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Author Topic: Sorcery of Uvutu 84+ Series Port  (Read 3317 times)

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Re: Sorcery of Uvutu 84+ Series Port
« Reply #30 on: February 15, 2017, 05:26:31 pm »
Glad to see updates :). Also what ROM version do you use?
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Offline 123outerme

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Re: Sorcery of Uvutu 84+ Series Port
« Reply #31 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.
« Last Edit: February 16, 2017, 11:29:04 am by 123outerme »
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Re: Sorcery of Uvutu 84+ Series Port
« Reply #32 on: February 16, 2017, 01:41:23 am »
Edit: was double post. Maybe a mod could delete this?
« Last Edit: February 16, 2017, 11:28:52 am by 123outerme »
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Re: Sorcery of Uvutu 84+ Series Port
« Reply #33 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?
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Offline 123outerme

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Re: Sorcery of Uvutu 84+ Series Port
« Reply #34 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.
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Re: Sorcery of Uvutu 84+ Series Port
« Reply #35 on: February 18, 2017, 09:00:59 pm »
Finally, I've fixed my issue, so here's some screenshots of various things:


The item chest test. Chests display and are picked up properly. The entire thing is faster than the CSE version thanks to det(1,__).


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.
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Re: Sorcery of Uvutu 84+ Series Port
« Reply #36 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:
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Re: Sorcery of Uvutu 84+ Series Port
« Reply #37 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)
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Re: Sorcery of Uvutu 84+ Series Port
« Reply #38 on: February 21, 2017, 04:37:23 pm »
Your houses look a bit stealth-y and blend in well with the grass, heehee :P
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Re: Sorcery of Uvutu 84+ Series Port
« Reply #39 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.
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Re: Sorcery of Uvutu 84+ Series Port
« Reply #40 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.
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Re: Sorcery of Uvutu 84+ Series Port
« Reply #41 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.

White main tiles w/ black details

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.
« Last Edit: March 05, 2017, 03:19:23 pm by 123outerme »
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Re: Sorcery of Uvutu 84+ Series Port
« Reply #42 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
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Re: Sorcery of Uvutu 84+ Series Port
« Reply #43 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. 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.).
« Last Edit: March 18, 2017, 05:58:37 pm by 123outerme »
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Re: Sorcery of Uvutu 84+ Series Port
« Reply #44 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?
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