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Featured Member Projects => First Fantasy Series (TI-84+CSE/84+CE/83PCE) => Topic started by: Dream of Omnimaga on March 18, 2016, 08:29:15 AM

Title: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dream of Omnimaga on March 18, 2016, 08:29:15 AM
If you noticed that my posting rate have been sporadic in the last few days, it is because I am in the middle of one of my many attempt to achieve hybrid TI-BASIC stuff long before the libs required to do it comes out. :P

-In early 2004, I released several games that would have been better off released one year later using xLIB. (Sorry @tr1p1ea)
-In late 2004, months before xLIB APP was even considered (sorry again, tr1p1ea :P), I got around the lack of it by using Omnicalc Sprite() command as a XOR'ed RecallPic command in order to achieve dithered grayscale.
-In 2010, I achieved Axe grayscale before it even supported that feature.
-12 years later, even though Doors CE 9 isn't even released, I'm saying "screw it, I'm doing sprites anyway."  (sry again tr1p :P)

Updated screenshot, as of March 30th:
(http://img.codewalr.us/cityofgold.gif) (http://img.codewalr.us/key.png) (https://img.ourl.ca/ff2.gif) (https://img.ourl.ca/ff2b.gif)


Old screenshots below:
http://img.codewalr.us/cetextlibtilemapdisplay.gif
https://img.ourl.ca/spriteoffset.gif
https://img.ourl.ca/spritecoloroffset.gif
https://img.ourl.ca/mapenginenocollosionz.gif
http://img.codewalr.us/newmaplayout.png
http://img.ourl.ca/mapenginefasterchar.gif
http://img.codewalr.us/cetextlibtilemapupdate2.gif
https://img.ourl.ca/mapenginetitleidea.gif
http://img.ourl.ca/mapenginefasterchar.gif

Basically, this is the bruteforce attempt at drawing sprites on the 84+CE without xLIBC/Celtic, while still sticking to hybrid BASIC. It's slow, but still bearable (parts of the slowdown are due to having to create a list of 162 elements every loop iteration). An even more bruteforce approach would be to draw all wall tiles in one TEXTLIB command, but that might be overkill (I might try doing it anyway, though).


Anyway, the above fetches sprites from a list then draws them using CE Textlib rectangles to give something that looks a bit like Atari 2600 graphics. Now here is a second tilemap engine that uses 100% dynamic data:

http://img.codewalr.us/cetextlibdynamictilemapdatadisplay.gif

This one is almost twice slower, though, so it wouldn't be practical for use inside a game. But here is what it features:

-Supports two different tiles per map excluding the floor (which is a plain color)
-You can assign any sprite you want to the two slots
-Both slots use their own color palette (4 colors each), which you can change at will (so you can re-use the same tiles over and over)

Anyway it seems that if we want BASIC sprites we don't have to wait for Doors CE release, after all. (I recommend waiting anyway, but I tend to always do things ahead of their time) :3=

Ironically, the idea was inspired from @netham45 's screen inverter program on ticalc.org (due to the fact I draw 48 rectangles in one single list of 162 elements). :P


Click here for March 2016 demo! (https://codewalr.us/index.php?topic=1217.msg35463#msg35463) (requires CE Textlib (http://www.ticalc.org/archives/files/fileinfo/465/46522.html))
Title: Re: I have just achieved color BASIC sprites tilemapping without Doors CE
Post by: Lionel Debroux on March 18, 2016, 09:26:10 AM
Good to see more progress outside of the belated DCE9 :)
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Adriweb on March 18, 2016, 09:29:49 AM
This is a cool hack lol
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: JWinslow23 on March 18, 2016, 01:54:40 PM
Do you have to do something innovative in the TI programming community every 6 years? What's your plan for 2022, FMV at 24FPS on the CSE? :P

All jokes aside, this looks really cool. If I tried something similar, I'd probably have done it that way, too. In a way, this almost reminds me of textsprites. Also, didn't I see you do something similar for the Wal-Rush! title screen?
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 18, 2016, 02:10:56 PM
Thanks guys :)

JWinslow23 yeah something similar was used for Wal-Rush title screen
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 18, 2016, 10:32:16 PM
Not really an update, but I thought I would like to mention that while the static data version of the map engine is more limited by the fact you can't re-use the same sprite data multiple times with different colors, it has the extra advantage of allowing you to fetch sprite data from any location in the spritesheet, so in some cases, you could probably achieve some special effects by not drawing sprites from multiple of 27.

(https://img.ourl.ca/spriteoffset.gif)


Also, while it's not possible to replace sprite colors at will, you can still cycle through colors to display them differently by doing L1+<value>->L1, which increments/decrements the color ID of every pixel in the sprite sheet. However, this doesn't give a lot of freedom, thus, the results aren't that great:

(https://img.ourl.ca/spritecoloroffset.gif)
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dudeman313 on March 19, 2016, 06:32:20 PM
It still looks pretty awesome.
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 19, 2016, 11:40:48 PM
Thanks. Glad you like it. :)

Also I just tried this on a CSE and while it runs fine, it's over twice slower, so games using this trick would definitively have to be CE-only.
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dudeman313 on March 20, 2016, 02:48:33 AM
Yeah. Now if only I had a CE... :'(
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Araidia on March 20, 2016, 04:24:09 AM
Is this some sort of witchery???
Actually, this looks really cool, and it looks like it will be a couple of months (https://www.cemetech.net/forum/viewtopic.php?t=11997&postdays=0&postorder=asc&start=160&sid=7aba75b5b8147d2606edd2b2292d7b5c) before Doors CE 9 will come out...
How realistic would it be to have a game in this fashion?
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dudeman313 on March 20, 2016, 04:46:21 AM
A couple of months, but I'll never get to try it... :'(

What makes me laugh is that on the bottom of that page you linked to, some newbie asked,
Quote
what is dude man?
And of course, someone, namely Caleb Hill, came in answered like a boss(thanks!):
Quote
Well, Dudeman313 is a cemetech user.
Block Dude, he game he is referencing, is a
game included in the PuzzPack App that is
pre installed on the TI84PSE, and available
for download on their website.
There is a is a TI84PCSE version (by merthsoft, available here) in color available for download in the archives,which is based
on the original monochrome version. This
version uses Doors CSE 8 color libraries, so
as soon as the beta for DCE comes out, it
should be able to be run on the TI84PCE.
But that's off-topic...
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 20, 2016, 07:06:54 AM
Does it means Dudeman313 is actually inside Block Dude? O.O

Also yeah if I have enough time and motivation, I could mozt likely make a game using CE Textlib before Summer that uses sprites.


Also good news! It seems that I found another CE Textlib trick: Did you know that it's actually possible to make rectangle height something else than multiples of 20 pixels? Basically, just input an height that is way, way larger than allowed, and it will draw a rectangle of another size than multiples. For example, a rectangle with an height of 77 characters will draw a 4 pixels tall character! :D

(http://img.codewalr.us/minirectangles.gif) (http://img.codewalr.us/cetextlibtilemapupdate2.gif)

Basically, this means that I can now draw sprites in any order, since they will no longer erase parts of the sprite underneath! :D

I could now use an HUD at the bottom of the screen without having to redraw it every frame and partial screen redraws are now way easier.

I bet that the same trick could be used for width, but I won't, because sprites will take too long to draw (I think it's because of how long it takes to create a TI-OS list of 160+ elements).
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dudeman313 on March 20, 2016, 01:23:23 PM
Maybe...I could always use the source code to make Block Dude into MegaWalrii...

But that's awesome! I wonder if Textlib's creator even knew about this...
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 20, 2016, 05:26:55 PM
He is probably not even aware that CW exists, so I doubt he will until I cross-post this on Cemetech, ticalc or something. :P
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: TIfanx1999 on March 22, 2016, 01:39:04 AM
Quote from: Dudeman313 on March 20, 2016, 02:48:33 AM
Yeah. Now if only I had a CE... :'(
Wait what? Didn't you get one months ago?
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 22, 2016, 02:27:49 AM
Heya @Art_of_camelot nice to see you again :D. And Dudeman313 lost his CE because his parents are against calc gaming and when he got caught by teachers playing games or programming his parents just returned the 84+CE to the store and he got the school 84+. D:
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: TIfanx1999 on March 22, 2016, 02:05:58 PM
Wow, that's pretty harsh.
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Lionel Debroux on March 22, 2016, 02:13:20 PM
Indeed...
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dudeman313 on March 22, 2016, 03:19:40 PM
Yeah. 
As you can see from my signature, I no longer own a graphing calculator, which means I can't play these awesome creations that everyone else is coming up with, and neither can I code for calculators in TI-Basic(the only language I know so far) away from a computer.
I do have a working build of CEmu, though, so if I can figure out my own computer's errors, I guess I could use that.

Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 22, 2016, 05:10:47 PM
So due to space concerns, I did not want to repeat my sprite loading code over and over for different purposes, and while I am ok with sub-programs, I decided to use sub-routines first to keep them to a minimum. So basically, once the program is run, I use Goto 0, and right underneath that Goto there is a Lbl leading to the said sprite loading code, followed by another sub-routine to load maps. Since goto is faster with labels located at the top of BASIC code, the speed loss is almost non-existent.

THis will enable me to draw individual sprites anywhere I want. :D


(by the way, this doesn't cause memory leaks, because I still return to the Ends I need to close with another Goto command. This is a trick explained on TI-BD or somewhere else that allows you to use Lbl and Goto for sub-routines like routineName() and Return in other languages, except you still have to specify where you want to return in TI-BASIC.)
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: JWinslow23 on March 22, 2016, 11:29:12 PM
I believe I've heard of something like that. Except, you don't have to state where you jump back to after every subroutine. Here is some code for a Gosub/Return-like hack.


ClrHome
Disp "IN MAIN PROGRAM

// call subroutine
For(A,-1,0
//The subroutine must not modify A!
If A
Goto SB
End

Disp "BACK IN MAIN

// main program stops here
Return

Lbl SB
Disp "SUBROUTINE
// use End in place of a return statement
// also, make sure you return at some point
// failure to do so may result in a memory leak
End
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 22, 2016, 11:33:39 PM
Doesn't Return exit the entire program, though? That's a problem when you only want to use 1 program (other than the lib).
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: JWinslow23 on March 22, 2016, 11:43:46 PM
Quote from: DJ Omnimaga on March 22, 2016, 11:33:39 PM
Doesn't Return exit the entire program, though? That's a problem when you only want to use 1 program (other than the lib).
Return exits the entire program...only when you get to it. If you Goto past the Return, it's fine.

I suppose you're confusing Return with End here, though. The statement that would usually mean "return from subroutine to program" is End here.
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 22, 2016, 11:46:39 PM
What if I never need to exit the program, though?
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: JWinslow23 on March 23, 2016, 12:06:52 AM
Quote from: DJ Omnimaga on March 22, 2016, 11:46:39 PM
What if I never need to exit the program, though?
Then you don't need a Return, because the code will never hit the subroutines when it doesn't need to.
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 23, 2016, 12:32:45 AM
I was wondering why you suggested a return in the code above in the first place, hence my confusion :P

What I was curious about is if the SB sub-routine would need code like the following in order to go back to the label it was originally at in the game:

If A=1
Goto <back to map loading routine>
If A=2
Goto <back to boss 1 event>
If A=3
Goto <back to boss 2 event>
If A=4
Goto <back to boss 2 event B
If A=5
Goto <back to boss 2 event C
If A=6
Goto <back to boss 2 event D
If A=7
Goto <back to boss 2 event E
If A=8
Goto <back to fire magic animation loop
If A=9
Goto <back to ice magic animation loop
If A=10
Goto <back to bolt magic animation loop
If A=11
Goto <back to cure animation loop>
If A=12
Goto <back to boss 3 event
If A=13
Goto <back to boss 4 event
If A=14
Goto <back to boss 4 event B
If A=15
Goto <back to boss 5 event>
If A=16
Goto <back to boss 5 event B>
If A=17
Goto <back to final boss event>
If A=18
Goto <back to final boss event B>
If A=19
Goto <back to ending>
If A=20
Goto <treasure chest opening>


That said I could always just use other ways of course :P. For magic animations, for example, I would just setup lists of sprites ID then run through them.
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: JWinslow23 on March 23, 2016, 12:34:42 AM
Quote from: DJ Omnimaga on March 23, 2016, 12:32:45 AM
I was wondering why you suggested a return in the code above in the first place, hence my confusion :P

What I was curious about is if the SB sub-routine would need code like the following in order to go back to the label it was originally at in the game:

If A=1
Goto <back to map loading routine>
If A=2
Goto <back to boss 1 event>
If A=3
Goto <back to boss 2 event>
If A=4
Goto <back to boss 2 event B
If A=5
Goto <back to boss 2 event C
If A=6
Goto <back to boss 2 event D
If A=7
Goto <back to boss 2 event E
If A=8
Goto <back to fire magic animation loop
If A=9
Goto <back to ice magic animation loop
If A=10
Goto <back to bolt magic animation loop
If A=11
Goto <back to cure animation loop>
If A=12
Goto <back to boss 3 event
If A=13
Goto <back to boss 4 event
If A=14
Goto <back to boss 4 event B
If A=15
Goto <back to boss 5 event>
If A=16
Goto <back to boss 5 event B>
If A=17
Goto <back to final boss event>
If A=18
Goto <back to final boss event B>
If A=19
Goto <back to ending>
If A=20
Goto <treasure chest opening>


That said I could always just use other ways of course :P. For magic animations, for example, I would just setup lists of sprites ID then run through them.
You do NOT need ANY of that with the For() loop method, just an End ;)
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 23, 2016, 01:33:08 AM
Really? Will it really return exactly where I came from? O.O If that's the case then I'm amazed. Thanks for the tip :3=
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: JWinslow23 on March 23, 2016, 01:36:58 AM
No problem. The End (as far as the parser is concerned) belongs to that For() loop, and it will execute the subroutine in the first iteration, return to the beginning of that For() loop, and do nothing in the second iteration, leaving you exactly where you left off ;)
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 23, 2016, 01:46:27 AM
Ah, I understand now and this kinda makes sense while at it. Dunno why I no longer realized that the calculator was keeping track of the location of nested block/loop starting locations. >.<

In other words, this is almost exactly like real routines (or functions as they call them in certain languages), just with more limited naming abilities. That should make things easier for when I start using my sprite routine at multiple locations (I use it in map loading but I plan to also use it to draw individual sprites during battle and stuff (although for magic animations I'll probably just use big rectangles).
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 23, 2016, 05:29:17 AM
This is the new map layout for when all 4 paths are open:

(http://img.codewalr.us/newmaplayout.png)

Once loaded, the game will only update the 10 tiles near the entrances and erase the middle of the screen. I still need to find a way to do that in an efficient way, though (eg without too much code repetition). This might also look confusing to the player when all entrances suddenly opens up then closes back, though, so if that's the case then I might add a LOADING... message in the middle of the screen.

I tried to keep the entrances as small as possible to keep redrawing to a minimum.


All NPC dialogue will show up in the middle of the screen, erasing only the treasure chest, character or whatever's located there. That will ensure a faster-paced engine, since the map won't need to be redrawn over and over.

Also I think villages might be like Chrono Trigger, where you enter houses from the world map instead of warping in an actual town map. Otherwise I might just set a special flag so that the walking engine/warp engine behaves differently in them.
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 24, 2016, 05:52:10 AM
Update:

This might not seem like much, but thanks to @JWinslow23 help, I improved my use of Lbl/goto-based sub-routines by using a trick he taught me, so now I can call the sprite display routine from anywhere in my code and it will return where I was at :D.

The following demonstrates it:

(https://img.ourl.ca/mapenginenocollosionz.gif)

But the walking engine will not use a sprite like in the above GIF. I will draw the main character using three rectangles instead. I am just showing this slower sprite alternative as an example of what JWinslow23 trick let me do. Basically, I could probably make the entire game into 2 sub-program (including the ASM lib) if I can cram it under 64 KB by using this trick, unless I had so many sub-routines that the ones located too low in the code became too slow (since Goto is slow to reach low labels)

By the way, this is my first BASIC program to use Goto since June 2004. :P

EDIT: Here is a screenshot with the main character drawn using rectangles. It is being erased then moved in just 1 CE Textlib execution for speed, but the flicker is still a bit noticeable (it might be the emulator, though):

(http://img.ourl.ca/mapenginefasterchar.gif)
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 25, 2016, 05:46:05 AM
Good news: Collision detection for walls and switching between maps is now implemented! Notice how I redraw maps when switching to save speed  :D
(https://img.ourl.ca/walkingengine.gif)

It was a major hassle to implement, because stuff kept being updated in the wrong direction >.<.  I still need to implement special rooms. Should I keep the Loading text in the middle or remove it?


In other news, here is a title screen idea from earlier (title is not final but I tried a papyrus effect):
(https://img.ourl.ca/mapenginetitleidea.gif)
The text is rendered from image data stored in a list, just like Wal-Rush! CE title screen, but this time I am using 1x4 and 4x4 blocks instead of 12x4, which is why there's a slanted effect. The color and the first row lenght of each character are dynamic. And yes, apparently 1x4 blocks are possible too :P

And no, sadly the title screen is not CSE-compatible (CSE textlib hacks don't work with rectangle horizontal position and width. Only vertical offset and height works):
https://img.ourl.ca/wabbitemu-11.png
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dudeman313 on March 25, 2016, 10:44:07 AM
Well, eventually, the loading text is going to get extremely annoying. But the game looks fast in comparison to the actual FF Mana for the CE. :)
The title screen's pretty cool, but have you noticed that the letters can look a bit warbled to the left?
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 25, 2016, 04:28:35 PM
Yeah the warbling is a CE Textlib limitation.

Thanks :3=
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dudeman313 on March 26, 2016, 01:31:39 AM
So, Yam is really a yellow dude with a red shirt and jeans, but can use magic and swords and lives in a dungeon fantasy world? :P
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 26, 2016, 01:41:59 AM
Erm, Yam is only in the first First Fantasy game. Even in the Mana Force series on monochrome calcs he wasn't in the 2nd game (although in the 2nd game it was a similar character called Tornado (although you could change the name). If this CE Textlib RPG becomes an actual First Fantasy II game then it will use real humans or humanoid characters.
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dudeman313 on March 26, 2016, 01:46:07 AM
Quote from: DJ Omnimaga on March 26, 2016, 01:41:59 AM
Erm, Yam is only in the first First Fantasy game. Even in the Mana Force series on monochrome calcs he wasn't in the 2nd game (although in the 2nd game it was a similar character called Tornado (although you could change the name). If this CE Textlib RPG becomes an actual First Fantasy II game then it will use real humans or humanoid characters.
Oh. I didn't know that.
You will give them cool names, though, if a CE TextLib FF II becomes a thing, right?
Online name generators don't always do the trick, but I'm an ever-flowing fountain of ideas and inspiration.
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 26, 2016, 03:02:10 AM
I don't know yet about FFII. It's possible that the hero might just be referred to as you or the master, depending of the storyline.

Also I am working on the story right now, as well as designing text boxes. No code was written yet, but basically the story is set after the world caught fire and Evil Dust caused chaos. Magic was born from said dust, then survivors used that magic power to seal their villages from it. But the magic barrier is weakening and threatening survivors from being exposed to the Evil Dust (being exposed too long causes death unless you're like some warrior or something). I think the main character will be another type of god-like character like Yam, sent to save the world. Later in the game you also learn a hint about what the big fire and dust originated from and eventually why the barrier is weakening and how to fix it.

I think the world map will be laid out to have the main village surrounded by forest and rocky valleys, some of which must be unlocked. THere might be a village later as well, but I'm unsure.

The magic system will most likely be very simple, relying of course on CE Textlib to do the animations. Whether the battle screen will be like the NES Dragon Warrior or switch to an entire different scenery has yet to be deciced.

By the way, dialog boxes will be 16x4 characters:
(http://img.codewalr.us/npcconvolayout.png)
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dudeman313 on March 26, 2016, 03:27:27 PM
Oh, cool.
I can help with enemy sprites if you need them. How big might they end up being?
And how might a battle screen look like?
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 27, 2016, 01:53:50 AM
I think I might be fine actually, but I'll keep that in mind :) I don,t know yet.

EDIT: Here's a mockup of what battles could look like:

(http://img.codewalr.us/battlescreenidea.png)
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dudeman313 on March 27, 2016, 02:21:46 AM
Quote from: DJ Omnimaga on March 27, 2016, 01:53:50 AM
I think I might be fine actually, but I'll keep that in mind :) I don,t know yet.

EDIT: Here's a mockup of what battles could look like:

(http://img.codewalr.us/battlescreenidea.png)
Cool. :)
What kind of monster is that? :P
Will there be some sort of hurt animation as well?
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 27, 2016, 02:00:36 PM
This is some sort of dude with 6 arms, but each level are different colors. I'll have an hard time making good sprites of this size :P And technically, the sprite above is actually 4 sprites stuck together. As for animations I was mainly contemplating some CE Textlib animations, but probably not big flashes to avoid having to redraw the entire map. For magic casted on you the animation will most likely involve your stats bar flashing.

That's of course if I keep this battle layout, though. The game will most likely be less elaborate than First Fantasy I in the way that there would not  be character classes, but I'm still looking for some character customization. Perhaps I could add bonus stats after level up like in Uvutu but still have other stats increase.
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dudeman313 on March 27, 2016, 05:40:51 PM
Quote from: DJ Omnimaga on March 27, 2016, 02:00:36 PM
This is some sort of dude with 6 arms, but each level are different colors. I'll have an hard time making good sprites of this size :P And technically, the sprite above is actually 4 sprites stuck together. As for animations I was mainly contemplating some CE Textlib animations, but probably not big flashes to avoid having to redraw the entire map. For magic casted on you the animation will most likely involve your stats bar flashing.

That's of course if I keep this battle layout, though. The game will most likely be less elaborate than First Fantasy I in the way that there would not  be character classes, but I'm still looking for some character customization. Perhaps I could add bonus stats after level up like in Uvutu but still have other stats increase.
Oh, okay, but I was referring to its...hat?

That's okay. Maybe for character customization, there could be armor or the ability to change character colours?
And there's always the classic skill tree.
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 27, 2016, 07:20:31 PM
What about the hat? :P And yeah, color changes might be an idea, but it will have to be colors that are not the same color as the floor.
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: utz on March 27, 2016, 07:41:54 PM
A bit late but... damn DJ_O, that's some pretty slick Basic wizardry right there. Dunno how fast the CE BASIC is in general, but I'm always amazed by those crazy Basic code twists. Never quite got to that level when I used to be hacking away on my 82 back in school :D I did make some tiling engine for it at one point, but of course it was insanely slow, and I never quite finished that sim/strategy game I had in mind for it.
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dudeman313 on March 27, 2016, 08:28:34 PM
Quote from: DJ Omnimaga on March 27, 2016, 07:20:31 PM
What about the hat? :P And yeah, color changes might be an idea, but it will have to be colors that are not the same color as the floor.
The hat makes it look like my childhood replacement for a real LEGO man figure.
I didn't consider the floor colour thing.
And maybe there could be a greyscale mode for when there's a flashback or dream intro or something?
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 27, 2016, 10:30:48 PM
Now that you mention LEGO's, NPC's in this game would most likely look like figurines. :P

As for grayscale mode I guess it will depend. I need to find a way to re-implement color palettes in the game, such as reloading the spritesheet every dungeon then replacing certain color values in it. This would be slower since I think there's no find/replace command for lists but that would give me more freedom.

EDIT I missed @utz comment for some reasons. Thanks a lot. Actually I am using an ASM lib to pull this off, but it's still kinda advanced since the said ASM lib was not made to achieve this and I doubt the author indended to make the lib capable of this, which is why I hoped he wouldn't patch the trick without knowing. :P Normally, with CE Textlib, the best screen resolution you can get is 26x10 rectangles that are 12x20 pixels each, with a white frame around the screen and the TI-OS status bar at the top.
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dudeman313 on March 27, 2016, 10:50:48 PM
I meant like instead of using the colourful colours, use the four grays, white, and black for everything instead.
Would that be difficult to use to make detailed things, being limited to only 6 colours?
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 27, 2016, 10:55:07 PM
Oh ok. I might try, but I thought it would look kinda cool in this case. I might change the hat to black, though (it was made another color because I thought the battle background would be black like in FF:MF)
Title: Re: I just achieved color BASIC sprites tilemapping without Doors CE
Post by: Dream of Omnimaga on March 30, 2016, 12:27:48 AM
So I was trying to implement color palettes in my game again because I wanted to be able to re-use the same tiles multiple times with different colors, and I found a way to do it without  slowing down map loading: I simply cache the three sprites at the end of the spritesheet data with a custom color palette (4 colors per sprite).

However, when I tested my routine, it glitched out and I got those awesome graphics :D

(https://img.ourl.ca/glitchedcolorsbutcool.png)

I'll most likely re-use those colors and sprites for a final dungeon or something now :P


EDIT: This was fixed (it was due to using the wrong palette :P) and I have now implemented different tilesets for various dungeons. There are now 7 dungeons, but they don't have any final map. They use dummy maps for now. There's even a city of gold in there. :P

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

EDIT: Here's a mockup of what a room with an item will look like:

(http://img.codewalr.us/key.png)

By the way, the key sprite is a rocky wall tile. But wall tiles are laid out so that the darker color in them can be 2 or 3 and the key overlaps every pixel that are 0 or 1, so basically I can store two tiles in one :3=

(http://img.codewalr.us/twospritesinone.png)


EDIT: New title screen:

(http://img.codewalr.us/ff2newtitle.png)
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dream of Omnimaga on March 31, 2016, 12:57:28 AM
Good news!


After a lot of hassle, I finally managed to implement the following in my tilemapper:

-Exiting dungeons
Currently warps to the entrance of a random dungeon. The dungeon layout is stored in Str2. If the room char is "X" instead of 1, then it exits the dungeon.

-Random battle trigger
There are no battles yet, so you get a small text box saying they're not available yet as placeholder, but it works.

-Event trigger
This was by far the hardest thing to implement, due to how collision works in this engine. But now it works and as a placeholder, there is a sample NPC convo that appears. You have to walk on event tiles to interact with them, and when the event is over, you move back in front of the tile.

-Menu trigger
Placeholder, like random battles.

-Map only gets redrawn when necessary
When you enter the menu, a battle or an event, the map is not redrawn, as only the center of the screen is used. The exits are only redrawn when you move to the next room and the entire map is only redrawn when you exit the dungeon.

-Game intro
Similar to FF1, but with different text and unlike the CE version of FFMF, it's fullscreen!


And thus, First Fantasy II was born (hopefully it gets finished like the first game :P)!

(https://img.ourl.ca/ff2.gif) (https://img.ourl.ca/ff2b.gif)


Download attached below! (requires CE Textlib (http://www.ticalc.org/archives/files/fileinfo/465/46522.html))
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Snektron on March 31, 2016, 12:34:56 PM
That looks pretty sweet :) I like the graphics, but perhaps the player could be enhanced a bit (i image someone who's exploring a dungeon isn't holding is arms apart :P)
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dudeman313 on March 31, 2016, 01:11:35 PM
That's cool! I like the shorter Character sprite. :D
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dream of Omnimaga on March 31, 2016, 03:06:54 PM
Quote from: Cumred_Snektron on March 31, 2016, 12:34:56 PM
That looks pretty sweet :) I like the graphics, but perhaps the player could be enhanced a bit (i image someone who's exploring a dungeon isn't holding is arms apart :P)
Thre main character is simple because it's not drawn from the sprite routine, but rather four rectangles, for speed reasons. I could perhaps replace the red blocks with one red square that is 20 pixels wide, though, but of course its offset would be two pixels lower due to CE Texxlib "limitations".

Thanks, by the way :3=

EDIT What about this Cumred?

(http://img.codewalr.us/newchar.png)
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Snektron on March 31, 2016, 06:36:10 PM
That looks better :) way more natural pose :P
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Caleb Hansberry on March 31, 2016, 06:48:27 PM
Looks very nice. Maybe I should get a CE sometime.
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dream of Omnimaga on March 31, 2016, 07:00:40 PM
Thanks Cumred. The only drawback is that it flickers, but it's not that bad and I guess it's acceptable with Atari-like graphics anyway.
Quote from: Caleb Hansberry on March 31, 2016, 06:48:27 PM
Looks very nice. Maybe I should get a CE sometime.
The game might be somewhat playable on the CSE, but with heavy glitching (especially with the new character sprite). But yeah the CE has a lot of potential so I recommend it. :)

By the way, I'M doing some more planning right now and I made a rough schematic of where each dungeon are located and the links between them. :)
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dudeman313 on March 31, 2016, 09:15:20 PM
Quote from: DJ Omnimaga on March 31, 2016, 03:06:54 PM
Quote from: Cumred_Snektron on March 31, 2016, 12:34:56 PM
That looks pretty sweet :) I like the graphics, but perhaps the player could be enhanced a bit (i image someone who's exploring a dungeon isn't holding is arms apart :P)
Thre main character is simple because it's not drawn from the sprite routine, but rather four rectangles, for speed reasons. I could perhaps replace the red blocks with one red square that is 20 pixels wide, though, but of course its offset would be two pixels lower due to CE Texxlib "limitations".

Thanks, by the way :3=

EDIT What about this Cumred?

(http://img.codewalr.us/newchar.png)
IMO, I think the character's hands should be at his waist. I looks better to me that way.
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dream of Omnimaga on March 31, 2016, 09:34:29 PM
I'll see what I can do. :)
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dudeman313 on March 31, 2016, 10:12:34 PM
Quote from: DJ Omnimaga on March 31, 2016, 07:00:40 PM
Thanks Cumred. The only drawback is that it flickers, but it's not that bad and I guess it's acceptable with Atari-like graphics anyway.
Quote from: Caleb Hansberry on March 31, 2016, 06:48:27 PM
Looks very nice. Maybe I should get a CE sometime.
The game might be somewhat playable on the CSE, but with heavy glitching (especially with the new character sprite). But yeah the CE has a lot of potential so I recommend it. :)

By the way, I'M doing some more planning right now and I made a rough schematic of where each dungeon are located and the links between them. :)
I somehow just realized this was there.
Will you make a map that shows transitions like @123outerme 's pure basic RPG that I can't remember the name of?
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: 123outerme on March 31, 2016, 10:14:18 PM
Quote from: Dudeman313 on March 31, 2016, 10:12:34 PM
Quote from: DJ Omnimaga on March 31, 2016, 07:00:40 PM
Thanks Cumred. The only drawback is that it flickers, but it's not that bad and I guess it's acceptable with Atari-like graphics anyway.
Quote from: Caleb Hansberry on March 31, 2016, 06:48:27 PM
Looks very nice. Maybe I should get a CE sometime.
The game might be somewhat playable on the CSE, but with heavy glitching (especially with the new character sprite). But yeah the CE has a lot of potential so I recommend it. :)

By the way, I'M doing some more planning right now and I made a rough schematic of where each dungeon are located and the links between them. :)
I somehow just realized this was there.
Will you make a map that shows transitions like @123outerme 's pure basic RPG that I can't remember the name of?
You mean Dragonsglid? And are you talking about the map that showed up after you defeated an area?
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dudeman313 on March 31, 2016, 10:39:00 PM
Yup! :D I played that on my CE when I had it.
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dream of Omnimaga on April 01, 2016, 04:55:20 AM
What do you mean by transitions? Also I might do a full map at some point that shows all areas side by side, but of course it would depend if there's any overlap.

Also I tried making the character so that his arms are shorter, but it looks a bit weird because it made the character look like he's wearing an insanely oversized and long t-shirt or something.


Also I will try to implement multiple ways to show event sprites inside a map. For example, If the map area is equal to E, it will show the event in the middle, but if it's equal to D, then it will block the upper exit with two sprites. That will be very useful for locked doors and unreachable paths. But progress is a bit slower since I went back on another CE textlib project right now (which is almost ready to showcase)
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dream of Omnimaga on April 02, 2016, 04:45:28 AM
So I was kinda lazy and I decided to make a batch file that opens most files and softwares I need during FFII development. It was annoying when I rebooted or decided to do something else to have to open everything one by one. :P Anyway, there was no progress due to the Wolfeinstein thing, but  I am currently planning the game according to both if a day/night cycle gets implemented and if it doesn't get implemented at all. If the latter case remains, then the second forest will just be darker. Day/night cycle is not necessary, but it would spice the game up, since I could have some quests being only available during daytime and vice-versa, and implementing such feature would be possible, due to using color palettes for pretty much everything. Time would only flow when performing actions or exiting a room and the Dawn>Day>Dusk>Night switch would be instant (just like in Simon's Quest). Don't get your hopes up, though, as this could still be some work to implement.

I also drew more sprite mockups, especially enemies:

(http://img.codewalr.us/enemysprites.png)

THey are not stretched up, though. They will be 3 times as wide in the game. Enemy sprites, along with certain wall tiles, are designed in a way that allows me to store 2 sprites into one, to save space and make coding easier. The grayscale sprites at the bottom shows how sprite data looks like in graphical form.
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dudeman313 on April 02, 2016, 11:46:27 PM
Cool!
By transitions, I meant like showing the character move from one area to the next. Sort of like showing the cities and there connecting paths, and showing the character walking from one city to the next.
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dream of Omnimaga on April 03, 2016, 02:42:28 AM
I don't think so, but you definitively see the area name when the map loads and who knows? Maybe there will be some NPC convos or stuff sometimes. I don't think that will be the case due to speed reasons, though.
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dream of Omnimaga on April 05, 2016, 04:39:51 PM
How does this new character sprite look like, by the way? I made the arms shorter:

(http://img.codewalr.us/newchars.png)

The NPC still uses the old sprite because it's part of the sprite data, unlike the main character which is hard-coded, so it's 3x9 pixels.

And I am working on the village, which is called Tau Village (thanks @JWinslow23 for the unintentional idea :P ). I am still debating between keeping every NPC outdoors or not. The only solution to have them inside houses without redrawing the entire map and replacing the sprite cache on every entrance/exit would be to make house entrances as special events room (two event tiles blocking the top exit in the screen) that when triggered, they change the floor color. But then I would need to add a 3rd set of events for exiting houses to reset the floor color, which would make it impossible to have NPCs indoors. I'll see what I can do, but keeping them outdoors and having doors as decorations would make more sense IMHO, especially considering at night they are replaced with ghosts, and that you wouldn't be able to get inside houses at night anyway.

I also added an error message at the start of the program if you don't have CE Textlib installed. If you get an ERROR:UNDEFINED on game launch, then after choosing 1:Quit there will be a message saying that CE Textlib 1.1 or higher is required to play the game.
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: p4nix on April 05, 2016, 06:20:47 PM
I pretty much like the character. Reminds me a little bit of Lego (TM)(C)(R).
Good luck on your Tau Village, I hope it doesn't become too much nerdy ;)

Also, I think that having NPC also indoors would be cool - but if it doesn't fit into your concept, then it's okay
to have them outside only.
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dream of Omnimaga on April 05, 2016, 06:47:08 PM
Yeah lol, the Tau village name idea was after JWinslow23 started talking (again) about Tau on IRC, while I was posting FFII progress. There isn't much special about Tau in this village really, other than the Evil Dust Barrier surrounding it being circular, but I thought the name was cool anyway. :P

As for NPCs I'll see. Having them indoors would require every house to be two rooms in height (I want to keep the game so that it has 1 event per room maximum, and doors to exit houses would count as special events). And lol yeah the character look reminds me of LEGO as well. :P Thanks for the comment p4nix :walrii:
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dudeman313 on April 05, 2016, 08:32:27 PM
I like the character sprite better now. :)
Will there be a neighboring Piville? :P
And how to houses look when the character is outside? Many RPGs tend to have some sort of Quantum Physics in them that somehow allows the inside of the house to be much larger than the outside.
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dream of Omnimaga on April 05, 2016, 09:31:57 PM
Actually, Piville would be a nice addition :D. I don't know yet, though, since the current game layout is centered around having the village in the middle. I could maybe add an extra village to the west, though (which would lead to the fire area).

Also, Tau Village now has indoors areas, thanks to the addition of two extra event types:

(https://img.ourl.ca/colorghanges.gif)

The event types I now have are the following:

Northern door (NEW): Acts like a regular northern map link, but can trigger an event (such as a "Door is locked" message or a boss fight). This event is two tiles large.
Southern door (NEW): Same as above, but at the bottom of the map.
Regular event: Usually for NPCs and treasure chests. 1 tile large. When walking on this event, you move back from it once the event is over.
Exit: Exits the dungeon, leading to the dungeon switching routine. This might eventually be merged with the new door events, as invisible doors.

In the village's case, the Northern door event changes the floor color to gray and each green pixel of the NPC sprites are updated to gray (this is why there is a small delay when entering doors). The Southern doors reverts the floor and the gray pixels of the NPC sprite to green.


I also added a new sprite type: treasure chests

(http://img.codewalr.us/treasurechest.png)
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dudeman313 on April 05, 2016, 11:10:47 PM
Nice chest! :D
The screenie and feature list is cool, but when the character(who for now on, I'll call Guy) walks up to the NPC, he looks like he's just jumped the guy. Should it really look like Guy is pinning everyone he sees?
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: JWinslow23 on April 05, 2016, 11:27:44 PM
Oh, I had no idea you were serious about the name Tau Village. And sorry for still talking about it, but I AM trying to peddle it around my school. So far, I've actually sat down and pitched it to the principal, and it seemed like he agreed with what I had to say. We'll see how this goes.

And yeah, the new character sprite looks much better. :)
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dream of Omnimaga on April 05, 2016, 11:30:58 PM
Regarding the Tau discussion and the Youtube link spam on WalrusIRC, I actually suggested moving it to the forums in a Tau topic and the Youtube video sharing topic twice before :P (to avoid cluttering the IRC chat during more relevant discussions), since they would be better for such long discussion. :P

Also thanks :)


Quote from: Dudeman313 on April 05, 2016, 11:10:47 PM
Nice chest! :D
The screenie and feature list is cool, but when the character(who for now on, I'll call Guy) walks up to the NPC, he looks like he's just jumped the guy. Should it really look like Guy is pinning everyone he sees?
ROFL I didn't notice that actually. I doubt it's much of an issue, though. The alternate solution would be to make the main character move back before the NPC convo ensues, but that would be hard to implement due to how the engine works.
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: utz on April 06, 2016, 08:18:31 AM
Glad to hear you've decided to turn your experiment into a full game! I have no intentions of getting a CE, but I'll just need to grab an emulator in order to run this, right? Haven't played an RPG in ages, though I very much enjoyed the genre back in the day.
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: TIfanx1999 on April 06, 2016, 03:41:14 PM
The new character sprite definitely looks better. :thumbsup:
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dream of Omnimaga on April 06, 2016, 04:29:31 PM
Thanks, guys. :) And yeah Utz you need to dump a ROM from a real calculator for use with CEmu, though. You can also use the 30 days trial of TI-Smartview but it's slow and I don't know if CE Textlib will run it it. CEmu or a real calc is recommended.
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dudeman313 on April 06, 2016, 06:50:27 PM
Quote from: DJ Omnimaga on April 06, 2016, 04:29:31 PM
Thanks, guys. :) And yeah Utz you need to dump a ROM from a real calculator for use with CEmu, though. You can also use the 30 days trial of TI-Smartview but it's slow and I don't know if CE Textlib will run it it. CEmu or a real calc is recommended.
TI-Smartview is paid?
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: utz on April 06, 2016, 09:13:15 PM
Damn, I somehow though TI started making the ROMs of their newer calcs freely available at some point. Wonder what gave me that idea.
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dudeman313 on April 06, 2016, 09:40:17 PM
Quote from: utz on April 06, 2016, 09:13:15 PM
Damn, I somehow though TI started making the ROMs of their newer calcs freely available at some point. Wonder what gave me that idea.
Probably the idea that TI making the ROMs of their newer calcs freely available is totally reasonable. :P
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dream of Omnimaga on April 07, 2016, 04:38:02 AM
Quote from: utz on April 06, 2016, 09:13:15 PM
Damn, I somehow though TI started making the ROMs of their newer calcs freely available at some point. Wonder what gave me that idea.
The OSes are freely available (the latest version for calcs still in production, at least), but not the ROMs. OS files cannot be used inside emulators. There are other ways to obtain a ROM files,  but they're not necessarily legal. <_<

68K OS files can be used in TiEmu, though, because unlike Z80 and eZ80 OS files, they contain everything needed to be used inside an emulator.

Quote from: Dudeman313 on April 06, 2016, 06:50:27 PM
Quote from: DJ Omnimaga on April 06, 2016, 04:29:31 PM
Thanks, guys. :) And yeah Utz you need to dump a ROM from a real calculator for use with CEmu, though. You can also use the 30 days trial of TI-Smartview but it's slow and I don't know if CE Textlib will run it it. CEmu or a real calc is recommended.
TI-Smartview is paid?
Yes, and it's nowhere as good as CEmu (I was gonna quote Angry Video Game Nerd here to describe the emulator since they're actually selling this for money, but let's be nice :)). During a BASIC program, if you press keys or hold them down for too long, the emulator starts lagging and then queues up your keypresses, only to process them very slowly afterwards. Plus it doesn't emulate 1, 2, 4 and 8 bits LCD mode anyway.
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dudeman313 on April 07, 2016, 02:38:01 PM
TI-Smartview sounds crapppy(please excuse my language)!
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dream of Omnimaga on April 07, 2016, 05:40:01 PM
Yeah, it suffers from severe speed issues. It's not necessarily the emulator fault, because it runs very fast if used with the third-party web JS wrapper. But in its executable form it's much slower and barely useable inside programs (even math ones)
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dudeman313 on April 07, 2016, 11:57:43 PM
That sure doesn't sound like something I'd pay for.  :-|
Did you buy it?
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dream of Omnimaga on April 09, 2016, 02:24:20 AM
Nah, I just got the trial version that lasts 1 month. I used it to make First Fantasy CE screenshots then got rid of it. I'm glad CEmu got done now :)
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dudeman313 on April 09, 2016, 07:00:34 PM
Maybe I should get the trial so that I can screenshot Pac-Man CE's still unattended bug.
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dream of Omnimaga on April 11, 2016, 03:42:25 AM
Did you report it to Mateo in his topic? I forgot if it was on CW though, but you should probably tell him (unless it's the "enemy won't move when game is paused" thing, which isn't a bug :P)
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dudeman313 on April 11, 2016, 12:51:23 PM
I did. There's a "Pac-Man CE Bug" thread somewhere where I tried to describe the issue, but I had no way of making a screenie then.
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dream of Omnimaga on April 11, 2016, 01:58:10 PM
We should move the discussion there, then. :P
Title: Re: First Fantasy II, a graphical TI-84+CE RPG using CE Textlib hax
Post by: Dudeman313 on April 11, 2016, 09:31:53 PM
Yeah, I almost forgot what this topic was actually about. :P