|RPG In the Works|
|Posted by Harper on November 27th, 2001|
This is a project I started a few years back, but have recently embraced because I saw Mikel Blanchard's Xeontech Alphas at Macross Software and wanted to work on something really cool myself. RPG : Alpha 1 is for both the 83 (SOS) which is the last version for that system, and the Ti-83 Plus, as a Flash App. This version features (1) playable battle engine, (2) usable menu screen, (3) usable equip screen, (4) usable item screen. Anyways, you should check it out and put your COMMENTS on the Message Board
|Super Mario v1.2 (ION) Updated|
|Posted by Sam on June 28th, 2001|
I apologize to anybody whose version of MEDIT crashed their calculator. Somehow an old version of the source code was compiled an included in the zip. This new version fixes the problems with the level editor. I also added an auto-quit function if the level is archived (so nobody will crash their calculator that way, either.) If anybody has any additional trouble, contact me.
|Super Mario v1.1 Released For 82, 83, and 83+|
|Posted by Sam on June 26th, 2001|
The latest version of Mario has now been made public. Updates in v1.1:
|Super Mario v1.0 Released!|
|Posted by Sam on June 6th, 2001|
The latest, and hopefully final version, of Super Mario 82 has been released. I apologize for the long delay, but contrary to what some of you might think, I have been programming. As you know, the original beta had some very nasty bugs, some of which have driven me crazy for the past couple months. Thankfully, all have been elimated now. Besides fixing the bugs, I have also added fireballs, improved Bowser AI, an ending sequence, and minor gameplay/user interface changes. I have also included a program that includes both the game and the editor in one package. Because the two programs rely on similar routines and temporary space, I was able to conserve 2.6K in the combination. I also spent time optimizing my existing code (about 900 bytes worth). On a technical note, Harper inspired me to alter my compression algorythm so external levels are 15% smaller on average. Unfortunately, pre-existing levels will not run on the latest version. I hope that you enjoy the final product.
|Programming Section Added|
|Posted by Kouri on June 1st, 2001|
It's been a while since the last update, and I apologize to those who feel they've been "left out of the loop" for the past couple of months. School, extracurricular activities, and personal matters just haven't left much room for calculator programming. Anyway, someone suggested on the messageboard that we put a link to our programming section on the front page. This has been sort of a neglected part of the site that not too many people knew about, and while we can't promise frequent updates or adding specific tutorials, every once in a while you might find a little addition that could be useful to you as a programmer. The new section has been renamed to Routines, and can be found in the Program archives. Again, it's a little sparse at the moment, and we'll try to work on that.
|Super Mario 82 Beta Release|
|Posted by Sam on April 1st, 2001|
It's April Fools Day, but this is not a joke. I said in my .plan file that I would release something relating to a certain project after my spring vacation. Unfortunately, I wasn't able to do much in the way of programming over break, so this is a somewhat buggy, fairly bloated beta of a game that should, at some point, be pretty good. The name of the game is Super Mario for the TI-82 CrASH. The concepts and graphics were taken from Bill Nagel's 86 version, so it looks pretty good. It has enemies, external levels, and all sorts of cool stuff. Minor bugs and minor omissions (an ending, fireballs, a decent Bowser, etc.) still exist, but nothing should cause your calculators to crash. Over the next few weeks, I'll update this program fairly frequently. Don't waste your time with port requests because nothing will be done until a "final" version is released. Also, I would appreciate it if these beta copies are not posted at any site other than Void Production until the "final" version is released (I will indicated which version that is).
|Graphics Contest Page Updated|
|Posted by Sam on March 1st, 2001|
This is one update extremely long in coming. Some of these title picture submissions have been sitting in my inbox for over a year. Check out the new Zelda and Baseball II title screens here. We're still debating about when to close the contest and open the outcome to public vote.
|Posted by Sam on February 25th, 2001|
We have not received very many responses or submissions to our latest contest. Therefore, we are going to push back the deadline for submissions until Monday, March 5th. The contest page is still located here. Good luck!
|Posted by Sam on February 12th, 2001|
It has begun! Contest #5 is up and running. Like Contest 2, this contest revolves around compression. This time, however, the contest is to write a compression routine. The algorithm of choice is "RLE (Run-Length Encoding) Compression". For more information, please consult the Contest 5 homepage.
|Sam Heald takes a leave of absense|
|Posted by Sam on February 3rd, 2001|
This is an unfortunate announcement, but I, Sam Heald, am taking an official, yet temporary leave of absense from Void Productions. At the present time, I have absolutely no motivation to do anything TI-related, and I would greatly appreciate being left alone about the subject. Last night, a long-time friend of mine was driving home from a school-sponsored function (no alcohol involved). A few miles from his house, he slid upon a patch of ice on the road and hit a tree. He was killed instantly.
|Dying Eyes 83+ Released!!!|
|Posted by Sam on February 1st, 2001|
Major news for the TI-83+ users waiting for a real RPG (not one of those ARPGS that have become too common). Alex (aka Kurai) Highsmith's classic turn-based RPG, Dying Eyes, has been converted to ION. Dying Eyes, arguably one of the best TI games ever, features tons of enemies, spells, skills, and all the extras that a good RPG needs (not to mention gorgeous graphics). The only downside is the huge size (22.2K). In order to run the program, you need to place everything into the archive except for "prgmA" and "prgmθION". If you archive the Dying Eyes program, there still needs to be enough RAM equal to the program size to run. This program is not compatible with MirageOS.
|Contest #4 Done, #5 Begins in a few days|
|Posted by Sam on January 16th, 2001|
Programming Contest #4 has ended. Congratulations to undefeated Kirk Meyer and a Void Programming Contest newcomer, Ben Mickle (author of Mario 86) who tied at 29 bytes. If you want to view all of the contestants and their respective routines, please go to the final standings page.