Jump to content

Photo

The Legend of Tilda


62 replies to this topic

#1 PeteE ONLINE  

PeteE

    Space Invader

  • 31 posts
  • Location:Beaverton, OR

Posted Sat Apr 29, 2017 10:17 PM

Here it is!  This is the game I've been working on the past couple months, that I showed off at Fest West '17 earlier today.  I wanted something to learn assembly by porting a NES classic to the TI99/4a.  I'm using graphics mode 1 with almost all 256 tile patterns used.  The graphics were done in Magellan. The assembly is compiled using RalphB's excellent xdt99 tools.  The music was imported using NSFImport and FamiTracker which can export the music notes to a text file, which I then converted to bytes to play on the sound chip.

 

I used Classic99 for testing during development, and its very valuable debugger.  When writing assembly I have to step through it in the debugger the first time to figure out why it doesn't work right.  I got to try it on actual iron for the first time today thanks to iKarith and Airshack, and discovered that it worked fine on the F18A but there were graphical glitches on the stock VDP chip.  Turns out I was reading from the VDP too quickly and putting a NOP between the address and the read fixed it (just like the E/A manual says to do.)

 

The game is a work in progress: all the secret entrances are exposed, all the caves are empty, there are no enemies or items yet, the dungeons shouldn't be caves (but I have the dungeon tileset drawn already) but it is possible to explore all 16x8 screens and swing your sword at rocks and stuff.  A joystick is optional, can use WASD to move and Enter is attack.  The rom is 32k (4 banks) and has no expansion requirements.  I would have been so happy to play something like this back in the 80's.

Attached Files



#2 Opry99er OFFLINE  

Opry99er

    Quadrunner

  • 8,220 posts
  • Location:Cookeville, TN

Posted Sat Apr 29, 2017 10:18 PM

Sh** Biscuit!!!!!

#3 PeteE ONLINE  

PeteE

    Space Invader

  • Topic Starter
  • 31 posts
  • Location:Beaverton, OR

Posted Sat Apr 29, 2017 10:29 PM

I almost forgot the plot!  Princess Matilda has tasked you with collecting the 8 pieces of the TI-force of wisdom, in order to defeat the evil wizard Ganrom. :-D



#4 jedimatt42 OFFLINE  

jedimatt42

    Stargunner

  • 1,121 posts
  • Location:Beaverton, OR

Posted Sat Apr 29, 2017 10:38 PM

I didn't hear the music at Fest West, or didn't recognize that it wasn't just in my head... :)  That sounds really nice! 

 

-M@



#5 eebuckeye OFFLINE  

eebuckeye

    Dragonstomper

  • 885 posts

Posted Sat Apr 29, 2017 10:40 PM

:-o



#6 ElectricLab OFFLINE  

ElectricLab

    Chopper Commander

  • 190 posts
  • Location:Hillsboro, Oregon

Posted Sun Apr 30, 2017 1:50 AM

I'm really looking forward to this one!

#7 Retrospect OFFLINE  

Retrospect

    Dragonstomper

  • 866 posts
  • Location:Wakefield, England

Posted Sun Apr 30, 2017 2:13 AM

This is really good.



#8 ti99iuc OFFLINE  

ti99iuc

    Stargunner

  • 1,125 posts
  • Location:Italy

Posted Sun Apr 30, 2017 3:49 AM

Very nice :) great !



#9 kl99 OFFLINE  

kl99

    Dragonstomper

  • 628 posts
  • Location:Vienna, Austria

Posted Sun Apr 30, 2017 3:58 AM

You achieved a lot already. Respect!

I specially like the colourful attack effect.

 

8 pieces of TI-Force of Wisdom? I wonder what they are? Let me guess...

  • use Gpl
  • go 16 bit all the way
  • don't get into a price war with Commodore

Or do you mean GanROM in relation to GROM? haha



#10 sparkdrummer OFFLINE  

sparkdrummer

    Dragonstomper

  • 614 posts
  • Status? I don't need no stinkin' status!
  • Location:Phoenix,Arizona

Posted Sun Apr 30, 2017 5:34 AM

PeteE-
We are very happy to be able to play this game today (soon), thanks to you!
It does this old TI farts heart good to see all you "kids" pushing our computer relic to higher and higher heights. Who'da thunk it?

#11 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • 3,806 posts
  • Location:Denmark

Posted Sun Apr 30, 2017 6:06 AM

I got to try it on actual iron for the first time today thanks to iKarith and Airshack, and discovered that it worked fine on the F18A but there were graphical glitches on the stock VDP chip. Turns out I was reading from the VDP too quickly and putting a NOP between the address and the read fixed it (just like the E/A manual says to do.)

 

Okay. That's one to remember.



#12 PeteE ONLINE  

PeteE

    Space Invader

  • Topic Starter
  • 31 posts
  • Location:Beaverton, OR

Posted Sun Apr 30, 2017 8:41 AM

I didn't hear the music at Fest West, or didn't recognize that it wasn't just in my head... :)  That sounds really nice!

I probably forgot to turn the volume back up after talking to somebody,,, I hear the music and especially sound effects in my head ALL THE TIME and I haven't even implemented sound effects.

 

8 pieces of TI-Force of Wisdom? I wonder what they are? Let me guess...
...
Or do you mean GanROM in relation to GROM? haha

The TI-force will be a sprite in the shape of Texas.

 

And GanROM?  I totally did not think of that.  *Yoink*



#13 adamantyr OFFLINE  

adamantyr

    Stargunner

  • 1,044 posts

Posted Sun Apr 30, 2017 11:13 AM

I can't wait to play it!

#14 Asmusr OFFLINE  

Asmusr

    River Patroller

  • 2,273 posts
  • Location:Denmark

Posted Sun Apr 30, 2017 12:26 PM

Looks great.

 

Are you storing the map as metatiles?

 

Is the map changing while you play the game, and if so, how will you save the changes when the map is in ROM?



#15 PeteE ONLINE  

PeteE

    Space Invader

  • Topic Starter
  • 31 posts
  • Location:Beaverton, OR

Posted Sun Apr 30, 2017 3:47 PM

Are you storing the map as metatiles?

 

Is the map changing while you play the game, and if so, how will you save the changes when the map is in ROM?

The map does use 2x2 character metatiles, but has another level of indirection: each screen is composed of 16 vertical strips of 11 metatiles.  As it turns out the LoZ game designers only used 234 different strips in the entire overworld map, so the strip index will fit into a byte - only 16 bytes per screen!  There are 16 x 8 screens in the map, so the screens take 2048 bytes, the strips take 2574 bytes, and the metatile definitions 412 bytes.  Altogether about 5KB which fits in one bank with room left over for code to decode the screens and scroll them in each direction.

 

The map is designed to permanently change as you play (finding secret caves by burning trees or bombing walls) so I expect I'll have to save the game state to disk, or have the option to enter a long password.  The number of gems, keys, bombs, max hearts, and items acquired would also be stored.  (I wish it were possible to save a game on the SD card in a FlashROM or FinalGROM)



#16 PeBo ONLINE  

PeBo

    Dragonstomper

  • 665 posts
  • Location:Toronto, Canada

Posted Mon May 1, 2017 7:34 AM

Hotly anticipated just doesn't cut it!

 

(and go for state saving instead of passwords...most of us have some kind of storage medium, and there something nostalgically "tactile" about saving and loading from disc (or tape), that typing in a password doesn't quite duplicate (of course, I never owned an NES era gaming console where passwords were the method to load your position)

 

Just my 2¢ though... it's obvious that, left to your own devices, you're going to create something that will be quite brilliant.



#17 Opry99er OFFLINE  

Opry99er

    Quadrunner

  • 8,220 posts
  • Location:Cookeville, TN

Posted Mon May 1, 2017 9:22 AM

I remember Faxanadu passwords on the NES... GEEEEEEEEEEEZ, that was hardcore.


Faxanadu-Mantra.png

#18 InsaneMultitasker OFFLINE  

InsaneMultitasker

    Stargunner

  • 1,613 posts

Posted Mon May 1, 2017 9:31 AM

Very cool!  I made the "mistake" of listening to the music.  One time through was all it took for my brain to get hooked; it's been stuck on auto-repeat all morning!  ;)



#19 matthew180 OFFLINE  

matthew180

    River Patroller

  • 2,306 posts
  • Location:Castaic, California

Posted Mon May 1, 2017 10:56 AM

FYI, the enhanced color modes of the F18A (2-bit and 3-bit color) were modeled after the NES. If you use some of the F18A's enhanced features then you can use the pattern data from the NES directly. You would also get the tile attributes which give you tile x,y flip, priority over sprites, transparency, and better palette control (might save you some pattern data).



#20 PeteE ONLINE  

PeteE

    Space Invader

  • Topic Starter
  • 31 posts
  • Location:Beaverton, OR

Posted Mon May 1, 2017 11:42 AM

Thanks for all your kind words.  I chose VDP graphics mode 1 to limit the scope of my first project, but may look into converting it to F18A at some point.  I'm not opposed to sharing the source code, if someone wanted to help with the F18A port.  Matthew180, I want to thank you for your assembly tutorial thread, it was immensely helpful in getting up to speed.



#21 matthew180 OFFLINE  

matthew180

    River Patroller

  • 2,306 posts
  • Location:Castaic, California

Posted Mon May 1, 2017 12:27 PM

You're welcome, I'm glad you got some value out of the assembly thread.  It is not as complete as I would like, and the forum format can make it hard to find the latest information, but it works for now I suppose.  Please post questions or comments, it is nice to keep new programming active in the forum and hopefully inspires others to give it a try.

 

Personally I'm more of a tools provider than a game developer, but someone might take you up on helping with the code.  I'm happy to offer F18A support, code snippets, etc., just ask (there is an F18A thread for exactly that).

 

Actually "porting" to the F18A is really not that hard.  If you want a dual-mode game, the F18A is not hard to detect.  To me it seems that having an F18A and non-F18A version might be easier, but all the games I have seen that use the F18A are single versions that detect the F18A and enable the enhancements if it is found.  So maybe that is easier.  I'm sure someone will chime in on this.



#22 schmitzi OFFLINE  

schmitzi

    River Patroller

  • 3,681 posts
  • ToXiC
  • Location:Germany

Posted Thu May 4, 2017 2:57 AM

wow, this are great maps and  great graphics !! :love:

 

One question for my ´categories´: How is the genre of this games usually named ?

Is it Jump&Run, Adventure, Quest ?



#23 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • 3,806 posts
  • Location:Denmark

Posted Thu May 4, 2017 3:13 AM

One question for my ´categories´: How is the genre of this games usually named ?

Is it Jump&Run, Adventure, Quest ?

 

Action-adventure !? ;)

 

ref.:

https://en.wikipedia...Legend_of_Zelda

https://en.wikipedia...-adventure_game

 



#24 Bill Loguidice OFFLINE  

Bill Loguidice

    Quadrunner

  • 5,035 posts
  • Armchair Arcade Managing Director
  • Location:Central New Jersey, USA

Posted Thu May 4, 2017 7:54 AM

Yeah, although it's something miscategorized as an RPG, I'd definitely put it in the action-adventure category. It's actually quite difficult to put many games - especially modern games - into neat genre boxes, because they embody multiple elements of what would typically be found in single games.



#25 Willsy OFFLINE  

Willsy

    River Patroller

  • 2,957 posts
  • Location:Uzbekistan (no, really!)

Posted Thu May 4, 2017 8:30 AM

Sigh... just imagine if the TI had games like this back in the day. It would have been no. 1 no doubt. Commodore 64? Pah!

I suppose it's the tools that really make this kind of thing possible today. Back in the day we'd have rudimentary tools running on the machine itself and a pencil and some squared paper and a notebook!

When I were a lad...!




0 user(s) are browsing this forum

0 members, 0 guests, 0 anonymous users