My RPG project

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8bitwizard
Very interested
Posts: 159
Joined: Sat Feb 24, 2007 11:35 pm
Location: San Antonio, TX

My RPG project

Post by 8bitwizard » Wed Jun 20, 2007 4:10 am

This is an RPG that started on the ColecoVision, but it got a bit too big (22K out of 32K on a system that never used bank switching, for a demo without any significant world content), so I rewrote it in 68K code...

http://www.atariage.com/forums/index.ph ... &p=1317999

In the current version I added support this morning for the old ColecoVision PSG music that I was using, and it also has the game save code that works with my new cartridge board.

The PSG sound code is 68000 code translated from the Coleco Z80 BIOS code. Eventually I'll replace it with FM sound, since there seems to be a standard data format for it.

TmEE co.(TM)
Very interested
Posts: 2443
Joined: Tue Dec 05, 2006 1:37 pm
Location: Estonia, Rapla City
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Post by TmEE co.(TM) » Sun Jun 24, 2007 9:09 pm

I couldn't download it, I need to log in for that, but I don't want to register as I have very little experience with Atari machines (my uncle has a clone though, I've repaired it, and used it but that's all) and just to DL your work...
Mida sa loed ? Nagunii aru ei saa ;)
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen

8bitwizard
Very interested
Posts: 159
Joined: Sat Feb 24, 2007 11:35 pm
Location: San Antonio, TX

Post by 8bitwizard » Wed Jun 27, 2007 2:49 am

Crap, I forgot that AA went to registered-only for downloads. I'll set up something on my own server. I've been needing to set up a real page for it and other things anyhow.

8bitwizard
Very interested
Posts: 159
Joined: Sat Feb 24, 2007 11:35 pm
Location: San Antonio, TX

Post by 8bitwizard » Thu Jun 28, 2007 3:36 pm


MG
Very interested
Posts: 56
Joined: Wed Feb 28, 2007 8:41 am
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Post by MG » Fri Jun 29, 2007 8:06 am

Cool project !
Deplacement are a little bit faster, but the beginning is very funny and interesting.

To be continued i hope !
Very good ! :wink:
Ah ? ben si ? pourquoi pas...

TmEE co.(TM)
Very interested
Posts: 2443
Joined: Tue Dec 05, 2006 1:37 pm
Location: Estonia, Rapla City
Contact:

Post by TmEE co.(TM) » Tue Jul 03, 2007 11:44 am

Very interested thing, it looks lot like some older QB RPGs. I like what the sword of doom does :wink:
Mida sa loed ? Nagunii aru ei saa ;)
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen

8bitwizard
Very interested
Posts: 159
Joined: Sat Feb 24, 2007 11:35 pm
Location: San Antonio, TX

Post by 8bitwizard » Tue Jul 03, 2007 2:51 pm

The full-screen view was inspired by the MSX1 version of Dragon Quest 2. That was some amazing use of the TMS-9918 graphics. There were subtle things about the DQ2 display that I noticed as workarounds for the 9918 limitations, the most subtle being that you could use the idle status display to trap a sprite. This was to avoid half of the sprite appearing over the status box (no priority flag for the background, no B plane to go in front).

And FYI, it's redrawing the screen every time you move. It doesn't use the scrolling support. That's how I got it to work on the ColecoVision in the first place.

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