Author Topic: A solution to the archive/unarchive battery bill issue  (Read 3384 times)

0 Members and 1 Guest are viewing this topic.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
A solution to the archive/unarchive battery bill issue
« on: April 24, 2010, 03:51:37 am »
I just thought about a solution for the battery bill issue:

Since Axe Parser now supports the storage of data inside appvars and sub-programs, this means if someone created a map editor in Axe to store the map data into an appvar one map after each other, he could simply store his map data inside such program file. Since archiving over and over can lead to fragmented Flash memory (and possibly a lot of annoying Garbage Collects), why not do the same thing TI-BASIC programmers do with ASM libs? Simply make an hybrid Axe Parser game that abuses some TI-BASIC as well as Iambian's XCOPY program to grant yourself the ability to copy archived programs into temporary RAM programs:

http://www.omnimaga.org/index.php?action=downloads;sa=downfile&id=522

Basically, split your Axe game into multiple archived sub-programs, and make your game launcher a TI-BASIC program where the ASM lib by Iambian is used to copy those sub-programs in RAM only when needed. This might save Quigibo some time and he said implementing this directly in axe may actually increase the size considerably, not to mention the speed loss wouldn't be that bad considering the loading would occur during parts of the game where it doesn't need speed.

The only two issues I can see is that idk if such program would have to be uploaded in TI-83 Plus Assembly games or BASIC games and your game would no longer be pure-Axe (and disqualify it from a possible eventual Axe Parser contest)

Offline jsj795

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1105
  • Rating: +84/-3
    • View Profile
Re: A solution to the archive/unarchive battery bill issue
« Reply #1 on: April 24, 2010, 03:59:23 am »
I foresee a big huge RPG made using this method. (May be Illusiat 13 clone with better graphic? :P )


Spoiler For funny life mathematics:
1. ROMANCE MATHEMATICS
Smart man + smart woman = romance
Smart man + dumb woman = affair
Dumb man + smart woman = marriage
Dumb man + dumb woman = pregnancy
2. OFFICE ARITHMETIC
Smart boss + smart employee = profit
Smart boss + dumb employee = production
Dumb boss + smart employee = promotion
Dumb boss + dumb employee = overtime
3. SHOPPING MATH
A man will pay $2 for a $1 item he needs.
A woman will pay $1 for a $2 item that she doesn't need.
4. GENERAL EQUATIONS & STATISTICS
A woman worries about the future until she gets a husband.
A man never worries about the future until he gets a wife.
A successful man is one who makes more money than his wife can spend.
A successful woman is one who can find such a man.
5. HAPPINESS
To be happy with a man, you must understand him a lot and love him a little.
To be happy with a woman, you must love her a lot and not try to understand her at all.
6. LONGEVITY
Married men live longer than single men do, but married men are a lot more willing to die.
7. PROPENSITY TO CHANGE
A woman marries a man expecting he will change, but he doesn't.
A man marries a woman expecting that she won't change, and she does.
8. DISCUSSION TECHNIQUE
A woman has the last word in any argument.
Anything a man says after that is the beginning of a new argument.

Girls = Time * Money (Girls are a combination of time and money)
Time = Money (Time is money)
Girls = Money squared (So, girls are money squared)
Money = sqrt(Evil) (Money is also the root of all evil)
Girls = sqrt(Evil) squared (So, girls are the root of all evil squared)
Girls = Evil (Thus, girls are evil)
*Girls=Evil credit goes to Compynerd255*

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: A solution to the archive/unarchive battery bill issue
« Reply #2 on: April 24, 2010, 11:37:48 am »
D:

Offline Quigibo

  • The Executioner
  • CoT Emeritus
  • LV11 Super Veteran (Next: 3000)
  • *
  • Posts: 2031
  • Rating: +1075/-24
  • I wish real life had a "Save" and "Load" button...
    • View Profile
Re: A solution to the archive/unarchive battery bill issue
« Reply #3 on: April 24, 2010, 02:30:54 pm »
I think this is something I'll worry about when the time comes.  I don't think anyone is currently making any massive RPGs of this nature (but correct me if I'm wrong).
___Axe_Parser___
Today the calculator, tomorrow the world!

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: A solution to the archive/unarchive battery bill issue
« Reply #4 on: April 24, 2010, 03:19:23 pm »
not yet. Neither Metroid-type games. It isn't really a big hurry right now as you say, altough it might come handy in the future.

As example of how big games using xLIB can get, here's Metroid II Evolution map:

http://www.omnimaga.org/index.php?action=dlattach;topic=1726.0;attach=908 (warning: huge image!)

The data would be considerably smaller in compiled Axe code, though, because in BASIC each tiles takes 2 or 3 bytes, plus the [ and ] all accross the matrices. In Axe, each tile would take 1 byte unless the maps were all modified in a way that they only use 16 tiles at once each and use compression.

Metroid BASIC map data is 95 KB, actually.
« Last Edit: April 24, 2010, 03:23:19 pm by DJ Omnimaga »