Current Project Information.
Some of the Games I work on take a lot of time to make, debug, and finalize for a public release.
This area is a progress report of the project I am currently working on at the moment.
This is the current Progress of the Graphical Storyline and RPG Engine, otherwise known as the Slayers Engine. As of right now, only the Dialog, Enlargement, Walking Menu and some inventory controls are fully functional. Buying, Selling and fighting engines are still in design phase and no code has been developed at this time for those particular parts of the engine. |
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Current Game Engine Information.
Fryed Software has built a lot of Game Engines over the last few years. These are some of the more popular
engine designs that have been used.
Calculator | Ti-85 and Ti-86. Has been ported to the Ti-92 at one point in time. |
Description | Graphical Fighting Engine. Originally Used in KCHS Punisher II. Known as the Punisher System Engine (PunSyst Engine) |
Features | Highly Scalable: Can be used to completely make a whole new game. Can support Unlimited stage levels. Enemies have Level of difficulty based on Life Ratio. Can supports up to 15 separate weapons. Can support up to 15 separate Player Characters each with there own strengths and weaknesses. Supports Weapon combos. Supports save feature. Can support hidden Levels and Characters. Small Code size. Fast. Designed to be used with Pictures. |
Notes | One of the most used Ti-85 engine of it's day. Still one of the most graphical game engine. easy to add functionality to the engine code. |
Games Used | KCHS Punisher II (Deleted), KCHS Punisher III (Deleted), KCHS Punisher IV, nPo Vs Hays Game Co., KCHS Punisher for the Ti-92 (Deleted), Has been used in various other Ti-85 games made by Nomad Software, all of which are not known at this time. Ones known are Conquest (Deleted) and Mystic Legend (Deleted) |
Calculator | Ti-92, Ti-92+, Ti-89 |
Description | Completely Real-time Fighting and World Mapping Engine. Designed originally for use on Final Fantasy VII |
Features | Fighting Engine Supports full Real-time fighting capability. Can support many Real-time characters. Can handle all forms of RPG fighting Engine styles. can handle many separate areas. Very Fast. Walking Engine can support many different town styles as well as inside the town itself. Can support backgrounds. Very Graphical. Can support very large worlds. |
Notes | Actually two separate engines, the Walking Engine and the Fighting Engine, but were bundled in FF7. The Fighting Engine has been tested to handle over 20 Real-time players and enemies and could handle more. The FF7 engine is one of the fastest in Ti-basic. The Fighting Sequences runs at speeds not even seen in Fargo yet. |
Games Used | Final Fantasy VII: Clouds' Quest, Nomad Software's Mystic Legend 92' (Walking System only) |
Calculator | Ti-92, Ti-92+, Ti-89 |
Description | Graphical storyline engine designed to be used in a RPG environment. Named the Slayers Engine after the original proposed use for the engine, a fully graphical Fighting/RPG game based on the Slayers Anime Series. |
Features | Highly Modular: Engine can be used to create multiple RPG games with little to no code modification. Highly Scalable: Can Be used for almost any situation where graphics are needed. Highly Graphical: Has produced some of the most stunning effects ever seen in Ti-Basic. Supports grayscale full screen pictures at 4 grays, Supports Grayscale Picture Manipulation at 3 grays. Supports full enlargement, shrinking and stretching of special picture formats. Supports multiple picture manipulation to simulate animation movement. Supports full positional animation capabilities. Supports storyline functions like text, Menus, and Picture Fades/transitions. Supports direct drawing of lines, circles and dots if necessary. |
Notes | Still In development. More may be added in time. is fast enough to be used in a fighting environment as well as a storyline environment. Designed to run in a Real-time state. Features were tested on a Ti-89 and Ti-92. Will not work on a z80 based cale due to their Ti-Basic restrictions. Enlargement, Shrinking and stretching must be pre loaded in order to get the full speed benefits, but could be run on a one file picture basis with reduced speed. Grayscale requires special pictures to simulate grayscale. Uses no Basic Enhancing ASM library to run. |
Games Used | Punisher X-Treme (dropped), Legend of Landel (In Development), Slayers Duel (Planned), |