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For(A,0,10) If A=1 ** EndEnd
For(A,0,10)If A=1**EndEnd
[sprites front buffer] ->Pic0[sprites back buffer] ->Pic1[character both buffers] ->Pic2.64x64[map]->GDB1ClrDrawPt-On(0+20,26,[E0E0E0E0E0F8F8F8])Pt-On(6+20,26,[F8F8D8D8D8D8F8F8])Pt-On(12+20,26,[70F8D8F8F8D8D8D8])Pt-On(18+20,26,[E0F0F8D8D8F8F0E0])Pt-On(24+20,26,[F0F000F0F0F0F0F0])Pt-On(30+20,26,[98D8E8F8F8B8D8C8])Pt-On(36+20,26,[F8F8C0C0D8D8F8F8])Pt-On(42+20,26,[0000000000E0E0E0])Pt-On(46+20,26,[0000000000E0E0E0])Pt-On(50+20,26,[0000000000E0E0E0])DispGraphFor(A,0,4096) If (({GDB1+A})=1) and ((rand^25)=1) If (rand^2=1) 10->{GDB1+A} Else If (rand^2=1) 11->{GDB1+A} Else 7->{GDB1+A} End End ElseIf (({GDB1+A})=2) and ((rand^15)=1) If (rand^2=1) 8->{GDB1+A} Else 9->{GDB1+A} End EndEndClrDraw0->P->Q->V->H->I->J->thetaRepeat getKey(15) sub(MOVE) sub(ACTION) sub(RENDER)EndLbl MOVE Z->Y Q*64+P+262→Z If (I=0) and (J=0) If getKey(3) and (({Z+1+GDB1}=0) or ({Z+1+GDB1}=1) or ({Z+1+GDB1}=2) or ({Z+1+GDB1}=7) or ({Z+1+GDB1}=8) or ({Z+1+GDB1}=9) or ({Z+1+GDB1}=10) or ({Z+1+GDB1}=11)) 1→I ElseIf getKey(2) and (({Z-1+GDB1}=0) or ({Z-1+GDB1}=1) or ({Z-1+GDB1}=2) or ({Z-1+GDB1}=7) or ({Z-1+GDB1}=8) or ({Z-1+GDB1}=9) or ({Z-1+GDB1}=10) or ({Z-1+GDB1}=1)) ~1→I ElseIf getKey(1) and (({Z+64+GDB1}=0) or ({Z+64+GDB1}=1) or ({Z+64+GDB1}=2) or ({Z+64+GDB1}=7) or ({Z+64+GDB1}=8) or ({Z+64+GDB1}=9) or ({Z+64+GDB1}=10) or ({Z+64+GDB1}=11)) 1→J ElseIf getKey(4) and (({Z-64+GDB1}=0) or ({Z-64+GDB1}=1) or ({Z-64+GDB1}=2) or ({Z-64+GDB1}=7) or ({Z-64+GDB1}=8) or ({Z-64+GDB1}=9) or ({Z-64+GDB1}=10) or ({Z-64+GDB1}=11)) ~1→J End End If (getKey(1)) or (getKey(2)) or (getKey(3)) or (getKey(4)) theta++ Else 0→theta End H+I+I→H V+J+J→V If (H=8) or (H=~8) P+I→P 0→H→I End If (V=8) or (V=~8) Q+J→Q 0→V→J EndReturnLbl ACTION If getKey(54) If ({Z+GDB1}=8) or ({Z+GDB1}=9) 2->{Z+GDB1} ElseIf ({Z+GDB1}=10) or ({Z+GDB1}=11) 1->{Z+GDB1} ElseIf ({Z+GDB1}=7) 1->{Z+GDB1} End EndReturnLbl RENDER Q*64+P→Z For(B,0,9) For(A,0,13) Pt-On(A*8-8-H,B*8-8-V,((B+Q->D<64?A+P->C<64)?{D*64+C+GDB1}*8,Pic1-Pic0)+Pic0->C) Pt-On(A*8-8-H,B*8-8-V,C-Pic0+Pic1)^^r End End Pt-Off(40,24,Pic2+8+(theta/4^2*8+8*(theta!=0))) Pt-Off(40,24,Pic2)^^r DispGraphClrDraw^^rReturn
Objective:Reduce file size, increase program speed, and general optimizations.
Does space organizing your program cost space?
How can I avoid repetitively storing empty sprites without losing the tile-maps sprite synchronization?
Is it possible to shrink down my map size while maintaining the same tile map?