Author Topic: TI-Concours - last days to subscribe !  (Read 34848 times)

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Offline deeph

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Re: TI-Concours - last days to subscribe !
« Reply #45 on: March 15, 2013, 06:55:24 am »
You can still read it from the archive, while uncompressing it to ram, no ? Or even read the tiles to draw or check for events from the compressed archived map on the fly.

And I'm sure you can use another method to handle trainers, one where you don't have to assign a specific tile to each trainer.
« Last Edit: March 15, 2013, 06:57:07 am by deeph »

Offline Hayleia

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Re: TI-Concours - last days to subscribe !
« Reply #46 on: March 15, 2013, 08:46:40 am »
You can still read it from the archive, while uncompressing it to ram, no ?
Well the problem is that al the RAM is taken by the executable :P
Except for free RAM areas, but those are used by the executable -.-°

Or even read the tiles to draw or check for events from the compressed archived map on the fly.
Woah, I don't think I'll manage that :P

And I'm sure you can use another method to handle trainers, one where you don't have to assign a specific tile to each trainer.
There surely is, but I didn't find any way to do it without modifying the map.
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Re: TI-Concours - last days to subscribe !
« Reply #47 on: March 15, 2013, 10:21:11 am »
If you're planning to do it in asm, space won't be an issue I think.

Woah, I don't think I'll manage that :P

You just need to know 3 things : the uncompressed map width and x/y offsets. Then you can do something like this (can be a lot optimised, though) :

Code: [Select]
counter = 0
for x=0 to screen_width/tile_width
for y=0 to screen_height/tile_height
tile_number = offset_x+x+(offset_y+y)*map_width
while tile_number-compressed_map(counter) > 0 ; substract the current length of same tiles to our tile ID until zero or less
counter+2 ; to get the next length of tiles
end
counter+1 ; to get the tile number
draw_tile(x, y, counter)
end
end

However with chickendude's tip you'll have to check the sign flag first, and if it's on, only increase the counter to 1, unless that's the tile we want (if so, reset it).

There surely is, but I didn't find any way to do it without modifying the map

Why won't you want to modify it ? That's the only way to optimise it :P

I think you can still use the same system (each trainer = a tile) if you divide the map into smaller ones, this way you can reuse some tiles for different trainers, and to check who it is just compare with the map ID (you'll have of course to save it with the list of beaten trainer, but it would just take one more byte and will allow you to use less than 127 different tiles).
« Last Edit: March 15, 2013, 10:51:53 am by deeph »

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Re: TI-Concours - last days to subscribe !
« Reply #48 on: March 15, 2013, 11:23:45 am »
If you're planning to do it in asm, space won't be an issue I think.

Woah, I don't think I'll manage that :P

You just need to know 3 things : the uncompressed map width and x/y offsets. Then you can do something like this (can be a lot optimised, though) :

Code: [Select]
counter = 0
for x=0 to screen_width/tile_width
for y=0 to screen_height/tile_height
tile_number = offset_x+x+(offset_y+y)*map_width
while tile_number-compressed_map(counter) > 0 ; substract the current length of same tiles to our tile ID until zero or less
counter+2 ; to get the next length of tiles
end
counter+1 ; to get the tile number
draw_tile(x, y, counter)
end
end

However with chickendude's tip you'll have to check the sign flag first, and if it's on, only increase the counter to 1, unless that's the tile we want (if so, reset it).
Yeah, I figured out that it would look like something like that, and it took me an entire week to code the tilemapper in ASM, hence why I said that I could not manage to code another piece of code with two "for loops" one in another :P
Or there might be a way to get it with only one "for loop" by putting x and y in one number (like a=y*256+x or something).
Or maybe you were not thinking about me making this in ASM but in Axe ? That would work :P

There surely is, but I didn't find any way to do it without modifying the map
Why won't you want to modify it ? That's the only way to optimise it :P
But how do you start a new game ? You have to restore the map, and "the only way" to do that is to have a copy of an untouched map somewhere, so I thought that instead of having 2 different maps, one untouched, the other one being the map for the current game, I'd only deal with one map that never moves.

I think you can still use the same system (each trainer = a tile) if you divide the map into smaller ones, this way you can reuse some tiles for different trainers, and to check who it is just compare with the map ID (you'll have of course to save it with the list of beaten trainer, but it would just take one more byte and will allow you to use less than 127 different tiles).
That could work to optimize the map, but for all the methods, there is to choose between compressing the map and adding code to uncompress it, or saving code with an uncompressed map, and for this method, I feel like keeping track of all maps and get to know which one the player must go to would add more code than it saves space :P
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Re: TI-Concours - last days to subscribe !
« Reply #49 on: March 15, 2013, 11:47:16 am »
Yeah, I figured out that it would look like something like that, and it took me an entire week to code the tilemapper in ASM, hence why I said that I could not manage to code another piece of code with two "for loops" one in another :P
Or there might be a way to get it with only one "for loop" by putting x and y in one number (like a=y*256+x or something).
Or maybe you were not thinking about me making this in ASM but in Axe ? That would work :P

You can do it in both asm and axe, and if you need help to do it in asm, you can create a topic and post your current code.

But how do you start a new game ? You have to restore the map, and "the only way" to do that is to have a copy of an untouched map somewhere, so I thought that instead of having 2 different maps, one untouched, the other one being the map for the current game, I'd only deal with one map that never moves.

Oh you mean modifying the map datas from the game ? Yeah that's not a good solution since you may have to restore it. I don't know how you handle trainers right now, but for my part I think I'm just going make a list of them (within the players datas), and modify it when they are beaten. When the player will past by the trainer's tile (the same for all), I'll just check from the coordinates who it is.

That could work to optimize the map, but for all the methods, there is to choose between compressing the map and adding code to uncompress it, or saving code with an uncompressed map, and for this method, I feel like keeping track of all maps and get to know which one the player must go to would add more code than it saves space :D

Yeah in axe maybe, but in asm I'm sure you'll gain space even with some more code to handle different compressed maps. 10ko only for maps is kind of huge, and as far as I remember Pokémon Topaze maps weren't that vast, no ?
« Last Edit: March 15, 2013, 11:48:02 am by deeph »

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Re: TI-Concours - last days to subscribe !
« Reply #50 on: March 15, 2013, 01:25:06 pm »
Yeah, I figured out that it would look like something like that, and it took me an entire week to code the tilemapper in ASM, hence why I said that I could not manage to code another piece of code with two "for loops" one in another :P
Or there might be a way to get it with only one "for loop" by putting x and y in one number (like a=y*256+x or something).
Or maybe you were not thinking about me making this in ASM but in Axe ? That would work :P
You can do it in both asm and axe, and if you need help to do it in asm, you can create a topic and post your current code.
Yeah, I always forgot about the possibility of asking for help in ASM because when I coded in ASM, I didn't know about Omnimaga. As soon as I discovered Omnimaga (because of a problem with TI-Boy :P), I learnt about Axe and switched to it. But yeah, I'll ask for help whenever I need it now :P

I don't know how you handle trainers right now, but for my part I think I'm just going make a list of them (within the players datas), and modify it when they are beaten. When the player will past by the trainer's tile (the same for all), I'll just check from the coordinates who it is.
But how will you check with coordinates ? because I guess that you won't have a "If X=... and Y=..." for every trainer, will you ?
Or maybe having with another data list with the form "x1,y1,x2,y2,...,xn,yn", and for every trainer, finding the k so that X=xk and Y=yk would be possible, but once again, wouldn't adding a data list be in opposition with the aim of saving space ?

That could work to optimize the map, but for all the methods, there is to choose between compressing the map and adding code to uncompress it, or saving code with an uncompressed map, and for this method, I feel like keeping track of all maps and get to know which one the player must go to would add more code than it saves space :D
Yeah in axe maybe, but in asm I'm sure you'll gain space even with some more code to handle different compressed maps. 10ko only for maps is kind of huge, and as far as I remember Pokémon Topaze maps weren't that vast, no ?
Depends on what you call "vast" :P
Its dimensions are 119x92 (which takes a bit more than 10000 bytes uncompressed as you see), counting all the filling "zeroes" which are in fact "19" in hex :P

Spoiler For The map:

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« Last Edit: March 15, 2013, 01:28:26 pm by Hayleia »
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Offline deeph

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Re: TI-Concours - last days to subscribe !
« Reply #51 on: March 15, 2013, 02:35:26 pm »
But how will you check with coordinates ? because I guess that you won't have a "If X=... and Y=..." for every trainer, will you ?
Or maybe having with another data list with the form "x1,y1,x2,y2,...,xn,yn", and for every trainer, finding the k so that X=xk and Y=yk would be possible, but once again, wouldn't adding a data list be in opposition with the aim of saving space ?

How are you handling that right now ? When the player has beaten a trainer, you have to save it somewhere, right ? Not by modifying the map itself I guess.

That said, using a single tile for all trainer may not be the most optimised thing to do whereas using differents one per trainers and per maps might be better (and takes less than 127 different ones)...

I'll try to encode your map just to see how many bytes you can gain.

Offline Hayleia

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Re: TI-Concours - last days to subscribe !
« Reply #52 on: March 15, 2013, 02:41:58 pm »
But how will you check with coordinates ? because I guess that you won't have a "If X=... and Y=..." for every trainer, will you ?
Or maybe having with another data list with the form "x1,y1,x2,y2,...,xn,yn", and for every trainer, finding the k so that X=xk and Y=yk would be possible, but once again, wouldn't adding a data list be in opposition with the aim of saving space ?

How are you handling that right now ? When the player has beaten a trainer, you have to save it somewhere, right ? Not by modifying the map itself I guess.

That said, using a single tile for all trainer may not be the most optimised thing to do whereas using differents one per trainers and per maps might be better (and takes less than 127 different ones)...

I'll try to encode your map just to see how many bytes you can gain.
For now, every trainer has a tile number, let's say from 1 to 50 for example (in fact, I think it starts at 171 or some other ugly number :P). So when you walk on a number between 1 and 50, if the number saved in {TrainerNumber} (smart name isn't it ?) is lower than the tile number you walked in, well battle, and when you beat the trainer, {TrainerNumber} increases. And if {TrainerNumber} is greater than the tile, then you already beat the trainer and there is no more battle ;)
« Last Edit: March 15, 2013, 02:42:07 pm by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s

Offline Stefan Bauwens

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Re: TI-Concours - last days to subscribe !
« Reply #53 on: March 15, 2013, 02:45:15 pm »
Aren't you guys drifting a bit offtopic? :P


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Offline deeph

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Re: TI-Concours - last days to subscribe !
« Reply #54 on: March 15, 2013, 03:46:57 pm »
Yeah sorry, let's continue on the proper topic :P

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Re: TI-Concours - last days to subscribe !
« Reply #55 on: March 18, 2013, 12:11:25 pm »
Also, this is the last day to submit your Axe program. And the first round has started in Lua Nspire and z80 asm categories.

Offline Xeda112358

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Re: TI-Concours - last days to subscribe !
« Reply #56 on: March 18, 2013, 01:02:09 pm »
D: I just checked my email. Cool! The first game is like Whack-a-mole (in English) though the rules might be a little different. I will try to finish it soon!

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Re: TI-Concours - last days to subscribe !
« Reply #57 on: March 22, 2013, 07:39:08 am »
Good luck anyway ;)
Yesterday I finished to look at the 18 Mastermind programs that we got. The best score is 97, the worst score is 35, the average score is 77.5, and the median score (do we say like that ?) is 82. But anyway, this doesn't include Neo's scores (he hasn't finished yet) and also some will lose several points because they were late.

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Re: TI-Concours - last days to subscribe !
« Reply #58 on: March 22, 2013, 01:33:14 pm »
Good luck anyway ;)
Yesterday I finished to look at the 18 Mastermind programs that we got. The best score is 97, the worst score is 35, the average score is 77.5, and the median score (do we say like that ?) is 82. But anyway, this doesn't include Neo's scores (he hasn't finished yet) and also some will lose several points because they were late.
I hope I got a 36, then >.> Also, yes, it is 'median' in English :)

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Re: TI-Concours - last days to subscribe !
« Reply #59 on: March 26, 2013, 11:52:34 am »
Lua Nspire Round finishing on sunday, the asm one on monday. :)
TI-Basic z80 results (round 1) will be published on the 8th or 9th of april. The second round starts on the 1st !
TI-Basic 68k results (round 1) will be published on the 11th or 12th of april. The second round starts on the 4th !