Today I set up a git repo for Illusiat XI: Reborn. It's located here: https://github.com/aeTIos/Illusiat-XI/ We decided to license using MIT license, meaning that everyone can use the code for what he wants but has to license under the same terms. I also wrote a small description of the project:
Quote from: README.mdIllusiat XI: Reborn is a remake, or as we like to call it, reinterpretation, of DJ Omnimaga's 2002 BASIC ASCII RPG Illusiat Eleven. This reinterpretation, written using the Axe Parser language will feature revamped maps, improved storyline (with input from the original author) as well as 16x16 4-level grayscale graphics.
So far no code is in the repo, but I did set up dirs for graphics, maps, and code. This thread will be for major project updates as well as beta releases.
Currently I'm working on map and tile creation while Street is supposed to work on the mapping/movement engine. We hope to have something coming end of this week.
That reminds me, I forgot if this version of the game would use the original enemy levels or the ones from Kin Master Quest? Also I can't wait for screenshots of the new map engine and battles in action :)
The plan was to have both versions and you can choose the difficulty when starting a new game. Since it's just some extra enemy buffs it's pretty easy to do.
Now I have to download Illusiat XI.
/me adds it to the games to play before the remake comes out list.
Quote from: Streetwalrus on November 13, 2014, 10:23:36 AM
The plan was to have both versions and you can choose the difficulty when starting a new game. Since it's just some extra enemy buffs it's pretty easy to do.
Cool to hear, and do you plan to re-use the old enemy formulas or will you make each enemy separate data like in Reuben? Re-using old formulas to generate enemies would be smaller I think, but 2-byte integers' 65536 limit might be a problem.
Also, what would be cool is if we could navigate between chapter 2 and 5 as we see fit. I could understand why going back to chapter 1 is impossible because you go down through a river (unless you could move back up via a pathway above the river then jump down a cliff?) but the only reason why the original game didn't let you do so is because it was split in chapters to fit in RAM.
Quote from: DJ Omnimaga on November 14, 2014, 01:26:43 AM
but 2-byte integers' 65536 limit might be a problem.
You could write your own 32-bit routines. I think Xeda has some asm ones, so you could ask her about it.
What Pimath said. At first I wanted to use the TIOS floating point routines but I'll just use Xeda's 24 bit float stuff.
It doesn't necessarily have to use decimals, but you would need to check if any formula rely on them before getting rid of them. I think not, in this game, though. You could probably go with 4 bytes integers if you wanted to.
if 32 bit integers are enough then I'll totally do that. Integer math is much easier to deal with (faster, smaller and easier to implement).
Very true. Have you prodded Xeda about those routines yet?
Not very much to report on this until street gets around making the toolchain, other than some GitHub struggles yesterday.
Do tell about these GitHub struggles.
It was mainly a mistake from my side. I renamed some files and then added them to the git and committed. Apparently, GitHub doesn't automatically delete renamed files so I had to manually delete the old files. I didn't know this so I ended up messing up the whole graphics folder. In the end I figured out what I was doing wrong and I corrected my mistake :P
TLDR: don't rename files except with the git tools <_<
hehe. I learned that one the hard way as well. Nice to see everything works, though.
Quote from: Streetwalrus on November 16, 2014, 12:27:17 PM
if 32 bit integers are enough then I'll totally do that. Integer math is much easier to deal with (faster, smaller and easier to implement).
Hopefully they are. My only concern is about the Trimag spell, especially if your game allows the player to backtrack to previous chapters. You might need to nerf Trimag so that the total damage multiplier resulting from triple elemental weaknesses cannot go above a certain amount or hard-code Boss VIII damage attributes so that it takes 9999 damage against any spell no matter your level. Else you'll need 65536 bits integers or something :P
We can always build in some custom 32 bit integer multiplication algorithm, that's not too hard, I've done that before. Heck, I even wrote floating point math algorithms. The only one that I never got figured out was division :(
Well, 32 bit integers can go up to 4 billion or so so I think we might be safe. :P
Quote from: Streetwalrus on November 17, 2014, 06:38:52 PM
Well, 32 bit integers can go up to 4 billion or so so I think we might be safe. :P
I think Illusiat XI goes in the 200000000 billion range during Boss #8 :P
But again you can always make the game engine so that special parameters can be applied to specific boss fights which makes the engine behave differently, such as making any TRIMAG damage you deal to him 9999 by default and not even calculate it.
Art_of_camelot gave me some useful input on the sprites I made last week. I updated the sprites to reflect his suggestions. Pushed my changes to the git.
Cool beans aeTIos. :D
Also DJ, I think we can do that. I planned the battle engine to be API based rather than data based anyway (if that makes sense) so we should be safe.
You should get stuff running already. Make that toolchain :|
Butbutbut I was busy actually forking Android instead of just using a local clone. :<
*kicks ass* Also you said yesterday that you have no idea how to output the 8xv's. So please just make something thats throws a large string of pre-formatted hex, we can always just use an emu to quickly make it in an appvar.
Quote from: Streetwalrus on November 18, 2014, 05:06:55 PM
Butbutbut I was busy actually forking Android instead of just using a local clone. :<
Calc programming > all :P
Also I can' t wait for the updated sprites. :)
Quote from: aeTIos on November 19, 2014, 07:06:17 AM
*kicks ass* Also you said yesterday that you have no idea how to output the 8xv's. So please just make something thats throws a large string of pre-formatted hex, we can always just use an emu to quickly make it in an appvar.
I'll do that for testing once I figure out Pillow again. :P
Quote from: DJ Omnimaga on November 19, 2014, 05:30:26 PM
Also I can' t wait for the updated sprites. :)
They're on GitHub, didn't attach them because the changes aren't quite big.
Aah ok, I'll check them out. Also what's Pillow? Is that a new calc utility for appvars? ???
Lolno, it's an image manipulation library for Python (forked from python2-imaging and also ported to Python 3 since it was kind of abandoned afaik).