0 Members and 4 Guests are viewing this topic.
Quote from: FinaleTI on January 02, 2011, 04:30:47 pmOddly enough, the time I tried the shop, it didn't crash at all, but after I finished the dialogue with the shopkeeper, there as a rectangle that got left on the screen that went away after I moved.This is what *should* happen (although i don't know where that rectangle is coming from either...but it's quite a lot better than a RAM clear). Now I am twice as confused...why would it work on some calcs and not others?
Oddly enough, the time I tried the shop, it didn't crash at all, but after I finished the dialogue with the shopkeeper, there as a rectangle that got left on the screen that went away after I moved.
Quote from: squidgetx on January 02, 2011, 04:43:15 pmQuote from: FinaleTI on January 02, 2011, 04:30:47 pmOddly enough, the time I tried the shop, it didn't crash at all, but after I finished the dialogue with the shopkeeper, there as a rectangle that got left on the screen that went away after I moved.This is what *should* happen (although i don't know where that rectangle is coming from either...but it's quite a lot better than a RAM clear). Now I am twice as confused...why would it work on some calcs and not others?Allow me to confuse you further.After battling and going to the shop, crash.After taking the dagger twice because of the NPC engine glitch and selling one in the shop, map glitches.Sometimes randomly, though seemingly only after I take a weapon, go to the shop and talk to the guy, crash.I hope this is somewhat helpful.
-Walking is very slow. This could potentially be fixed by scrolling two pixels at a time, which would still look good and be much faster. Are you running in Full mode, except when using DispGraphr?
-The quality of the opening images (and the map, too) could be drastically improved with 4 level grayscale, which would take up the exact same amount of memory.
-Every time I went to the shop my calculator turned completely off and cleared RAM.
-Once, when leaving a battle, the screen glitched and all the tiles were wrong.
It's a great start, and I look forward to seeing what you do with this!
Thanks for the feedback.Quote from: SirCmpwn on January 06, 2011, 06:39:39 pm-Walking is very slow. This could potentially be fixed by scrolling two pixels at a time, which would still look good and be much faster. Are you running in Full mode, except when using DispGraphr?I am not using Full, but he is walking at 2 px per frame. I am planning on changing it to 3 or 4 though to fix this.Quote from: SirCmpwn on January 06, 2011, 06:39:39 pm-The quality of the opening images (and the map, too) could be drastically improved with 4 level grayscale, which would take up the exact same amount of memory.Unfortunately I use pt-mask() for drawing almost all of my tiles so 4 lvl gray is not really an option. Also it is difficult for me to convert 4 lvl gray images to a format that I could use on my calc. Also, the added routine would take up some extra space in the app that I can't really afford. So unfortunately, we'r stuck with 3 lvl Quote from: SirCmpwn on January 06, 2011, 06:39:39 pm-Every time I went to the shop my calculator turned completely off and cleared RAM.>_>Quote from: SirCmpwn on January 06, 2011, 06:39:39 pm-Once, when leaving a battle, the screen glitched and all the tiles were wrong.This seems to happen fairly randomly. I am not sure why, but I'll try and look into it.Quote from: SirCmpwn on January 06, 2011, 06:39:39 pmIt's a great start, and I look forward to seeing what you do with this!Thanks
Hmm, wonder what happened there.
A question I have is, how hard would it be for you to compress some of the Appvars into one? So we don't need to fill up our appvar screen with them.
Quote from: Eeems on January 06, 2011, 07:13:42 pmHmm, wonder what happened there.I don't even know >.< I suspect that I am using a bad pointer somewhere, though I haven't been able to find it yet. I haven't been looking too hard though recently (cage match)Quote from: Eeems on January 06, 2011, 07:13:42 pmA question I have is, how hard would it be for you to compress some of the Appvars into one? So we don't need to fill up our appvar screen with them.Easy, but only later on in development. The item and move database appvars for example, will definitely be merged together later, but I can't merge them now because I don't know how many more moves/items I will need to add. This pretty much could apply for every appvar-once I know for sure that I've finished entering ALL the data, I can (and will) attempt to merge them