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Dragon Warrior Type Game - Anyone wanna do it with me? — Parallax Forums

Dragon Warrior Type Game - Anyone wanna do it with me?

CassLanCassLan Posts: 586
edited 2010-08-03 03:07 in Propeller 1
I'm almost done with a Prop based text editor, the project I want to work on after that is an RPG type game like Dragon Warrior for the NES.

I'm not foolish enough to think that I can do it alone:

Story
Artwork
Maps
Music / Sounds
Dialogue
Help / Menus
etc

The great thing about the prop is, if people stick to their own cog..we can develop pieces independently [noparse]:)[/noparse]
I feel like the SD card will allow as big a game as we want [noparse]:)[/noparse]

So Anyone interested in making a small team to do this?

Rick

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Comments

  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2010-01-10 05:54
    This sound interesting.. but IIUC correctly you are doing this for the NES chipset?

    We can't do this for the Prop?


    Nevermind, duh.. I misunderstood the message..

    I'll look at the original, but I really have got to get my contest entry done..
    We need to get some of the other "champion" programmers in on this.. [noparse]:)[/noparse]


    OBC

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  • BaggersBaggers Posts: 3,019
    edited 2010-01-10 10:11
    Sounds like fun, I'll help out too, not had much propping time lately but it should change soon [noparse]:)[/noparse]

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  • BaggersBaggers Posts: 3,019
    edited 2010-01-10 10:43
    The maps are here [noparse];)[/noparse]

    http://www.vgmaps.com/Atlas/NES/index.htm#DragonWarrior

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  • trodosstrodoss Posts: 577
    edited 2010-01-10 13:24
    Does sound fun [noparse];)[/noparse]

    With all the Dragon Warrior fan sites, monster/item stats could be 'harvested,' as well as the graphics from sites:
    http://shrines.rpgclassics.com/nes/dw1/

    Are you thinking of a NES-like GFX driver? The closest still seems to be the Dodgey Kong, unless Baggers has something, which is always possible [noparse];)[/noparse]

    [noparse][[/noparse]Edit:] Looks like with CassLan, Baggers, Potatohead, there are plenty of capable people on this project. Can't say I have anywhere approaching the number/quality of any involved, so I will leave this effort to them [noparse];)[/noparse]
    --trodoss

    Post Edited (trodoss) : 1/11/2010 6:16:21 AM GMT
  • BaggersBaggers Posts: 3,019
    edited 2010-01-10 13:35
    I don't think the Dodgey Kong driver has scrolling, I may be wrong, but as it wasn't needed to do DK, it probably wasn't put in.

    Should probably sort out cogs first.

    You'll need :-

    1. main game ( most likely spin )
    1. Audio
    1. SD
    1. TV
    This means we have got 4 left for the renderer, assuming we use joypad in spin, and not a keyboard driver.

    Does this look right to you guys? or have I missed something?

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  • trodosstrodoss Posts: 577
    edited 2010-01-10 14:48
    @Baggers,
    True, DK didn't have scrolling, which would be required [noparse];)[/noparse]

    I would think that should be fine, unless there is a need for SRAM access (probably not).
  • CassLanCassLan Posts: 586
    edited 2010-01-10 15:16
    Sweet!

    OBC do your contest entry, I'm not really ready to start coding or anything, just getting a feel and some ideas going.

    Nice find on the maps Baggers, to bad they are not encoded in a text file for us.

    Awesome trodoss.

    One of the reasons I was thinking of this game is because its turn based, with not too much animation.
    I really don't know enough about the NES or its type of Display Drivers to make that kind of call.

    We need to have the option to use a keyboard though, can we have 1 input cog that would cover multiple JoySticks/Keyboard?

    And are we thinking an exact clone? Or just using some (or allot) of the graphics and changing the story?

    HAHA The monsters could be Arduinos lolol

    Rick

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  • BaggersBaggers Posts: 3,019
    edited 2010-01-10 15:51
    Doing a full clone would mean you would need to know the FULL story, and texts etc, so it may be better, or at least a LOT easier, to just do our own storyline.
    And yes, the monsters could then be anything [noparse]:D[/noparse]
    The only problem with this game, and lots of us doing it, it the fact that we'll ALL know how to complete it lol.
    maybe we'll get the storyline code done, and the complete engine, mapper etc, then leave the story, to your good self, as you were the one who thought it up. or a few of us make up story lines, so there could be different versions of it.

    Baggers.

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  • trodosstrodoss Posts: 577
    edited 2010-01-10 16:27
    About the only other 'resource' might be a random number generator (if even a cog needs to be dedicated to it) like RealRandom.

    If it was the route of building an engine and tools (dialog/map/etc.), then having multiple versions would not be a problem. Pretty much the old RPG's like this one were mostly data + random encounters + scripting (of dialog/cut scenes/etc).

    Dragon Warrior did have a good turn-based system, and only 1 class (hero) to manage.
  • trodosstrodoss Posts: 577
    edited 2010-01-10 16:49
    If the GFX end up being tile based at all, I can mod the GraphicsEditor I have to edit them.

    For this kind of game, I don't know that you would be able to escape using tiles (for maps/player). You might be able to get away with bitmaps for the monster graphics (since you aren't space-constrained, like they were in the NES ROM).

    Once more of the "engine" takes shape it should be able to build a resource/map editor (to edit monsters/maps/scripting).

    Also, on the audio...Would the plan be to use Ariba's MIDI code (for ease of use) or something else?
  • BaggersBaggers Posts: 3,019
    edited 2010-01-10 16:57
    Can use either Ariba's Midi, or Ahle2's SIDCog.

    Sprites may be bitmaps, that can be loaded in on the fly, since there'll be too many to keep anything static.

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  • CassLanCassLan Posts: 586
    edited 2010-01-10 17:26
    Sounds like we have some good resources to go at this.

    From what I know of SIDCog, it emulates c64 sound?

    Does it take any standard music type files?

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  • BaggersBaggers Posts: 3,019
    edited 2010-01-10 18:59
    Probably best go with Ariba's Midi if you want to go that route [noparse]:)[/noparse] you need to convert C64 tunes to a dump, or write a driver for it, either way, they're gonna take a second cog [noparse]:([/noparse] hmmmmmm

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  • CassLanCassLan Posts: 586
    edited 2010-01-10 19:30
    OK So just to Add these up...

    1. main game ( most likely spin )
    1. Audio
    1. SD
    1. TV
    1. Input
    1. RandomGenerator

    Do you think we can squeeze the Random in with Input?

    That would leave 3 for the Rendering

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  • BaggersBaggers Posts: 3,019
    edited 2010-01-10 20:01
    Should be able to squeeze Random in a keyboard driver [noparse]:D[/noparse]
    Three cogs for rendering, you're not gonna be able to get a decent resolution [noparse]:([/noparse] especially if you're wanting sprites on there too.

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  • potatoheadpotatohead Posts: 10,261
    edited 2010-01-10 21:20
    Well, there are some options!

    (and I agree with the COG count & such)

    Use the joypad. Not too much of a reason to do otherwise and that's spin. Random numbers can be gathered in groups, and used as needed, or fed as seeds to a random function that does not consume a COG. There are functions that generate good numbers from seeds, meaning the real random can be used sparingly. Maybe just use it once per session?

    It's not necessary to encode the maps as text files. In the DAT, we've got the file operator that bulk loads binary. (thanks Baggers for demonstrating how to use that) Seems to me, some organizing them will need to happen though. I'll bet there are a lot of common ones, leaving some specific ones to be moved in from SD when needed, and moved out when done.

    I'm interested in helping where I can.

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  • BaggersBaggers Posts: 3,019
    edited 2010-01-10 21:41
    Yes, the keyboard can be dropped for a joypad, since it's all the original had [noparse]:)[/noparse] and randomise can be done in spin on the main cog.

    1. main game ( most likely spin )
    1. Audio
    1. SD
    1. TV
    4. Renderer

    SoundFX can be done in spin, and I guess with careful management of code, music can be done in the spin driver too [noparse];)[/noparse] in the vblank, in the good old fashioned tracker style, as this will have to be in memory, as the SD will be getting a battering from the graphics and text loading etc.



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    Post Edited (Baggers) : 1/10/2010 9:47:56 PM GMT
  • potatoheadpotatohead Posts: 10,261
    edited 2010-01-10 23:52
    I wonder just how much audio we can do in SPIN. SPIN is plenty fast enough for old-school bit banging, if one is careful. Given the game running in SPIN, that's probably too much. If the variety of SFX isn't too high, maybe just use the waitvid to do it? SPIN can feed it at audio frequencies. Some interesting bit banged waveforms can be stored as DAT entries, then "played" back, using the waitvid for sound, instead of video. Might be able to interleave that with something else too.

    That gives us 3 bits of audio wave definition, for a simple wavetable kind of output. Might be kind of poor for music, but great for the brief sounds! I've not toyed with sound much yet.

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    Post Edited (potatohead) : 1/10/2010 11:57:31 PM GMT
  • BaggersBaggers Posts: 3,019
    edited 2010-01-11 08:07
    We can probably merge something into the TV driver [noparse];)[/noparse]

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  • trodosstrodoss Posts: 577
    edited 2010-08-03 02:59
    Hi all!

    Has there been any activity on this project?

    I have been working on a very crude experiment along the same lines on the PropellerPowered SIG forum (Savage Circuits)
    www.savagecircuits.com/forums/showthread.php?198-PROJECT-Fantasy-Fighter-%28RPG%29

    I have, however, been running into strange issues where accessing data beyond the first 16K (4095 longs) is causing strange results. Has anyone else ever encountered similar problems? I have been using longs to store the pointer addresses, and have been attempting to long-align the data.

    --trodoss

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  • trodosstrodoss Posts: 577
    edited 2010-08-03 03:07
    I had planned on including the working (and non-working data) as an example, however I noticed I do not have the "latest" code with me at the moment. The code posted on Savage Circuits is in a semi-working form (does not include the problem data).

    I know, I know... #1 mistake posting such a question on the forum *NOT INCLUDING THE CODE*

    I will however remedy the situation when I can.


    [noparse][[/noparse]Edit:]
    On second thought,·I will post updated code when I am a little further along.

    I Figured my issue out...

    I was wondering why it was BST was able to compile the code fine, and the Propeller Tool's output was causing it to become 'garbled.'

    Note:
    "EventID" and "event_ptr" are both local variables (Event ID is a method parameter).

    Both work fine with the following:
       event_ptr := @event_buffer
       event_ptr += (EventID * EVENT_LENGTH)
    

    ·...however, only BST seems to resolve the following correctly:

       event_ptr := @event_buffer + (EventID * EVENT_LENGTH)
    

    It is something that I may have to go down to the bytecode level to get to the bottom of, however.

    --trodoss

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    Post Edited (trodoss) : 8/4/2010 3:51:00 AM GMT
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