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Featured Member Projects => Sorcery of Uvutu (TI-84+/CSE) => Topic started by: 123outerme on January 29, 2017, 06:32:06 pm

Title: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on January 29, 2017, 06:32:06 pm
Recently, I've started work on a port of Sorcery of Uvutu to the monochrome z80 calculators. I'm using xLIB (monochrome) in place of xLIBC and have already started work on the black and white spritesheet and some porting of the main engine. String data, non-DCSE specific commands, and general ideas I've used can all stay, yet they'll probably all have to be changed in one way or another. Map data, some tricks using color (screen inversion, intro text fade-in, probably screen shaking, etc.) and other CSE specific things will all have to be entirely reworked for this port. I don't have any screenshots yet, as I'm still working on sprites and the like, but that will come soon.

As for my vision, I expect the monochrome version to likely run faster, due to the CSE's speed limitations being removed here. Also, as each overworld map will be colorless and the screen size will have to make each map smaller, I can only do so much in each, and battles will probably have to be more frequent per map. Think of it this way: In Sorcery CSE, battles would occur at a minimum, every 11 steps. For the CSE, 11 steps was enough to traverse half of most maps, making battles occur 1-2 times per map. This played a huge part in the balance I did for exp/money gain, HP, etc. Now, 11 steps will probably be enough to traverse 1.5 typical maps, meaning by the time you reach a boss in a world, you'd likely be underleveled without serious grinding. I'm looking to reduce that number to every 5-6 steps, which will mean technically more encounters, but encounters per map screen will likely stay the same.

(http://i.imgur.com/IzBpyYf.gif)
Here's a tileset/overworld test. I added functionality to move diagonally, since it was available with Doors CS 7. The game figures out which tile to redraw after moving on-the-fly, as seen when I walk over the door. I have more tiles for more worlds, and I'll be testing them too, but here's just a basic map. You can also see the collision with the tree (not letting you move, no matter how you approach it) and the house window.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: tr1p1ea on January 29, 2017, 10:18:04 pm
Awesome stuff to see 84+ users getting some love for this great game.

Like the speed so far too.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on January 29, 2017, 11:05:46 pm
Awesome stuff to see 84+ users getting some love for this great game.

Like the speed so far too.
Thanks tr1p! It's gonna be a much larger project to port this thing than I had anticipated, unfortunately. The majority of the work I still have left to do is figuring out why I can't create or edit any AppVars (it creates an AppVar that is invisible (doesn't have a name or show the size in the 2nd+MEM menu), figure out how I will display text, and take the rest of the xLIBC commands and make them xLIB commands instead.

(http://i.imgur.com/IYStS8a.gif)
Here's a more updated screenshot showing screen transitions, the inside of houses, and a slight problem: I don't know why, but in the inside of houses, and I'm assuming this is true for every screen, the last row of pixels doesn't display. Not sure why, but it's a minor problem considering what I have left to do.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: JWinslow23 on January 29, 2017, 11:27:20 pm
Awesome stuff to see 84+ users getting some love for this great game.

Like the speed so far too.
Thanks tr1p! It's gonna be a much larger project to port this thing than I had anticipated, unfortunately. The majority of the work I still have left to do is figuring out why I can't create or edit any AppVars (it creates an AppVar that is invisible (doesn't have a name or show the size in the 2nd+MEM menu), figure out how I will display text, and take the rest of the xLIBC commands and make them xLIB commands instead.

(http://i.imgur.com/IYStS8a.gif)
Here's a more updated screenshot showing screen transitions, the inside of houses, and a slight problem: I don't know why, but in the inside of houses, and I'm assuming this is true for every screen, the last row of pixels doesn't display. Not sure why, but it's a minor problem considering what I have left to do.
I can answer the last issue. In TI-BASIC, the last row and last column of the screen does not display, no matter what. It's stupid, but that's what it does.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on January 29, 2017, 11:41:45 pm
Awesome stuff to see 84+ users getting some love for this great game.

Like the speed so far too.
Thanks tr1p! It's gonna be a much larger project to port this thing than I had anticipated, unfortunately. The majority of the work I still have left to do is figuring out why I can't create or edit any AppVars (it creates an AppVar that is invisible (doesn't have a name or show the size in the 2nd+MEM menu), figure out how I will display text, and take the rest of the xLIBC commands and make them xLIB commands instead.

(http://i.imgur.com/IYStS8a.gif)
Here's a more updated screenshot showing screen transitions, the inside of houses, and a slight problem: I don't know why, but in the inside of houses, and I'm assuming this is true for every screen, the last row of pixels doesn't display. Not sure why, but it's a minor problem considering what I have left to do.
I can answer the last issue. In TI-BASIC, the last row and last column of the screen does not display, no matter what. It's stupid, but that's what it does.
Yeah, it's a little dumb. If I draw a line at the bottom, it'll display, but the tilemap doesn't draw there for some reason.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on January 30, 2017, 01:48:12 am
This looks great. As for appvars, I don't remember if the feature DCS7 had to create them worked but you could always just stick to TI-BASIC lists, even if it means they can be edited by the player.

My suggestion, though, since you seem to be downsizing house and village maps, would be to try to expand the world to have extra maps, because if you make each area 20x15 into 12x8 without adding extra maps to make up for the difference, the game will only last about 30 minutes lol. You could maybe change the villages and homes, but try to keep many of the overworld maps intact but not fitting into one screen.  Also yeah in order to use all rows of pixels for a picture you need to make the tilesheet on a PC then convert to 8xi using SourceCoder or something else other than an official TI software. The pic will be 779 bytes instead of 767 bytes and will use all rows of pixels.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on January 30, 2017, 01:58:56 am
This looks great. As for appvars, I don't remember if the feature DCS7 had to create them worked but you could always just stick to TI-BASIC lists, even if it means they can be edited by the player.

My suggestion, though, since you seem to be downsizing house and village maps, would be to try to expand the world to have extra maps, because if you make each area 20x15 into 12x8 without adding extra maps to make up for the difference, the game will only last about 30 minutes lol. You could maybe change the villages and homes, but try to keep many of the overworld maps intact but not fitting into one screen.  Also yeah in order to use all rows of pixels for a picture you need to make the tilesheet on a PC then convert to 8xi using SourceCoder or something else other than an official TI software. The pic will be 779 bytes instead of 767 bytes and will use all rows of pixels.
I've tried to create AppVars. It might just be my dumped ROM, or Wabbit, or something, but it doesn't look like it works. I'll keep trying, though. As of right now, I've been just using a subprogram to hold map data so far (which hilariously is stored pretty space-consumingly in a matrix, yet is twice as small as their xLIBC counterparts).

Yeah, I have to downsize maps, since the screen is so tiny. I obviously also had to remove the HUD at the top too, to make sure it didn't feel like you were playing a Gameboy game on the Super Gameboy. (Basically it's an official Gameboy emulator for the SNES that displays the actual sized screen in the center, with the border being the same thickness as the screen). I'll see what I can do to increase map count.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on January 30, 2017, 02:03:43 am
Yeah I remember the SUper Game Boy. I actually have a copy and it's nice, other than not being full screen. I prefer the Gamecube one. As for increasing map count, what you could do is take your big maps, split each room into 2x2 tiny maps then  inspire yourself from the smaller maps to redo them into 12x8 instead of 10x7 chunks. You could even keep them 10x7 and only alter walls so that they appear on both sides so that maps are connected properly, but have the HUD uses the top and  right of the screen
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on January 30, 2017, 10:28:12 pm
Update:
(http://i1381.photobucket.com/albums/ah217/123outerme/testgif4_zpslwjusb4w.gif) (http://s1381.photobucket.com/user/123outerme/media/testgif4_zpslwjusb4w.gif.html)
Edit: Sorry for the photobucket :P )
Showing off all of the features I've done so far. Here, you actually see maps changing like it does in the CSE version of SoU (although I clear the screen here for a little more clarity of what's going on, which I may transition over to the CSE version as well), handling 2nd keypresses properly (does nothing unless you're talking to an NPC (who right now is invisible :P ), starting battles (although like when I tested it for CSE, it is binded to PRGM for testing purposes, no random encounters as of yet, although that'll be pretty easy), and opening the overworld menu (in this version, the screen will scroll down, painting the screen black, and then clear to display the actual menu). In this version I will have to cover up more of the screen to display enough text, but that probably won't end up being an "issue" (aka something that annoys me), and will most likely have to reduce inventory space (aka the items menu) due to the screen obviously being smaller.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on January 30, 2017, 10:33:15 pm
What do you use to make screenshots by the way? IIRC I had a similar issue happening before.

Anyway I can see stuff being drawn then disappearing, which gives me a clue of what would be displayed there, and I must say I like the battle transition and the overall game speed.

 EDIT Nevermind, it was because of your image host. Now it shows fine. What's the vertical transition for,  btw?
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on January 31, 2017, 09:29:59 pm
(https://img.ourl.ca/battletest1.gif)
Here, I'm testing out the full battle screen. Right now, the menu text is hardcoded, but everything else works dynamically. Soon, I will display HP of you and your opponent and have the battle menu actually work.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on January 31, 2017, 09:48:03 pm
I like how it looks like. Very close to the original game. Have you tried adding a black line (from the xLIB libraries) above the floor so that the characters don't look like they're floating? Maybe that would look nicer. I don,t know if xLIB had a line feature, though, and if a 1 pixels rectangle caused a RAM clear, so be careful.

Also I would suggest that for things that are drawn one by one, such as the floor tiles, you use xLIB's options to not update the LCD immediately. I think it's the last argument of each command. This would also eliminate the flickering for the main character when he walks around maps. Basically, only update the LCD once the final sprite has been displayed (eg on maps, only do so when the character has been erased and moved and in battles, only do so once the enemy has been displayed, setting all sprites to not update LCD except the last one. Kinda like xLIBCSE GRAM switching except that it doesn't switch back and forth on the regular calcs.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on February 01, 2017, 11:20:20 pm
I like how it looks like. Very close to the original game. Have you tried adding a black line (from the xLIB libraries) above the floor so that the characters don't look like they're floating? Maybe that would look nicer. I don,t know if xLIB had a line feature, though, and if a 1 pixels rectangle caused a RAM clear, so be careful.

Also I would suggest that for things that are drawn one by one, such as the floor tiles, you use xLIB's options to not update the LCD immediately. I think it's the last argument of each command. This would also eliminate the flickering for the main character when he walks around maps. Basically, only update the LCD once the final sprite has been displayed (eg on maps, only do so when the character has been erased and moved and in battles, only do so once the enemy has been displayed, setting all sprites to not update LCD except the last one. Kinda like xLIBCSE GRAM switching except that it doesn't switch back and forth on the regular calcs.
I've done what you've requested, and do I think it looks better now. The line works, and there is an xLIB command to draw the line. And now stuff like text, character redraw, etc. are all instantaneous (for the most part, you don't see character blinking or text drawing one line at a time). I've also done more work on the battle menu and added the ability for NPCs to say stuff, like in the original! In xLIB (vs in xLIBC), I can draw about 26 characters per line of text vs 20, but still 5 lines for each, although the xLIB text fits in the box better. Here's a screenshot of this stuff in action:

(https://img.ourl.ca/battletest2andNPCs.gif)
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on February 01, 2017, 11:59:59 pm
Much better now. :) You should fix the flicker when the text box disappear, though :P (the screen becomes white)
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on February 02, 2017, 07:45:30 pm
Much better now. :) You should fix the flicker when the text box disappear, though :P (the screen becomes white)
Awesome, glad it look better! And I just did, it was pretty simple actually. The flicker is because I have to redraw the screen after drawing the NPC dialogue over it, and since every screen clear before was because of a map transition and the screen becoming white was to aid in that transition, it whites out the screen before redrawing anything. Now, however, that's fixed. I also can't really add any more types of NPCs (just the innkeeper and the regular townsperson, both of which are already programmed in), so as far I'm concerned, the NPC code is finished. What's left to do is displaying (and picking up, but that'll come when I get the save file code done) of chests, randomizing battle starts, adding the ability to have bosses, and finishing battle code, and then I've got the overworld code all ready to program in the content.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on February 03, 2017, 12:28:01 am
The good thing is that the game will most likely be much smaller and faster than the CSE one, since monochrome sprites take less space and the 15 MHz monochrome calcs takes less time to display stuff on the screen. I still hope you don't have too much troubles converting dark maps to monochrome (eg with the main character being black, he might be hard to see on black tiles)
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on February 04, 2017, 02:26:27 am
The good thing is that the game will most likely be much smaller and faster than the CSE one, since monochrome sprites take less space and the 15 MHz monochrome calcs takes less time to display stuff on the screen. I still hope you don't have too much troubles converting dark maps to monochrome (eg with the main character being black, he might be hard to see on black tiles)
I agree, it will probably be faster and smaller, although I have to be honest, I have my doubts. Smaller part is absolutely true (each map is something between 200-250 bytes per, because they're stored in a 12x8 matrix rather than a 500 byte long hex string :P). However, I've noticed with the addition of some of the internal loop code (checking if certain keys were pressed, moving the character, etc.), the game has slowed down quite noticeably. I'm hoping that when I add the rest of the code (at this point, I think it's just the random battle code, but that has some randInt() calls in it). I don't think I will have any trouble converting darker maps to monochrome, but I have yet to test out this tileset, and how understandable the environment is in such a map.

(https://img.ourl.ca/menutest1.gif)
This is the newest screenshot! I finished the menu screen (except for the items screen; I don't really have the save file save file set up, so I can read from to find the items. I imagine it'd be fairly easy, though). I like the way it looks personally, and I hope everyone else does too. I tried to keep the style and layout as close to the menu screen in Sorcery CSE. I really had an itch to add some other stuff, but I don't think I will (unless I decide to add it to the CSE version, but I don't know if I even have the space for that :P ). The Save and Continue / Save and Quit options don't work, but once this code is imported into the main program (or more correctly, once I import the rest of the main program into this), it should work correctly.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: WholeWheatBagels on February 04, 2017, 02:32:28 am
(eg with the main character being black, he might be hard to see on black tiles)

Perhaps invert the main guy? So it would be white-on-black.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on February 04, 2017, 04:10:52 am
(eg with the main character being black, he might be hard to see on black tiles)

Perhaps invert the main guy? So it would be white-on-black.
I tried to do it with the xLIB method, but it seems to not work (at least, not anymore). That's okay though. When I created another sprite to be used as an inverted one, it looked alright, but I think the character was plenty viewable. I'll see what I can do to make him way more viewable, though.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on February 04, 2017, 10:42:05 pm
Update:
(https://img.ourl.ca/battletest3menutest2.gif)
This is my progress so far! Battles are nearly complete (just have to have the Exp code, the leveling up, etc.), The main menu is finalized (the code is all set up so that I can go in and add creating a new save file, loading from the save file, etc.), and the Overworld menu is still 90% complete (still, I don't have the save file, so I can't really read from that to get any items). The last things I have to add are boss encounters, chest pickups, save file code, and the entire 8 worlds. I hope I'll be able to learn some language so that I can write a program to make maps from the computer. I can't use Tokens, because the data is stored as a matrix, not as a hex string. Otherwise, creating new maps will likely be extremely tedious, so I think if I can't figure that out, I'll probably recruit other people to help me with maps.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on February 05, 2017, 05:32:37 pm
I like the DCS7 icon :D. Also the title screen really really looks old-school in this version. That's how many 90's TI games looked like lol (eg Dying Eyes).

Glad to see battles coming to fruition :) However, for some reasons the text area at the bottom is missing its horizontal line at the bottom. Also yeah I think Tokens only supports xLIBC data. What you can do, however, is try to use Notepad++ to find/replace each element from the Token data to the corresponding tiles ID with commas around them. For example, AEAEAEAE01010101 would become ,21,21,21,21,01010101 if you use find/replace AE to 21, (comma included). Once done you just resize the Notepad++ window to ensure that you only have 12 numbers per row of text and manually add the [][[]] stuff around stuff. That might still be tedious, though. What I usually did is make an on-calc map editor and copy/pasted each map one by one in the code.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on February 05, 2017, 05:39:24 pm
I like the DCS7 icon :D. Also the title screen really really looks old-school in this version. That's how many 90's TI games looked like lol (eg Dying Eyes).

Glad to see battles coming to fruition :) However, for some reasons the text area at the bottom is missing its horizontal line at the bottom. Also yeah I think Tokens only supports xLIBC data. What you can do, however, is try to use Notepad++ to find/replace each element from the Token data to the corresponding tiles ID with commas around them. For example, AEAEAEAE01010101 would become ,21,21,21,21,01010101 if you use find/replace AE to 21, (comma included). Once done you just resize the Notepad++ window to ensure that you only have 12 numbers per row of text and manually add the [][[]] stuff around stuff. That might still be tedious, though. What I usually did is make an on-calc map editor and copy/pasted each map one by one in the code.
The missing line at the bottom is actually on purpose. I can fit 5 lines of text in the text box, but if I keep that bottom line, the last line looks a little weird since the pixel below the last row of pixels for the text is the line. I removed the line to basically give the text one pixel of padding. It is the end of the screen, though, so I couldn't obviously add one below it. This was necessary for stuff like the attack menu, since I have to display the 4 moves (each on their own line) and then "Clear: Back". Since the text is graphscreen text, it isn't very high quality, which would make it hard to distinguish if there was a line below it.

I never actually thought about using Notepad++ for map creation, though. I suppose it would be faster than hand-crafting it, but I'd have to figure out a quick way to translate between hex and decimal (other than memorizing hex :P). I actually thought about making an on-calc map editor. It wouldn't be too hard, I don't think. I'll try out the hex -> decimal way first, just to see if I like it.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on February 08, 2017, 03:39:43 am
(https://img.ourl.ca/betaTest1.gif)
New screenshot! (Yes, I know the path leads into the right house's window, I will fix that :P)
I made some huge leaps, such as fully implementing all main menu features, adding save file support, making things not hardcoded anymore, and more changes. Most engine stuff like random battles (not shown here), NPC conversations, etc. are complete! Still not the items menu, I didn't have time to write that tonight, but I'll get to work on it soon.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on February 08, 2017, 03:56:50 am
Glad to see new progress and I like those new walkway tiles. :)

By the way, you should try making the title screen text bolded. You would need to display each letter one by one, though, otherwise there won't be any space between letters and if you just add spaces in the text and draw it at once, since large fonts are monospaced, you'll need to split the title on three lines.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on February 12, 2017, 04:39:40 am
Glad to see new progress and I like those new walkway tiles. :)

By the way, you should try making the title screen text bolded. You would need to display each letter one by one, though, otherwise there won't be any space between letters and if you just add spaces in the text and draw it at once, since large fonts are monospaced, you'll need to split the title on three lines.
Thanks! I'm glad to be progressing really fast. I could make the title screen bolded, let me add that to my todo :P
Two new screenshots: I completed the items menu and the levelling up code! You now can gain Exp and gold after a battle, and level up once you reach each threshold! As well, you can now use items (nearly all of them, I haven't yet programmed in the teleport stones, though) to increase maximum health, heal, and add more moves to your moveset.
(https://img.ourl.ca/itemsMenuCompact.png)(https://img.ourl.ca/levelUpTest.gif)
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on February 12, 2017, 03:09:55 pm
So true to the original. :) Good job. How is the world 1 map like, so far?
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on February 12, 2017, 03:43:23 pm
So true to the original. :) Good job. How is the world 1 map like, so far?
So far, it's just those two maps. I think I'll be able to make it a lot like the original with the map layout. But for right now, I want to focus on completing the entire engine, so that when I make maps, I can just make it all in one pass, and not have to stop and finish the engine.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on February 12, 2017, 06:52:02 pm
Glad you're planning to try to replicate the original maps :3=
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on February 15, 2017, 03:26:34 pm
Glad you're planning to try to replicate the original maps :3=
Yeah, I'm glad I'm able to. I added the ability to display and pick up chests. Picking up chests is way faster thanks to the built-in DCS var->string command, and so you don't have to wait a eternity and a half on this version to actually pick up.

Unfortunately, I can't demonstrate these changes well. Since, as I've complained a lot about in irc, my wabbitemu ROM's archive is unusable (anything put in archive can't be read either by the OS or Doors). The program size has gotten large enough so that it can't all fit in RAM and still run. I don't need beta testers, but I was wondering if someone could make screenshots for me. If you do, I'll just send you the build and ask you to show off the features I've added.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: p2 on February 15, 2017, 04:48:35 pm
nothing bad about this request, but wouldnt it be easier to use an emulator or something? ^^
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on February 15, 2017, 05:26:31 pm
Glad to see updates :). Also what ROM version do you use?
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on February 15, 2017, 08:08:22 pm
Glad to see updates :). Also what ROM version do you use?
I used 2.55 MP when I assembled it with rom8x, but my Nspire uses the "fake" OS 2.56 MP.
nothing bad about this request, but wouldnt it be easier to use an emulator or something? ^^
I do use the emulator, but since the Rom image is glitched (like I mentioned above. My real calc is totally fine), I can't put anything in archive. That's why I need someone to take a screenshot for me.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on February 16, 2017, 01:41:23 am
Edit: was double post. Maybe a mod could delete this?
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on February 16, 2017, 05:09:02 am
Glad to see updates :). Also what ROM version do you use?
I used 2.55 MP when I assembled it with rom8x, but my Nspire uses the "fake" OS 2.56 MP.
Oh, if you tried to dump OS 2.56MP with rom8x and it ended up as 2.55MP then that might be the issue. You might want to use a ROM of a real 84+ instead if that's what you mean. If you're using a real ROM then maybe it's corrupted. Have you tried TilEm?
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on February 16, 2017, 11:27:00 am
Glad to see updates :). Also what ROM version do you use?
I used 2.55 MP when I assembled it with rom8x, but my Nspire uses the "fake" OS 2.56 MP.
Oh, if you tried to dump OS 2.56MP with rom8x and it ended up as 2.55MP then that might be the issue. You might want to use a ROM of a real 84+ instead if that's what you mean. If you're using a real ROM then maybe it's corrupted. Have you tried TilEm?
I have not, actually. The problem is that 2.56 doesn't exist. Is there a list of which Nspire OSes have which SE OSes? I think I'll just temporarily downgrade my Nspire OS, dump a better SE Rom, and it might be fixed.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on February 18, 2017, 09:00:59 pm
Finally, I've fixed my issue, so here's some screenshots of various things:

(https://img.ourl.ca/chestTest.gif)
The item chest test. Chests display and are picked up properly. The entire thing is faster than the CSE version thanks to det(1,__).

(https://img.ourl.ca/bossTest.gif)
The boss fight test. Bosses display and are handled properly, including pre-fight quip, battle trigger, and dropping the proper teleport stone. Also shown is the teleport stone functionality, which also functions as it did in the CSE version. If I had implemented World 2 maps, I could've teleported there instead of back to the World 1 town, but like I said, everything is implemented.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on February 20, 2017, 09:03:52 pm
I don't think any Nspire 84+SE OS was ever released on real 84+ calcs. You really need a real 84+ OS in order to emulate it. Also nice speed improvements :). The only concern I got right now is that the maps you got after the village and in the boss room seems similar to the original, but smaller. Does it mean that you changed your mind about making the 84+ version the same amount of tiles per world and decided to stick to 8 maps per world? Because with only 8 maps per world at 12x8 tiles instead of 20x15, this means that Uvutu 84+ is 3.125 times shorter than CSE D:
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on February 20, 2017, 11:25:12 pm
I don't think any Nspire 84+SE OS was ever released on real 84+ calcs. You really need a real 84+ OS in order to emulate it. Also nice speed improvements :). The only concern I got right now is that the maps you got after the village and in the boss room seems similar to the original, but smaller. Does it mean that you changed your mind about making the 84+ version the same amount of tiles per world and decided to stick to 8 maps per world? Because with only 8 maps per world at 12x8 tiles instead of 20x15, this means that Uvutu 84+ is 3.125 times shorter than CSE D:
I did downscale maps, but I increased encounters per screen, effectively meaning a net 0. The only thing lost by this is actual tiles (space), but most maps in the CSE version wasted space anyways (like the first few screens after the town in W2, Dragon's Den)
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: Sorunome on February 21, 2017, 04:37:23 pm
Your houses look a bit stealth-y and blend in well with the grass, heehee :P
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on February 21, 2017, 08:44:04 pm
Your houses look a bit stealth-y and blend in well with the grass, heehee :P

Lol they do actually. I think I can fix that though, by just putting a line at the bottom of the door/window sprite.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on February 21, 2017, 08:44:17 pm
@123outerme ah ok, although such high encounter rate might be a bit annoying IMHO. Even in the CSE version I sometimes felt the encounter rate was a bit too high (I once had 3 battles in only 15 steps). I would definitively add a bit of extra mazes but it's up to you. Besides, 8 screens per world is pretty much what many Illusiat 7-13 dungeons had.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on March 01, 2017, 11:21:36 pm
@123outerme ah ok, although such high encounter rate might be a bit annoying IMHO. Even in the CSE version I sometimes felt the encounter rate was a bit too high (I once had 3 battles in only 15 steps). I would definitively add a bit of extra mazes but it's up to you. Besides, 8 screens per world is pretty much what many Illusiat 7-13 dungeons had.
That 3 battles in 15 steps seems odd, because the system won't allow any battles after just having one for 11 steps O.O It's possible this was before I implemented such a thing or before the feature was bug free, however, but still! If the amount of battles per screen stays the same (hence me having to increase battle odds and decrease the amount of"safe" steps), game balance as far as levelling and progressing through world maps should stay the same. IIRC, I only increased battle odds a little bit, however I'm expecting these changes to be enough.
(https://img.ourl.ca/world2preview.gif)
White main tiles w/ black details
(https://img.ourl.ca/world2preview2.gif)
Black main tiles w/ white details
Here are new screenshots showing World 2, Dragon's Den. It has yet to have any other maps other than the town map (hence why I didn't show them), but teleporting to World 2 functions correctly. I'm experiencing a weird issue, though. The lava tile (unwalkable tile)'s ID is 13 (as in the 14th sprite, left to right, carriage returning at 12 sprites. Alternatively, the 2nd sprite row down, 2nd column), and using my ID -> x/y offset algorithm (necessary to do for tile drawing functions like real(1...) ), I get garbage data displayed when drawn with real(1...), but not when drawn as a tilemap. Does anyone know why, or how to fix this? Just as a disclaimer, I haven't tried it with hard-coded values to display the 13th sprite, although realistically there shouldn't be any difference between my algorithm and the hard-coded values, and their outputs.
Here's my algorithms:
Code: [Select]
12fPart(T/12)+.0001(fPart(T/12)=1/3)   // x offset, in number of tiles, from the top-left sprite (origin)
//The "+.0001..." part is to fix rounding issues with my algorithm, so if the tile is in the 4th column, it'll actually display using this
//If you're wondering, this isn't the problem with my 13th tile issue. This doesn't trigger as fPart(13/12) = 1/12, and not 4/12.
8int(T/12)   // y offset, in number of pixels, from the top-left sprite (origin)
//T is the inputted tile ID. For the issue that I'm having, T is 13.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on March 01, 2017, 11:49:19 pm
I can't help since it has been almost a decade since I last used xLIB, but I remember it had issues with tile 0 and the last row. Also I like how this looks like so far, although I think solid tiles around the map should be inverted between black and white
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on March 18, 2017, 05:15:26 pm
I can't help since it has been almost a decade since I last used xLIB, but I remember it had issues with tile 0 and the last row. Also I like how this looks like so far, although I think solid tiles around the map should be inverted between black and white
Looking at it more, I totally agree. I think this is the only world I made with both tiles being white, but I can check.

Edit:
I am totally out of steam for this project. All I pretty much have left to do is port maps (and place stuff like chests or bosses in the maps), and a message to my past self: "If you thought CSE maps were boring and draining to make, try this." I know a lot of people are excited to see Sorcery ported to monochrome, and so I ask, will you help me port these maps? If you wish to sign up, just join my Discord server (https://discord.gg/RKVCkce). If you can help me make 1 map or 100 maps, I'd be grateful for any support. Once enough people join, I'll divide up maps that people can make to help, and send out all necessary documents, including the CSE map .PNG(s) you'd help port for, the monochrome map maker program, and any other additional information required (chest/boss placement, houses, etc.).
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on March 19, 2017, 05:08:11 am
I hope this doesn't die D:. I'm unsure if I can help with maps, though. Do you have a map editor or something? Or can we make the maps in a PC map editor then convert them to PNG so you can convert them to xLIB format manually or something?
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on March 19, 2017, 03:31:44 pm
I hope this doesn't die D:. I'm unsure if I can help with maps, though. Do you have a map editor or something? Or can we make the maps in a PC map editor then convert them to PNG so you can convert them to xLIB format manually or something?
Yeah, I have a map creator/editor program for monochrome calculators, and I've included instructions if you download it. If you can help, like I said, just join the Discord server. You could also make maps as a PNG but it would be easier (probably for both of us) if you used the map creator program.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on March 19, 2017, 08:38:39 pm
Do we have to be online and voice chat at the same time as you to help? This might be difficult with school and jobs x.x
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on March 21, 2017, 08:06:37 pm
Do we have to be online and voice chat at the same time as you to help? This might be difficult with school and jobs x.x
No, it's okay if you're not online as the same time as me. As long as I can give you what you'd need to help, unless you needed to ask questions, you could make the maps without me.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on March 23, 2017, 04:30:34 pm
Ah ok, that's good then. I can't promise when and if I can help, though.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: mazhat on March 23, 2017, 11:21:06 pm
 I really appreciate this, man :^)
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on March 27, 2017, 12:37:29 am
Ah ok, that's good then. I can't promise when and if I can help, though.
No problem. If you can, whenever you can, any help is appreciated.
I really appreciate this, man :^)
Glad to hear! I was hoping that this port would help reach more of an audience than just the CSE release alone (since fewer people have a CSE I'll bet). Glad to know I should expect that to be true!
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on April 01, 2017, 12:34:54 am
Discord user Bagels (if you are on this site as another name, let me know so I can properly credit you in both my credits and in this post) helped me create the first set of maps not by me today! He actually sent them last night in my time zone, but I imported them and got them into the program. I have had a pretty massive break so I should be able to grind out more maps, but with all of your help, I can get this done a lot, lot faster!
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: c4ooo on April 02, 2017, 08:30:49 pm
Discord user Bagels (if you are on this site as another name, let me know so I can properly credit you in both my credits and in this post)
@WholeWheatBagels ? :P
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on April 04, 2017, 10:10:34 pm
Discord user Bagels (if you are on this site as another name, let me know so I can properly credit you in both my credits and in this post)
@WholeWheatBagels ? :P
Yes, indeed that WholeWheatBagels. He changed his Discord to exactly that.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: WholeWheatBagels on April 07, 2017, 11:55:50 pm
Thaaaaaaats me!

Also, I've been on a trip for a bit, gonna get back to work now. Those maps won't make themselves.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on April 09, 2017, 01:18:32 am
Thaaaaaaats me!

Also, I've been on a trip for a bit, gonna get back to work now. Those maps won't make themselves.
When you can make maps, that would be much appreciated! I really appreciate the work you volunteer.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on April 17, 2017, 04:21:35 pm
I can't help, sadly. I still hope to see this game completed, though.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on April 17, 2017, 08:37:56 pm
I can't help, sadly. I still hope to see this game completed, though.
That's no problem DJ. I've got my steam back, and I have people helping out, so it shouldn't be too long now until maps are done. Unless I decide to have another hiatus :P which I probably won't.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on April 18, 2017, 03:43:40 pm
Good luck to you and the map makers. I definitively am curious about what you guys will come up with. :)
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on April 19, 2017, 01:18:12 pm
Good luck to you and the map makers. I definitively am curious about what you guys will come up with. :)
Hopefully, it shouldn't look that much more different than the CSE version. I've already done a couple worlds, and it's turning out great so far. Now to test in math class the secret testing facility.  :ninja:
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on April 19, 2017, 06:44:49 pm
Nice, you're finally going with full size maps :O
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on April 21, 2017, 09:54:29 pm
Nice, you're finally going with full size maps :O
I'm still going with each individual map at the same 12:8 aspect ratio and making each world physically smaller, but they aren't by much and should look really familiar if you've placed the CSE version.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: mazhat on April 22, 2017, 03:32:03 pm
Do you compress your tiles maps,
also do you have each tile as a byte (Does it use more/less)?

I'm just wondering because I want to see how viable maps are.
Thanks for reading!
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on April 22, 2017, 05:34:03 pm
Map decompression and TI-BASIC don't mix.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: mazhat on April 22, 2017, 06:47:25 pm
Ah, I see.
Didn't realise that xLIB was for TI-BASIC.
Regardless, I hope that there's plenty of maps :^)
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: 123outerme on May 09, 2017, 12:54:08 am
Ah, I see.
Didn't realise that xLIB was for TI-BASIC.
Regardless, I hope that there's plenty of maps :^)

No worries about maps, there will be as many in the monochrome port as there were for the CSE version.
Along with the port, I plan to release a save transfer program, which automatically detects the type of save you have (color or mono) and transfers it to the other type.
This can be useful for backing up your save, playing on different systems, and the next bit of info...
I also plan to release a calculator-calculator battle program! Hook up two calculators (or possibly use one, having one save as the mono version, one as the color version) and battle your friend's saves, or your other calculator's saves!
So far these both haven't been written out yet, but the code would be extraordinarily simple for both. Simply just copy the battle engine, give it the ability to read both saves/communicate between calcs, modify it a bit, and done! The save transfer program could be the most difficult, but I imagine, knowing both types of save formats, as well as being able to essentially bypass changing most of the data (as most of them are flags that mean the exact same thing between versions), it wouldn't be difficult at all.
Title: Re: Sorcery of Uvutu 84+ Series Port
Post by: DJ Omnimaga on May 26, 2017, 10:42:41 pm
How have things been going with this project by the way?