Dragon Warrior Type Game - Anyone wanna do it with me?
CassLan
Posts: 586
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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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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NYC Area Prop Club
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Comments
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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http://www.vgmaps.com/Atlas/NES/index.htm#DragonWarrior
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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
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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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).
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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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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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.
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?
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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From what I know of SIDCog, it emulates c64 sound?
Does it take any standard music type files?
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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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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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(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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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
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
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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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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:
·...however, only BST seems to resolve the following correctly:
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