More than 4 years since my latest update... how time flies. No new beta build for Windows, but on the experimental2 branch of the tilibs repository, among other things, libti* now have initial support for a currently undetermined subset of the CX II series (at least OS 126.96.36.1999 and 188.8.131.521 work) That was after receiving a report ( https://github.com/debrouxl/tilp_and_gfm/issues/33#issuecomment-1712845038 ) that the CX II can speak the NavNet protocol ("NSP", in libticalcs parlance) used by all older Nspire models, after switching it to the alternate USB configuration. In the default configuration, it speaks NNSE, which is a variant of NavNet wrapped with new headers and using UDP checksums. NNSE remains unimplemented in libticalcs.
Been a while I posted either so, uh, thought you'd like what I have so far...
Horse Life 98: Eternal Winter
From a39 studios, introducing a visual novel adaptation of the definitely not award winning webcomic Horse Life 98!
We are on the eve of the feast of St. John the Baptist, the national day of Québec. A feast where we celebrate the beginning of summer, when it's starting to get hot outside. However, it's not hot. It's freezing cold. It's all but summer. What's happening? Is the groundhog that died on Groundhog Day having something to do?
Find Yuki and Tsuki, two girls with legendary kitsune powers, on their quest to find summer back in this comedy visual novel, Japanese style but 100% Québécois, created and directed by J. P. Savard. A novel with multiple branches, several possibilities of trial and error, and a lot of absurd situations. Can you find a way to bring summer back?
Have a WIP screenshot
Made using Ren'Py, Mannequin and Inochi2D, available eventually on itch.io and (probably) Steam in French and English.
Magenta Version (2023-08-29) -Allow running away from overworld battles for when you already own the walruses. Note that this hurts your win ratio, however. -A mini-map of the game's overworld is now available and shows which dungeon you have visited and cleared. -Renamed the STUN attack move to QUASAR. -STUN is now a new, different move more relevant to its name, along with SCAN, POISON and REMEDY. -Three additional battle moves were added besides the aforementioned STUN move. Most involve status ailments such as poison or paralyzing. -Many battle moves were replaced with new moves for various walruses and some walrus moves were re-ordered. -Four walruses that were obtainable by talking to ghosts swapped location with each others. -Raydenii is now an electric walrus rather than dark. -Electric walruses are no longer almost immune against grass attacks, while grass walruses are now almost immune against them. -Water walruses are now immune against water attacks -Switches now disappear in any dungeon after being activated rather than just the last. -Walrii doesn't flicker as much now while walking. -Six new playable characters were added. -The final dungeon floor color has been changed. -An extra block is erased by the switch in the longer dungeons to reduce backtracking. -There are now two extra sub-programs due to the addition of new characters and the map and the game is now around 600 KB large.
In the following screenshot I have the same character twice (which has been also renamed to something else) but that was for testing purposes and to showcase some of the new battle moves involving status ailments (although the screenshot seems slower than an actual CE including pre-M revisions)
It's currently in Cemetech and Ticalc.org file pending queue but it can be downloaded from TI-Planet already:
I already posted what some improvements will be above but here is the complete list: -Fixed title screen year being 2999. -Added credits screen. -Fixed save file data getting offset in some situations -You can now choose to keep save data archived in the title screen options at the cost of more defragmenting -Walking around feels more responsive and there is no more delay before you start moving again after the initial keypress if you hold the key down. -Fixed first dungeon being marked as incomplete in your save file if you beat the final boss. -Fixed final dungeon entrance disappearing after beating the final boss, reloading your game then exiting the final dungeon (entirely related to the above bug). -Fixed two overworld map design issues allowing you to walk on a solid tree in each of the two affected areas. -Moved the selection numbers down when you select a party member to use the Cure magic on so that it has less chances of overlapping on walruses and being hard to read. -Selection numbers no longer erase a bunch of lines of pixels when closed but rather only erase what's behind them. -You can no longer attack out of combat enemies (when their health is zero) -Changed Walriichu's class to Electric instead of Holy. -Fixed bug causing fire enemies to be strong against ice. -Fire and electric walruses are now weak against water. -Fixed bug causing holy and water walruses to be nearly immune against life and cure spells respectively. -Win rate added to Walriipedia -The final game's messages (such as "The End") now shows up on a custom screen like the rest of the game instead of using basic homescreen text fonts.