Attack of the BASIC RPGs
Posted by Michael on 11 October 2004, 03:15 GMT
The Reign of Legends 3 is quite possibly one of, if not the, most complicated BASIC RPGs ever created. Weighing in at 120 KB on a 83+/84+ SE (for speed a regular 83+ is not recommended), it features everything from "15 hours of gameplay" to 4 world maps, 70 enemies, 10 magic orbs, side-quests, and a whole bunch of other things that are listed in the unusually verbose program description. The readme says the game took 900 hours to create; in any case, the dedication of the author, Kevin Ouellet, is amazing.
The Legend of Zelda: Dark Link Quest, aside from having a title that makes me think about evil link cables, is also another RPG by the same author. It features 180 rooms and 160 KB of archive space, according to the readme.
As evidenced here, you apparently can take BASIC programming to a new level of insanity. Congratulations to Kevin for his hard work on these massive projects.
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The comments below are written by ticalc.org visitors. Their views are not necessarily those of ticalc.org, and ticalc.org takes no responsibility for their content.
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Re: Attack of the BASIC RPGs
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CajunLuke
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Now we have a need for Omicalc's ExecAsm( function! This could be a real help... archiving or locking/unlocking programs within a BASIC program.
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11 October 2004, 20:57 GMT
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BASIC tools
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qbman
(Web Page)
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Kind of reminds me of an ASM tool I was developing for use with BASIC. There seems to be a good amount of ASM utilities for doing better Graphics in Basic, but the fact that Kevin used lists to store game data indicates that data manipulation/storage is still a problem in BASIC. The tool I was working on would greatly help to solve some of the problems, but since there was a lack of interest in it's completion, I've went on to other things. If people are interested in it, I could pick back up on it again. The beta version is at the web page link on this message if you are interested.
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12 October 2004, 21:22 GMT
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Re: Re: BASIC tools
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qbman
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Wow, someone IS interested in it. :D Maybe I'll get back to working on it again soon.
Ok, actually, the BETA version I have uploaded here works great for storing numbers and can be riged to handle strings (but currently very slowly). If you know anything about memory, it allows BASIC to work with data at a byte for byte level.
It's pretty simple. You create a file of a size in bytes. Then you read and store data to whatever byte in the file you want. To prevent clutter in the prgm menu, the files are stored as AppVars. I also enabled direct reading of archived files. You can read without archiveing, but to make changes to files, you have to unarchive them first. Since map data, script/text, pictures rarely change, it would be best to keep them in archive to free up RAM required to play a game.
Just in case: A byte is an 8-bit number that can store a number between 0 and 255. Since ascii is also 8-bit, you can also store text as bytes. Working with individual bits allows you to store pictures as bytes, though pictures are least of my concern since there are already asm tools to handle pictures through slightly different methods.
Now, one of my goals is to make the interface to the functions much like OmniCalc. If you have ever used Omnicalc, you will have noticed that it adds new commands that can be used in basic like Sprite(. If I ever figure out how to do this, I will try to implement it as it should speed up and simplify the interactions with the functions.
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14 October 2004, 00:11 GMT
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Re: Re: Re: BASIC tools
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qbman
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Oops, I made some mistakes in this post. Let me clarify:
Where it says, "You can read without archiveing, but to make changes to files, you have to unarchive them first," It should say, "You can read files that are archived, but to make changes to files, you have to unarchive them first."
I know I proofed it, but I must have been really tired to miss that mistake.
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18 October 2004, 02:30 GMT
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Re: Re: Re: Re: Re: Re: BASIC tools
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qbman
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Because of the length limit of posts, I can't include everything I meant to say, so when you see ..., that means I cut something out to be able to post it. If something doesn't quite make sense or seems incomplete, blame all the spammers who moved ticalc.org to enforce such a limit.
Actually, that's very similar to how the project started back when I called it the "RAM File Manager", ... . Before I changed the way I did it, the "RAM File Manager" supported only the first 4 functions, 53 file names, and no error checking. I also believe that even though it was a lot more incomplete, the four files together were almost the same size as the current RFLIB version (RFLIB supports 99999 file names, error checking, and more than twice as many functions).
In it's current form, you could store multiple lists and matrices in the same appvar. Of course, the older method also allowed this, but I had to use more than one variable. ...
Another problem is that you would need programs to recall those vars after they've been stored. ...
Another problem was storage space. There is a good amount of code that is shared between almost all functions, so splitting the functions would either require each function to have their own copy, ... . I would estimate that splitting the functions may double or even triple the current size of the library.
The last issue with dividing the functions is convinence. If someone wants to uninstall/delete RFLIB, they only have to delete one program file and any appvars they created with it. ...
It's actually a little easier to code each function as its own program, but it just seems to make much more sense to make it the way it currently is.
Thanks for your input.
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16 October 2004, 18:11 GMT
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¤
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burntfuse
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Wow...this would take a long time to do in assembly, and much longer in BASIC!!! Must have taken a lot of patience on the part of the author - I could *never* work on something for that long...
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12 October 2004, 22:31 GMT
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