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Featured Member Projects => First Fantasy Series (TI-84+CSE/84+CE/83PCE) => Topic started by: Dream of Omnimaga on August 02, 2015, 06:33:35 PM

Title: First Fantasy port for CE calcs [TI-84+CE][BASIC]
Post by: Dream of Omnimaga on August 02, 2015, 06:33:35 PM
(http://img.codewalr.us/ffmfcetitle.gif)

This uses CE TextLib and Invert by DrDnar by the way.
Title: Re: FF:MF CE remake?
Post by: Unicorn on August 02, 2015, 06:36:47 PM
Whoa, it seems a little slower, but how much did you have to change to get that working?
Title: Re: FF:MF CE remake?
Post by: Dream of Omnimaga on August 02, 2015, 06:58:16 PM
The CE emulator is much slower than the real calc but for some reasons, during this program execution it almost ran at the same speed as the calc. Certain parts are faster, but others are slower. What is slower is when I run Asm(prgmNAME) every loop iteration or when I store a string inside Ans or a variable.

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)

EDIT: This is how the intro text looks like:

(https://img.ourl.ca/ffmfceintro.gif)
Title: Re: First Fantasy port for CE calcs
Post by: Dream of Omnimaga on August 10, 2015, 12:21:32 AM
(https://img.ourl.ca/ffmfce3a.gif) (https://img.ourl.ca/ffmfce3b.gif) (https://img.ourl.ca/ffmfce3c.gif) (https://img.ourl.ca/ffmfce3d.gif)

Due to limitations, the graphics look a bit different than the CSE version and the HUD now only appears when selecting battle commands like in the 2002 game, along with the menu. But so far I managed to keep the game speed and look somewhat similar or faster. The biggest change in magic animations are Aura, as demonstrated in the last screenshot, and Holy. The other changes are merely colors or removing translucency.

For reference, here is how the TI-83+ and TI-84+CSE games looked like: https://img.ourl.ca/mfffmfcomparison.png

The game also uses that screen inverting routine that DrDnar posted in the other thread in order to erase the ugly white border around the gameplay area that resulted otherwise.


Also here are updated screenshots that also got deleted due to the database rollback, one showcasing a boss fight and the other the Omega magic animation:

(http://img.ourl.ca/ffmfceboss.gif) (http://img.ourl.ca/ffmfcespells.gif)


Title: Re: First Fantasy port for CE calcs
Post by: Unicorn on August 10, 2015, 04:27:57 AM
As I said earlier, very cool! You make good use of those libs!
Title: Re: First Fantasy port for CE calcs
Post by: Dream of Omnimaga on August 10, 2015, 04:33:27 AM
Thanks. To be honest I'm kinda happy about how Omega and Aura turned out in particular. I had to decrease the lenght of Omega, though, because the flashing was too intense to last this long.
Title: Re: First Fantasy port for CE calcs
Post by: Unicorn on August 10, 2015, 05:03:22 AM
I guess the length is good for grinding purposes, but flashing i awesome :P
Title: Re: First Fantasy port for CE calcs
Post by: Dream of Omnimaga on August 10, 2015, 06:23:23 AM
It's more that it might cause seizures if it's that much more intense on the CE than it was on the CSE (the CSE had scanlines and blur so flashing was not as intense) and I tried playing in the dark and it almost hurts my eyes. Hence why I toned it down. But yeah, also shorter spells helps for grinding. :P
Title: Re: First Fantasy port for CE calcs
Post by: Unicorn on August 10, 2015, 06:31:05 AM
Yeah, that would hurt. :P
I remember a spell, I believe it was holy, that hurt my eyes I used it so many times on the bus to school. :P
Title: Re: First Fantasy port for CE calcs
Post by: Dream of Omnimaga on August 11, 2015, 06:45:34 AM
Yeah that one was quite hurtful because the flashing was slow enough to not be affected by scanlines and motion blur.


By the way, here are some of the notable spell changes

Bolt: Screen flashes to yellow instead of white
Poison: Now yellow, white and green instead of just green
Holy: No longer flashes (it stays white during the animation)
Aura: Shows a flashing RGB cross instead of weird LSD RGB square
Blitz: Flashes between dark blue and yellow instead of white and black.
Omega: Ray of light is much larger but more blocky and more rainbow. The rainbow flash now repeats a few times but lasts shorter.
Title: Re: First Fantasy port for CE calcs
Post by: Unicorn on August 11, 2015, 07:00:32 AM
Sounds good! So how close are you to finishing now?
Title: Re: First Fantasy port for CE calcs
Post by: Dream of Omnimaga on August 11, 2015, 07:19:08 AM
I didn't work on the game for 2 days now I think, due to being busy with CW, but the final battle and ending are what's left to be done. Unless, of course, other bugs appear.
Title: Re: First Fantasy port for CE calcs
Post by: Unicorn on August 11, 2015, 05:29:45 PM
Awesome! So an about 3-7 days and its done? Or a week to release?
Title: Re: First Fantasy port for CE calcs
Post by: Dream of Omnimaga on August 11, 2015, 05:35:08 PM
Between 1 and 365 days :P
Title: Re: First Fantasy port for CE calcs
Post by: Unicorn on August 11, 2015, 10:28:15 PM
That works to0  :P
Title: Re: First Fantasy port for CE calcs [TI-84+CE][BASIC]
Post by: c4ooo on 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?!?
Title: Re: First Fantasy port for CE calcs
Post by: Dream of Omnimaga on 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.
Title: Re: First Fantasy port for CE calcs
Post by: Unicorn on 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
Title: Re: First Fantasy port for CE calcs
Post by: Dream of Omnimaga on 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.
Title: Re: First Fantasy port for CE calcs
Post by: Unicorn on August 13, 2015, 12:30:07 AM
True, there is no real grayscale color. I had that problem with NAGOJI backgrounds.
Title: Re: First Fantasy port for CE calcs
Post by: Dream of Omnimaga on 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.
Title: Re: First Fantasy port for CE calcs
Post by: Unicorn on August 14, 2015, 02:15:54 AM
So what color would do that kind of greyscale that is used in NAGOJI?
Title: Re: First Fantasy port for CE calcs
Post by: Dream of Omnimaga on August 15, 2015, 03:49:50 AM
The same as I mentionned in my post above :P
Title: Re: First Fantasy port for CE calcs
Post by: Unicorn on August 15, 2015, 07:15:23 AM
Oh.

/me  facepalms
Title: Re: First Fantasy port for CE calcs
Post by: Dream of Omnimaga on 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.
Title: Re: First Fantasy port for CE calcs
Post by: Unicorn on August 25, 2015, 03:50:37 AM
Great! I'm gonna time getting smartveiw just so I can spend time on this :)
Title: Re: First Fantasy port for CE calcs
Post by: Dream of Omnimaga on 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:

(http://img.codewalr.us/ffmfscreensdcemockups.gif)

Gold would appear in the menu and shops, like in the 2002 version and the current CE remake.
Title: Re: First Fantasy port for CE calcs
Post by: alexgt on January 08, 2016, 12:56:29 PM
Awesome! how much faster will it be do you think?
Title: Re: First Fantasy port for CE calcs
Post by: Dream of Omnimaga on January 08, 2016, 10:59:02 PM
I might need to add delays to slow it down or make it run at slower speed.
Title: Re: First Fantasy port for CE calcs
Post by: Unicorn on January 12, 2016, 07:20:14 AM
Oh, wow. I wonder how fast caterpi could be...
Title: Re: First Fantasy port for CE calcs
Post by: Dream of Omnimaga on January 12, 2016, 07:51:57 AM
Actually, if you mean the pi game that had yellow and gray graphics, then it already runs on the CE and probably does so about 25-100% faster, depending of what is being displayed (screen clearing is generally what gets the highest speed increase)

FFMFCE xLIB risks running way more faster, though, due to the ASM from xLIB/Celtic
Title: Re: First Fantasy port for CE calcs
Post by: Dream of Omnimaga on April 27, 2016, 06:00:07 AM
(https://img.ourl.ca/ffmfchanges.gif)


Using recently discovered CE Textlib, FF:MF might get an upgrade. The main changes are the following:

-Title scren and intro are full screen
-Grass color changed from green to teal. Dungeon 2 grass has thus been reverted back to something closer to the CSE version and dungeon 3 floor as well.

I don't plan to add an HUD at the top, though. I tried making a mockup and since the fonts would be so large it looks out of place.
Title: Re: First Fantasy port for CE calcs
Post by: Dream of Omnimaga on May 20, 2016, 06:42:22 AM
So yeah, this project is pretty much stalled until further notice. Reasons:

-Work has been too hectic a few weeks ago, so I didn't feel like coding advanced stuff as much. Plus I'm busier lately
-Sprites v2: I might experiment with it a bit before going back on this.

Hopefully I can resume work on this during the first week of June or so. Also it's possible that this game won't be the 2nd game in the FF series anymore, depending of what I do with Sprites v2. Or I could change my plans with this game idea and just re-use the current engine for a different FF game, to ensure the Sprites v2 game comes after CE Textlib (else it might look weird if for example FFII had advanced sprites of any color, then all of a sudden, FFIII got a drastic graphics and resolution downgrade). Something I've been considering lately is actually doing a CE remake of Illusiat 1 and 2 like I had planned years ago for the 84+, except with this engine (both games would be combined together with the addition of a village like I planned in 2012)