Author Topic: [PP] Progress '10  (Read 124688 times)

0 Members and 1 Guest are viewing this topic.

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: [PP] Progress '10
« Reply #195 on: April 14, 2010, 11:49:18 pm »
Well ya, but I mean it could be a significant difference. It's still a tolerable speed :P

That sucks though about the putting it in its own program though. So that basically means this is an automatic 36KB bigger, right?
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline tifreak

  • Project Author
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
Re: [PP] Progress '10
« Reply #196 on: April 15, 2010, 09:37:41 am »
Yes and no. The pokemon sprites were already part of the game, 17k, as were the names, which was another 1300 bytes or so. The hurt was the 1k of weight and height data, and the 14k or so of text for the pokedex entries.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: [PP] Progress '10
« Reply #197 on: April 15, 2010, 02:07:08 pm »
The speed for both is still very acceptable and not heavy on graphics either :) Melikes ^^

Offline tifreak

  • Project Author
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
Re: [PP] Progress '10
« Reply #198 on: April 15, 2010, 02:27:59 pm »
Thanks, I tried to make sure that it was at its fastest, I am sure there are things that can be done to it to make it faster, but not truly important now, just got to make the entire game work first. In the end, the 83+ won't be able to play this game anyways.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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: [PP] Progress '10
« Reply #199 on: April 15, 2010, 05:00:30 pm »
Yes and no. The pokemon sprites were already part of the game, 17k
Does the sprites uses hacked pics? I forgot how you stored them in more recent builds. I am asking cuz with hacked pics, you may want to try using the ones that can be ungrouped safely on a computer running aversion of Windows older than Vista (that supports fewer special chars in file names)

Also I wonder if you think regular 84+ support will be possible?
« Last Edit: April 15, 2010, 05:01:16 pm by DJ Omnimaga »

Offline tifreak

  • Project Author
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
Re: [PP] Progress '10
« Reply #200 on: April 15, 2010, 06:33:32 pm »
all the sprite data is in the form of hacked hex, basically, and displayed using a special program from benryves to recognize my special character I use.

As to 84+, it is something we shall see pending how much memory I end up using. *shrugs* I have no real idea at this time, only thing I can promise is that it will be on the SE calcs.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: [PP] Progress '10
« Reply #201 on: April 15, 2010, 06:59:50 pm »
Ah ok, so about 15KB then?
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

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: [PP] Progress '10
« Reply #202 on: April 15, 2010, 07:02:17 pm »
Aaah ok I see, thanks for the info ^^

Offline tifreak

  • Project Author
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
Re: [PP] Progress '10
« Reply #203 on: April 15, 2010, 10:57:45 pm »
yeah, pokemon goes up roughly another 15k or so. :p

Once I get it so you can get your pokemon and such, I will see about going through and updating the program memory list, to get a total on what is being used. I am sure it is over 100k now.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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: [PP] Progress '10
« Reply #204 on: April 15, 2010, 10:59:07 pm »
Not too bad so far, considering it's Pokémon in TI-BASIC with few ASM used.

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: [PP] Progress '10
« Reply #205 on: April 16, 2010, 12:22:06 am »
How complete is it? Your sig says 10% but I don't know if that's up to date. And do you mean once you get it to where you get the starters? Or talking about different ones.
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline tifreak

  • Project Author
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
Re: [PP] Progress '10
« Reply #206 on: April 16, 2010, 08:54:20 am »
I would guestimate it being around 15%? give or take, it's really hard to tell with the scope and complexity that this game represents.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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: [PP] Progress '10
« Reply #207 on: April 16, 2010, 10:03:02 am »
Nice ^^

Offline tifreak

  • Project Author
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
Re: [PP] Progress '10
« Reply #208 on: April 17, 2010, 09:24:42 am »
I am contemplating making the events list be based in an app var, due to memory reasons. A 150 element list takes up roughly 1500 bytes while a program with around 150 '0s' takes up around 300 bytes. Kind of a no brainer in that regard, and I can read the data from the appvar from flash, and only have to unarchive it occasionally, instead of like a list and having it in RAM to read.

Not sure I want to do this with the pokedex yet or not. It could potentially slow down the program significantly since it has to call for each instance of the name showing up. The event setup wouldn't be a massive blow on speed, since it gets called every once in a while.

Just some more idle contemplations on my part I guess, to help lower memory usage.

Thoughts?
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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: [PP] Progress '10
« Reply #209 on: April 17, 2010, 12:31:50 pm »
That could work, but would it be hard to fetch the data? Would you be using Celtic II for that? I know the Asm command is also very slow when you have several subprograms x.x