- First Fantasy: Mana Force (xLIB CSE & CE Textlib RPG)
- 24 Mar 2015 11:57:45 am
- Last edited by DJ Omnimaga on 18 Sep 2021 02:08:49 pm; edited 4 times in total
UPDATE: This was released a while ago and there was even a CE version shortly afterwards, which received updates a few years later. Here's the download link: https://www.cemetech.net/downloads/files/1277
Original post wrote:
I posted this on CodeWalrus a few weeks ago, but I wanted to wait until it's more presentable before cross-posting. Here is my newest calculator project. In May 2002, I released Mana Force for the TI-83+, my first RPG to use an actual tilemap engine. In 2013, it was translated in English and that version received bug fixes and other changes. Now, in 2015, it will finally be enhanced and in color (while remaining true to the original), rebranded as First Fantasy: Mana Force!
Video:
Although the original game worked on the 84+CSE (one of my only 83+ RPG that actually ran at all on that calculator), there were some display and speed issues and the lack of any color made it a bit pointless to play on a color screen. Now it is receiving the Doors CSE 8.1 treatment, thanks to the built-in Celtic and xLIBC libraries.
Since this game code is a disaster, some of the optimizing will come later, although a lot of it has happened already (such as the entire map engine being replaced, saving over 3 KB and requiring much less additional RAM to run), since the primary goal of this project is to really update the game so that it takes advantage of Celtic 2 color features. Despite using xLIBC, I am sticking to full resolution mode, so implementing custom screen clearing routines and certain special effects was a bit akward and took extra space.
Here are the changes that have happened so far:
-First TI-OS menu replaced with custom one that appears directly in the title screen. Some options removed.
-Save slots reduced from 5 to 2 due to lower RAM (who needs that many on 1 calc, anyway?)
-Expanded the village to fill the entire home screen.
-Moved stuff around to take advantage of the larger screen
-Renamed Metamorphoses to Jobs
-Massive code cleanup (everything was in a single line of code since back then I coded on-calc and Goto took too long to reach errors otherwise)
-Removed many ClrHome commands and replaced them with a custom (sometimes temporary) screen erasing utility.
-Mana/Item prices decreased to accomodate the lower GP increase, but it takes longer to gain enough gold to buy them.
-Nut item renamed to walnut and Super mage class renamed to Wizard.
-Made intro text uppercase to save RAM
-Got rid of "Welcome to village of hope", as the intro text now mentions you must save that village instead of the kingdom of the same name.
-Decreased experience given per enemy to ensure next level requirement is never higher than 9999.
-Decreased gold given per enemy to 10 times lower its original amount.
-Battles
-Dungeon select screen
-Fix shop
-Replace entire map engine and make dungeons full screen
Todo:
-Battles
-Revamp in-game menu
-Massive code rewrite (much later if I feel like it)
-Replace every Disp command with Output
-Fix magic animations that used 3-bit color mode because it's not visible enough
-Enemy balance
Anyway, enjoy!
Video:
Although the original game worked on the 84+CSE (one of my only 83+ RPG that actually ran at all on that calculator), there were some display and speed issues and the lack of any color made it a bit pointless to play on a color screen. Now it is receiving the Doors CSE 8.1 treatment, thanks to the built-in Celtic and xLIBC libraries.
Since this game code is a disaster, some of the optimizing will come later, although a lot of it has happened already (such as the entire map engine being replaced, saving over 3 KB and requiring much less additional RAM to run), since the primary goal of this project is to really update the game so that it takes advantage of Celtic 2 color features. Despite using xLIBC, I am sticking to full resolution mode, so implementing custom screen clearing routines and certain special effects was a bit akward and took extra space.
Here are the changes that have happened so far:
-First TI-OS menu replaced with custom one that appears directly in the title screen. Some options removed.
-Save slots reduced from 5 to 2 due to lower RAM (who needs that many on 1 calc, anyway?)
-Expanded the village to fill the entire home screen.
-Moved stuff around to take advantage of the larger screen
-Renamed Metamorphoses to Jobs
-Massive code cleanup (everything was in a single line of code since back then I coded on-calc and Goto took too long to reach errors otherwise)
-Removed many ClrHome commands and replaced them with a custom (sometimes temporary) screen erasing utility.
-Mana/Item prices decreased to accomodate the lower GP increase, but it takes longer to gain enough gold to buy them.
-Nut item renamed to walnut and Super mage class renamed to Wizard.
-Made intro text uppercase to save RAM
-Got rid of "Welcome to village of hope", as the intro text now mentions you must save that village instead of the kingdom of the same name.
-Decreased experience given per enemy to ensure next level requirement is never higher than 9999.
-Decreased gold given per enemy to 10 times lower its original amount.
-Battles
-Dungeon select screen
-Fix shop
-Replace entire map engine and make dungeons full screen
Todo:
-Battles
-Revamp in-game menu
-Massive code rewrite (much later if I feel like it)
-Replace every Disp command with Output
-Fix magic animations that used 3-bit color mode because it's not visible enough
-Enemy balance
Anyway, enjoy!