zMegaman Released / Official Statement
Posted by Ryan on 17 April 2013, 01:44 GMT
Just a few days ago, a pretty big release hit our archives that a lot of people have been waiting
for, even if they did not know it. zMegaman, a fantastic
Megaman clone, was released by an anonymous group of
individuals within the community. Featuring multiple stages, weapons, enemies, and more,
this is a huge step in the direction for which fans of both Megaman and platformers in general have
been pining.
But wait, there's more! As you know, I am quite the fan of sharing source
code, which the zMegaman team has done in spades with hopes of inspiring others to do the same. They
are also calling upon the community at large for help with some known issues with the game, as well
as encouraging aspiring programmers to hack, mod, and play with. I was personally rather intrigued
by the develop process of the game, and asked the team for some more details about the project's
development and history. Once you're done dancing, click through to the discussion page to read the team's full
response to my inquiry. Thanks, team!
zMegaman started as a little project sometime last year just to see what
the calculator was capable of and what we were capable of, with a
special interest in free (and open source) coding. We didn't just want
to get around the limitations of the calculator, we wanted to work on
breaking down this huge wall in the community where people still refuse
to release the source to their programs or release them under incredibly
crippling licenses. To us, these programs are dead programs that have no
more room for growth and provide no further benefit to the community.
To get to its current form, it took a little over a year. The first
version was actually in grayscale
(and didn't use smooth scrolling), but we quickly dropped that and rewrote the
engine completely because we just didn't have the knowledge/programming
skills to fit everything we wanted on top of grayscale. I think when we
started we didn't really have a concrete idea what the final product
would look like (the structure of the source probably reflects that),
and in a certain way we still don't. There are still bugs to get rid of
and new features to add in, but we decided that we really wanted to
start putting the majority of our efforts into other projects, so we
spent the past few weeks trying to iron out as many bugs as we could
find and polish off the interface to prepare something releasable.
At the start, it was just us working on everything: code, maps, sprites,
ideas, etc. Once we had the basic engine working we had some people
offer to help out, particularly with sprites, ideas, and bug testing,
and that was a huge help. So i guess you could say our team grew about
2/3rds of the way through and that's when zMegaman started to really
take shape, too. I have to say, i personally think the biggest reason we
managed to carry this project so far was the support and motivation of
our own team members (friends). I think if we'd tried to write this
individually we would've lost interest and motivation long ago. In fact,
there were several long periods of silence as it is.
The main progression of the engine went something like this: tilemap
engine, player animation, designing of the first few maps, bullets,
enemies, rest of the maps, RLE compression of the maps and removal from
the main program file, bosses/boss AI, special weapons, saves, and then
other little touches here and there to pull everything together,
including trying to break the $C000 limit. In the beginning we were
really focused on optimizing everything as much as possible, making the
engine run as fast as we could. By the end we'd started running out of
memory and reusing code wherever possible to save space, often at the
cost of speed. Fortunately, the engine was quick enough to handle it!
We're still in the process of trying to remove all the bugs.
We welcome any feedback, especially bug reports. If you can figure out
how to trigger the bugs, even better! Also, we're still trying to figure
out how to put out an 83+ version, the $C000 limit proved to be much
more dificult to get around on the 83+ and we still haven't quite
figured it out. If anyone can give us some advice, we would be happy to
hear from you: [check the readme for the team's e-mail
address]
zMegaman was an experiment, it was an attempt to share our love for
programming, games, the TI community, assembly (DIY) code, and freedom
in general. We believe in the free exchange of knowledge, by that we
mean that knowledge should be free and that it should be shared and
accessible to anyone and everyone wanting to access it, that only
sharing information with those who can afford it (or who care to afford
it) is not just selfish and greedy but also dangerous! Our ideas should
be catalysts to inspire the world and our actions should be inspired by
our ideas. zMegaman is the result of a year of love, and it's that love
that made us realize that (z)Megaman is no longer/never was ours! We've
finally removed his chains and let him wander the world as a free man,
it's up to you now to catch him! If you ever feel like it, please learn
from it, rip it apart, use its code, modify it, hide your name
somewhere, do whatever you want with it. If you want to ask for
permission, just ask yourself: zMegaman is yours! We just hope you can
enjoy it (and that it doesn't crash your calc!).
Anyway, thanks for your interest, Ryan! I don't think we'd initially
planned to write so much, but it was hard to stop once we started. As we
stated before, if you have any more questions, we're here to answer
them!
-zMegaman Team, 2012-2013
Thanks to you, zMegaman Team, for making this wonderful game. We all look forward to seeing what the future holds for this game!