIC is using pictures (there are two formats: One being 133x88 scaled up 200% with 65536 colors and the other being 265x165 with 15 colors plus transparency.

Otherwise you need to use Doors CSE on the TI-84+CSE (and with xLIB you get 256, not 65536) or pure ASM on both calcs.
u/Unicorn August 13, 2015, 12:22:03 AM
I think 256 is enough, at least for BASIc O.O Its actually a bit tooo many colors
u/Dream of Omnimaga August 13, 2015, 12:25:54 AM
Yeah it's pretty fine, although getting a good grayscale gradient in xLIBC is kinda annoying since every shade of gray got a blue or yellow hue.
u/Unicorn August 13, 2015, 12:30:07 AM
True, there is no real grayscale color. I had that problem with NAGOJI backgrounds.
u/Dream of Omnimaga August 13, 2015, 07:34:53 AM
you can use Color 33 and 140 (and if you use 3 level grayscale, color 107), but on a real calculator the LCD colors are a bit more on the blue side than in the emulator or on the CE. As a result, those colors seem to show up as plain gray on the real machine under low contrast.
u/Unicorn August 14, 2015, 02:15:54 AM
So what color would do that kind of greyscale that is used in NAGOJI?
u/Dream of Omnimaga August 15, 2015, 03:49:50 AM
The same as I mentionned in my post above :P
u/Unicorn August 15, 2015, 07:15:23 AM
Oh.

* Unicorn  facepalms
u/Dream of Omnimaga August 18, 2015, 04:18:36 AM
The game is almost done now, but I still need to adjust some stuff during the final sequence, as well as testing. What still needs to be coded is one of the final boss attacks (which works but has the wrong colors)


EDIT: There is one bug remaining during the final battle when the boss changes weaknesses. Since he can't have the same weakness as he had prior the change, it loops until it no longer matches. But the slower Asm() command compared to real(12 exposes a display bug from FF:MF CSE where the weakness color changes during the loop if it matches the previous one. I think I'm gonna keep it as is, since it adds more to the challenge, like if the boss decided to change his mind :P

EDIT: Most issues seems solved now, so I mainly need to test. But first, I would like to take advantage of the larger calc RAM and merge certain sub-programs together.
Last Edit: August 18, 2015, 06:25:43 AM by DJ Omnimaga
u/Unicorn August 25, 2015, 03:50:37 AM
Great! I'm gonna time getting smartveiw just so I can spend time on this :)
u/Dream of Omnimaga January 08, 2016, 05:02:54 AM
So I don't know if the CE version of FFMF will be ported to Doors CE 9 when it comes out, but it would probably be better since most people will have DCE on their calc and not willing to install two libs. But if such version ever comes out, I think this is how it would look like:



Gold would appear in the menu and shops, like in the 2002 version and the current CE remake.
u/alexgt January 08, 2016, 12:56:29 PM
Awesome! how much faster will it be do you think?
u/Dream of Omnimaga January 08, 2016, 10:59:02 PM
I might need to add delays to slow it down or make it run at slower speed.
u/Unicorn January 12, 2016, 07:20:14 AM
Oh, wow. I wonder how fast caterpi could be...
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