A Map-based TI-81 RPG: Illusiat TI-81 Remake
Posted by Travis on 30 May 2010, 20:16 GMT
Created before the TI-81 ASM exploit became public, Kevin Ouellet's remake of Illusiat for the TI-81 is an RPG that pushes the TI-81's incredibly limited TI-BASIC programming capabilities beyond anything I've seen for that calculator. Using every one of the 37 available subprograms to save every last byte of space, it just manages to fit inside the TI-81's 2400 bytes of program memory and takes advantage of the matrix variables to store map data without counting against the program/statistics storage limitation. The game is necessarily input-based (enter a number followed by Enter for every input) since the TI-81's only input instruction is Input, but for this platform's extreme limitations, it is nonetheless impressive.
Because the long-discontinued TI-81 is becoming increasingly rare and entering the game into an actual TI-81 involves a great deal of typing due to the lack of a link port, ports of the game are available for the TI-73, TI-82, TI-83, TI-83+/84+, TI-85, and TI-86 to give a wide audience a chance to see what the game would be like on the original calculator.
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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: A Map-based TI-81 RPG: Illusiat TI-81 Remake
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Kevin Ouellet
(Web Page)
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18 years! That's all it took! (for a ticalc.org TI-81 RPG download to feature actual maps)
Seriously, though, the sad thing about the game is that when it first came out, a TI-Nspire port that keeps the interface/controls intact would have been impossible, because TI-Nspire OS 1.7 and lower lacks the Input function. Also the game would have been much slower, display-wise (see link)
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31 May 2010, 02:45 GMT
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Re: A Map-based TI-81 RPG: Illusiat TI-81 Remake
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Compynerd255
(Web Page)
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This is kinda cool, actually. It's interesting that he took this time to show that Illusiat could be programmed on a TI-81, which didn't even have a link port. However, because it doesn't have one, entering in the game probably spoils the story for you. Also, it seems like heck to have to enter [2] [ENTER] [2] [ENTER] [2] [ENTER] over and over again, just to move across the screen. What I would have liked to do is have the player take the shortest path to coordinates entered by the player, or enter a string of movements if the 81 supported strings, which I don't believe it did.
What's nice about this being in the news is that it will be a POTY candidate. We'll actually have a vote for the 81 this year! :)
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1 June 2010, 14:30 GMT
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Re: Re: Re: A Map-based TI-81 RPG: Illusiat TI-81 Remake
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Benjamin Moody
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Funny you should mention that - I've just uploaded a new version of Unity with 1.1K support, so it ought to work now. (Well, actually, it worked before, you just would have had to be some kind of wizard to be able to use it without knowing the ROM and RAM addresses. Also, the older version of the installer would trash your matrices on 1.1K.)
It might be interesting to see what kind of game you could come up with using mixed BASIC and assembly. (For instance, you could easily use assembly to do proper keypad input!) Unfortunately, the assembly loader is a significant overhead (442 bytes, though it might be possible to store some of it in equation or matrix memory instead, depending on how dangerously you want to live.) And assembly can't compete with BASIC for code density.
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2 June 2010, 01:35 GMT
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