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(porting suggestion) Super Smash Bros & Pokémon for the CE

Started by Hayleia, February 10, 2016, 02:48:21 pm

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DJ Omnimaga

Quote from: SiphonicSugar on February 11, 2016, 01:48:54 am
People need to release their projects...  :P So our community can thrive...

Do you think it would be possible to run Axe on a TI-82 Advanced?
It depends of how ASM programs can be run on the 82A. If routines are accessed differently than on the 83+, then that could be a problem. And if everything has to be ported, then the demand would probably not be high enough.


As for unfinished projects, this is not a problem just in the TI community, because I saw it happen on every computer fan game site I went to. With calculators it just happens to be more frequent because people usually don't spend more than 2 years programming for calculators, so if a project lasts more than that, then it barely has a chance to be completed. Back then it was worse, though, because Github and such sites weren't as popular and almost everything was closed-source.

Dudeman313

Oh. Wow, that makes sense. I always saw people just abandon things, and I thought, why?  Some said they just weren't into coding w/ that language, which is why Super Mario 84 was uncompleted. Others, like tr1p1ea, back when Maxcoderz was more active, lost an amazing project for a 3D Mario world. I still don't know why Super Smash Bros from MC went uncomplete. Time is usually an issue for these things, and when people don't release the source, it can't be picked up again. Remember Spencer's huge Zelda project from 2005? What happened to it, anyway?
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Hayleia

Quote from: Dudeman313 on February 16, 2016, 11:27:23 am
I still don't know why Super Smash Bros from MC went uncomplete. Time is usually an issue for these things, and when people don't release the source, it can't be picked up again.
SSBO's source was released, if you're interested :P
Plus, I tried to make it the most readable possible (except some specific parts like the main menu, which is not only unreadable but also unlogical :P) instead of the fastest/smallest, so it's not like trying to complete a project from Runer112 :P

Dudeman313

I meant the one at MaxCoderz: maxcoderz.org/forum/viewforum.php?f=26

Yours is awesome though, but I don't know how to code in calculator languages yet, and like you mentioned in another topic, if you "finished" the game in C, how would the multiplayer part work?
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DJ Omnimaga

I don't think there would be any multiplayer, unless we figured out the TI-84+CE USB protocol.

Also, one reason why some projects die is because some people start with BASIC, gets bored of it but then can't figure out ASM nor C (or Axe), or by the time they learn those languages they are already bored of calc programming. I still think you can do very decent BASIC games if you do it right, though.

Hayleia

Quote from: Dudeman313 on February 16, 2016, 12:28:58 pm
I meant the one at MaxCoderz: maxcoderz.org/forum/viewforum.php?f=26

Yours is awesome though, but I don't know how to code in calculator languages yet, and like you mentioned in another topic, if you "finished" the game in C, how would the multiplayer part work?
Yeah, I know you weren't talking about mine, but you were talking about dead games in general, and mine is probably dead yes but not dead with no hope since the source is available to anyone ;)
And yeah, problems with multiplayer in C, but if you finish it in Axe for monochrome calcs, everything works... on monochrome calcs.

Dudeman313

There are downsides to everything, but maybe you could somehow develop an AI to play against. I think it would take awhile, though.
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DJ Omnimaga

Another issue with multiplayer is that there is rarely anyone else than you in school to play with. Calcs are better off with an AI or Calcnet support.

Dudeman313

But without multiplayer, what would be done to make up for the lack of features? You could make an AI, yes, but then what? What about levels with multiple enemies, tournaments, and fighting modes? I don't know how any of the original games were, as I've never played them,
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DJ Omnimaga

That could work, but it would be a lot of work. Also if Hayleia was to revive SSBO, then I doubt items would ever be added to the game because he hates Super Smash Bros with items IIRC. :P

Also we're quite off-topic here :P

Hayleia

Lol yeah, off-topicness is the new name of that thread :P
At least the original problem is solved, so we still have nothing to do here but we don't disturb either I guess.

And items are already half implemented actually. There was a version in which Falco was able to create clones of himself and then all the Falcos respond to your inputs. Yeah, that's stupid, but this shows that the game should be able to handle most throwable items... if they could spawn, be picked up and thrown :P

Dudeman313

Yup. :P

But what about the bullets? Falco's gun couldn't hurt anyone. And an AI? Wouldn't it be difficult to make an AI that could effectively use all of its abilities without killing itself? I don't know, maybe I'll give more imput when I see mockups, or maybe even the beginning of a start.... :P

*Dudeman313 runs*
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DJ Omnimaga

How large bullets can be? Walrii could shoot Walrii sprites. :trollface:

Dudeman313

@Hayleia : You could always just port Pokemon Topaz, in C, to the CE series. Maybe you could expand it give it more features and stuff, and maybe make it require less things to send :P.
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DJ Omnimaga

Considering Pokémon is a turn-based RPG, speed is not a problem, so Hayleia could probably just use xLIBC, unless the long-awaited Axe clone for the CE by @Cumred_Snektron  ever became a thing. :P But it's generally best not to wait, so ideally an xLIBC version would be better. It would lack smooth-scrolling, but it would still run decently fast, even with tile scrolling.

Also I split this discussion from the contest prize topic, because it was totally off-topic.

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