Author Topic: Anti-RPG RPG  (Read 60959 times)

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Offline Galandros

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Re: Anti-RPG RPG
« Reply #90 on: December 16, 2009, 04:14:53 pm »
I saw in the calcs around the class and the lcd's contrast changes in some calculators. Like mine is 1 year older than my friends and some have 1 year younger. My is somewhat darker, other medium and the latest very light.
« Last Edit: December 16, 2009, 04:16:05 pm by Galandros »
Hobbing in calculator projects.

Offline ztrumpet

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Re: Anti-RPG RPG
« Reply #91 on: December 16, 2009, 04:46:42 pm »
Nice program! Way to go!  You know that if you AsmComp( it it will get smaller, but you may have already done that.

:Repeat X=17 and Y=9 and not(XY
:Stuff 1
:getKey->K
:Stuff 2
:If X=/17 and Y=/9 and XY
:Then
:Stuff 3
:End
:End

You have the off-the-map ( X=17 and Y=9 and not(XY ) conditional twice.  It's long enough that you save speed to rearrange it to what I showed earlier. :)
« Last Edit: December 16, 2009, 04:48:41 pm by ztrumpet »

Offline Insorak

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Re: Anti-RPG RPG
« Reply #92 on: December 16, 2009, 07:01:57 pm »
The reason I have that double conditional is that sometimes modifying X or Y will make one of those conditions false, but it doesn't know how to exit the loop and will still try to execute the code to output the appropriate string character. This is obviously not a good idea, as it will give you an error if you try to do something like sub(Str1,16(Y-1)+X,1 if the length of Str1 (ie. the map) is 128, Y is 9, and X is some non-zero number like it should be.

I could get around this by using a 10x18 map instead of a 8x16 one (to check for border collision), but this increases the memory used per map by 56 bytes. This is enormous when spread over several hundred maps, and I would have to reduce the total number of maps in the game by about 2/5.

In your example, stuff3 is executed first, while stuff2 and stuff1 are executed after. But here, stuff1 has to be executed first (it changes your x and y position), or else stuff3 won't work properly.

Maybe I'm missing something major here... if so, feel free to explain. I'm tired.

I'll see what I can do about this problem.

Oh, and the 26 bytes is after AsmComp. Before, it was 40. :)
« Last Edit: December 16, 2009, 07:03:57 pm by Insorak »
(re)working on Anti-RPG: 3% completion

Offline Insorak

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Re: Anti-RPG RPG
« Reply #93 on: December 18, 2009, 10:35:55 pm »
Okay, going to keep it short today. I'm completely exhausted and didn't do much coding.

I'm in the process of writing my entire movement engine. The framework for my fighting engine is finished (I completed debugging it today); skills, damage formulas, and speed calculations will come later. (I was sacrilegious and used labels, but only because it would have been really bulky otherwise. Trust me - I made sure there are no memory leaks anywhere I used labels.)

SO TIRED. 4 tests in the two days before break.

Happy holidays, guys. :)
(re)working on Anti-RPG: 3% completion

Offline DJ Omnimaga

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Re: Anti-RPG RPG
« Reply #94 on: December 19, 2009, 02:08:55 am »
Using labels is not that bad if they are used properly. In most case it's good to eliminate them when you figure out how to, though, especially if your program become very large, since it can take longer to load. Glad to see you still work on this, but focus on tests, though, good luck and I hope you are around during holidays :P

Offline ztrumpet

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Re: Anti-RPG RPG
« Reply #95 on: December 19, 2009, 08:46:30 am »
Alright! That sounds good.  I'm fine with using labels as long as they are used properly, and without memory leaks.  Sounds like you did that.  Cool! What does the battle/fighting engine look like?

Offline Builderboy

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Re: Anti-RPG RPG
« Reply #96 on: December 20, 2009, 12:08:18 pm »
Nice!  Or you could bother Iambiam until he makes you an xcopy and contrast welded together program :)

Offline DJ Omnimaga

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Re: Anti-RPG RPG
« Reply #97 on: December 20, 2009, 12:14:47 pm »
There's a small contrast program you could use too by MIchael Vincent. It's included in his BASIC Tools pack and is called ZCon. It's under 100 bytes.

Offline Insorak

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Re: Anti-RPG RPG
« Reply #98 on: December 22, 2009, 02:14:55 pm »
Still no progress yet. Sorry, guys - break is in two days!!

The AsmComp( hexcode I posted earlier is only 26 bytes. I'm probably going to use that.
(re)working on Anti-RPG: 3% completion

Offline DJ Omnimaga

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Re: Anti-RPG RPG
« Reply #99 on: December 22, 2009, 07:07:31 pm »
I am glad school finished on the 22th max over here x.x

Offline ztrumpet

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Re: Anti-RPG RPG
« Reply #100 on: December 22, 2009, 07:49:28 pm »
I am glad school finished on the 22th max over here x.x
Me too.
Good luck with school.  When do you have to start back? (For me it's Jan 4.)

Offline Eeems

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Re: Anti-RPG RPG
« Reply #101 on: December 22, 2009, 08:03:24 pm »
(DJ is no longer in school :P)
/e

Offline ztrumpet

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Re: Anti-RPG RPG
« Reply #102 on: December 22, 2009, 10:20:56 pm »
(I meant Insorak :P)
:)

Offline Eeems

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Re: Anti-RPG RPG
« Reply #103 on: December 22, 2009, 10:23:20 pm »
(ah ok :P)
/e

Offline Builderboy

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Re: Anti-RPG RPG
« Reply #104 on: December 22, 2009, 10:56:20 pm »
No Progress! :O

:'(

(jk :P do you have finals before break?)
« Last Edit: December 22, 2009, 10:56:49 pm by Builderboy »