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Author Topic: Illusiat XI: Reborn  (Read 5109 times)

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Offline aeTIos

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Illusiat XI: Reborn
« on: November 12, 2014, 03:17:23 pm »
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.md
Illusiat 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.
« Last Edit: November 12, 2014, 03:19:13 pm by aeTIos »


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Offline xlibman

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Re: Illusiat XI: Reborn
« Reply #1 on: November 12, 2014, 04:59:13 pm »
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 :)
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Offline Streetwalrus

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Re: Illusiat XI: Reborn
« Reply #2 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.
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Offline pimathbrainiac

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Re: Illusiat XI: Reborn
« Reply #3 on: November 13, 2014, 08:12:53 pm »
Now I have to download Illusiat XI.
* pimathbrainiac adds it to the games to play before the remake comes out list.
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Offline xlibman

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Re: Illusiat XI: Reborn
« Reply #4 on: November 14, 2014, 01:26:43 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.
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Offline pimathbrainiac

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Re: Illusiat XI: Reborn
« Reply #5 on: November 14, 2014, 07:28:11 pm »
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.
« Last Edit: November 15, 2014, 02:45:12 pm by pimathbrainiac »
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Offline Streetwalrus

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Re: Illusiat XI: Reborn
« Reply #6 on: November 15, 2014, 11:20:48 am »
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.
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Offline xlibman

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Re: Illusiat XI: Reborn
« Reply #7 on: November 16, 2014, 05:32:17 am »
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.
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Offline Streetwalrus

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Re: Illusiat XI: Reborn
« Reply #8 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).
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Re: Illusiat XI: Reborn
« Reply #9 on: November 16, 2014, 12:42:36 pm »
Very true. Have you prodded Xeda about those routines yet?
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Offline aeTIos

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Re: Illusiat XI: Reborn
« Reply #10 on: November 16, 2014, 01:36:59 pm »
Not very much to report on this until street gets around making the toolchain, other than some GitHub struggles yesterday.
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Offline pimathbrainiac

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Re: Illusiat XI: Reborn
« Reply #11 on: November 16, 2014, 01:41:00 pm »
Do tell about these GitHub struggles.
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Offline aeTIos

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Re: Illusiat XI: Reborn
« Reply #12 on: November 16, 2014, 01:43:48 pm »
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 <_<
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Re: Illusiat XI: Reborn
« Reply #13 on: November 16, 2014, 01:45:29 pm »
hehe. I learned that one the hard way as well. Nice to see everything works, though.
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Re: Illusiat XI: Reborn
« Reply #14 on: November 17, 2014, 04:20:57 am »
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
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