Zilak Ex

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greenorange
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Post by greenorange »

Compatible on TI-82 / 83 series / 84+ series / 85 / 86:

http://zilak.calcgames.org/projects/zilakex/

Also read the newsletter for the story:
http://zilak.calcgames.org/archives/vol1iss1.pdf
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blueskies
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Post by blueskies »

sounds cool, especially the cross-calc compatibility, even among the 85 and 86.
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Bleh basic

Post by greenorange »

Bleh its basic anything's possible :mrgreen:
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blueskies
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Post by blueskies »

Yeah, I actually noticed it was in BASIC after I posted. It would be cooler to be able to build for all those calcs in asm (ala phoenix).
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Post by DJ_O »

very cool but your signature reminds me of CrimsonCasio's (with the evil smilie)
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Hehe

Post by greenorange »

Ya, I saw his sig... but since this is one of my favorite smileys anyway.. :)

Hopefully I can be able to set aside time to work even with the computer programming job I have... then it can be done sooner than I thought, because who knows how much trouble it might be to port to the other version, though I think not, because with an 82 and 86 version done by me, i think an 83 and 84+ versions are very possible...

I know 86 asm, but unfortunately I need to learn more about the VAT and other things before I can start doing some hardcore games... and I need to step away from certain annoying rom-callc before I can hit compatibility to other calcs... :(
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dysfunction
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Post by dysfunction »

What kind of a 3d engine is this using if it's written in Basic?
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LOL

Post by greenorange »

Well, I call it a 3D engine cuz I can't think of another word and it sounds cool

It takes an input: Left avaiable, Right available, and Forward available... Based on that it generates lines that make it look like a hallway with certain directions to go... :)

Its oddly fast, (on my 86 even) and works well
Hehe, I need to get back to ASM programming, or get an 84+ to program using ASM libraries :)
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Post by tr1p1ea »

Yeah the 3D engine sounds cool, will you be posting any screenies? :).
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Yes

Post by greenorange »

Most likely screenies, but no demos.

Since it's only mostly ASCII graphics (when you make a prog cross-compatible, that happens) it wont be too much eye-candy, but hopefully a long and challenging game for the user.
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dysfunction
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Post by dysfunction »

Ummm... this isn't going to be one of those 1 fps BASIC "raycasters", is it?
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Post by DJ_O »

I guess so but since its an RPG, not an action game this means the engine will be a lot faster. I even seen a 1.5 fps once (Quake 4 in french if I remember)
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In a way

Post by greenorange »

dysfunction wrote:Ummm... this isn't going to be one of those 1 fps BASIC "raycasters", is it?
There will be no need for "raycasting" in this game, as all the action is text based. The only reason I have the 3D engine is to give a more realistic labyrinth feel :D
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dysfunction
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Post by dysfunction »

Ok, as an rpg that style would be ok. If you use Xlib for rendering your walls you could probably get it over 2 fps.
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Meh

Post by greenorange »

I am writing this on the 86 and 82 for the first versions, so I could not use Xlib :(

I would not even call it a 3D engine too much because it is just about 10 or so lines drawn depending on input. This is the only reason it is a little fast, however there is no texture or design on walls. This will be countered by the constant battling and possible traps set in the levels.

I need to release screens soon, and as soon as this is done, back to ASM! :)
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