Author Topic: [BULLETIN] Cage Matches  (Read 164893 times)

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Offline DJ Omnimaga

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Re: [BULLETIN] Cage Matches
« Reply #285 on: November 24, 2010, 06:11:55 pm »
I actually find it easier to write a game in Axe, but getting it to run fast is very hard in BASIC. In BASIC, what I like is that the code is twice smaller (except the data is over twice larger) and you don't have the 16 KB code limitation in apps and 8 KB in programs. Speed is the main issue, as well as the lack of access to memory. It's cool to see what can be done in BASIC with only some ASM libs, though (even more in pure BASIC).

Offline JosJuice

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Re: [BULLETIN] Cage Matches
« Reply #286 on: November 25, 2010, 09:44:41 am »
you don't have the 16 KB code limitation in apps
Well, the limit is 0 kB :P

Offline DJ Omnimaga

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Re: [BULLETIN] Cage Matches
« Reply #287 on: November 25, 2010, 04:46:48 pm »
What do you mean? ??? It's 16 KB of code but it also includes the data. Basically a 1 flash page app. Just ask in the Axe sub-forum if you want someone to confirm what I said.

Offline yunhua98

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Re: [BULLETIN] Cage Matches
« Reply #288 on: November 25, 2010, 04:52:01 pm »
He's talking about basic prgms, saying there's no limit. :P

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Offline DJ Omnimaga

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Re: [BULLETIN] Cage Matches
« Reply #289 on: November 25, 2010, 04:53:16 pm »
Oh, well, then the limit would be his entire RAM+Archive-Doors CS7 size. :P

Offline FinaleTI

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Re: [BULLETIN] Cage Matches
« Reply #290 on: November 25, 2010, 05:59:16 pm »
In a little bit, I'm gonna upload a small Axe program I made that generates a matrix from a binary string, cuz it's much better storage for xLib maps that way.
I'm uploading it because I'm gonna use it in the Cage Match.
« Last Edit: November 25, 2010, 05:59:48 pm by FinaleTI »


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Re: [BULLETIN] Cage Matches
« Reply #291 on: November 25, 2010, 06:40:11 pm »
you don't have the 16 KB code limitation in apps
Well, the limit is 0 kB :P
I have yet to hear of a BASIC program making an app :P
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Offline FinaleTI

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Re: [BULLETIN] Cage Matches
« Reply #292 on: November 25, 2010, 08:23:15 pm »
Here's that program I was mentioned earlier.
AMAT is the source and ZBIN2MAT is the compiled code.
ZBIN2MAT takes the tokens in Str0 and turns it into the matrix [A].
Currently the size is fixed at 14x16, but you can change that in the source.


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Offline DJ Omnimaga

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Re: [BULLETIN] Cage Matches
« Reply #293 on: November 26, 2010, 12:25:16 am »
Interesting, how does the conversion works? Does it uses hex?

Offline FinaleTI

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Re: [BULLETIN] Cage Matches
« Reply #294 on: November 26, 2010, 12:08:06 pm »
No, actually, it uses the step below hex, tokenized binary. It basically just takes a string of tokens and converts them to their decimal equivalent and writes that to the matrix.
For example, the token '?' is equivalent to 0, so wherever there is a ? in the string, that cell in the matrix becomes a 0. And >DMS is 1, >Dec is 2, etc. Celtic III/DCS7 provides commands for converting decimal numbers to hex or tokens.

Oh, and if you want to change the size of the matrix the program creates, the size in the GetCalc() command is the height times the width times 9.
The width of the matrix is stored in P-2 and the height is stored in P-1, if P is the pointer to the matrix.

That reminds me, after the match, I should really work some more on my external variables tutorial for Axe.


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Offline DJ Omnimaga

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Re: [BULLETIN] Cage Matches
« Reply #295 on: November 26, 2010, 06:00:20 pm »
Ah I see now, thanks for the info :)

Also an external var tutorial would be cool, including appvars. A lot of people ask help on creating appvars.

Offline FinaleTI

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Re: [BULLETIN] Cage Matches
« Reply #296 on: November 26, 2010, 07:27:21 pm »
Ah I see now, thanks for the info :)

Also an external var tutorial would be cool, including appvars. A lot of people ask help on creating appvars.
Yeah, it covers appvars/programs so far, as well as real numbers.

Currently, I'm just trying to get all the info together before I do a final write-up.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline DJ Omnimaga

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Re: [BULLETIN] Cage Matches
« Reply #297 on: November 26, 2010, 09:20:08 pm »
You know, I think there should probably be a sub-forum in the Axe section just for tutorials, eventually, and one for programming tools such as sprite editors.

I'll have to start a discussion about that in the Axe section eventually.
« Last Edit: November 26, 2010, 09:20:30 pm by DJ Omnimaga »

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Re: [BULLETIN] Cage Matches
« Reply #298 on: November 27, 2010, 04:39:23 pm »
That sounds neat Finale.  How many times smaller does this make maps?  2-ish bytes?

Offline FinaleTI

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Re: [BULLETIN] Cage Matches
« Reply #299 on: November 27, 2010, 05:29:53 pm »
It makes it much, much smaller until I decompress.
A 14x16 matrix (14 tall, 16 wide) is about 2027 bytes, and a string containing the compressed data for a matrix of that size is about 235 bytes. I'm estimating the compression is somewhere around 88%.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.