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Omnimaga
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Pokémon Purple
(Moderator:
tifreak
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Pokémon Purple
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Topic: Pokémon Purple (Read 69543 times)
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tifreak
Project Author
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Posts: 2708
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My Kung Fu IS strong...
Pokémon Purple
«
Reply #105 on:
December 15, 2005, 02:02:00 am »
matrices are ok, but they hog memory, so it cuts down on how many maps you can have...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Spellshaper
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31337 u53r (Next: 2000)
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This is me. Or maybe not.
Pokémon Purple
«
Reply #106 on:
December 15, 2005, 04:42:00 am »
not if u store them in prgms
hm ok i have 2 admit, I
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necro
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Pokémon Purple
«
Reply #107 on:
December 15, 2005, 05:17:00 am »
you could store them as lists/strings and covert them to matrices
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I'm like a woot burger with awesome fries
VB.Net, C#, C++, Java, Game Maker
Spellshaper
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31337 u53r (Next: 2000)
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This is me. Or maybe not.
Pokémon Purple
«
Reply #108 on:
December 15, 2005, 05:31:00 am »
huh? lists are about the same size as matrices...
and strings are uber-slow...
I already store them into prgms...
I once figured out that storing my maps directly as lists/matrices would occupy about 130kB+
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tifreak
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Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Pokémon Purple
«
Reply #109 on:
December 15, 2005, 09:15:00 am »
Well, strings are about a quarter the size of matrix maps, and the amount of maps that I am gonna have...
Hopefully I might have some new screenshots of the game up in the next day or so...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
MathStuf
Guest
Pokémon Purple
«
Reply #110 on:
December 15, 2005, 09:23:00 am »
Maybe you could have a program (ASM) that reads map files and outputs the current map to a matrix? That way all the data would be in one file in compressed format. All you'd need is to know which map to load.
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Spellshaper
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Pokémon Purple
«
Reply #111 on:
December 15, 2005, 09:30:00 am »
1. is there such a program?
2. if not, who
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tifreak
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Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Pokémon Purple
«
Reply #112 on:
December 15, 2005, 10:49:00 am »
lol, I wish I had the time to learn asm. I can't say not having the resources are my problem anymore...
(
http://tifreakware.calcgames.org/asmresc.htm
if you don't get the joke)
I shall see what happens with the way things are going now, though...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
MathStuf
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Pokémon Purple
«
Reply #113 on:
December 15, 2005, 11:11:00 am »
Well, that would probaly be the best way to store maps. I'm compressing my maps before releasing the Pok
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necro
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Pokémon Purple
«
Reply #114 on:
December 15, 2005, 12:25:00 pm »
Go kerm!
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I'm like a woot burger with awesome fries
VB.Net, C#, C++, Java, Game Maker
tenniskid493
Guest
Pokémon Purple
«
Reply #115 on:
December 15, 2005, 01:10:00 pm »
If only I understood how lists and matrixes worked in asm, then I could do it. Those were the only things I couldn't understand and I eventually gave up trying.
Anyways, I like the idea of storing in programs and then archive them, but if you are running into a space issue, then you may need to stick with strings.
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tifreak
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Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Pokémon Purple
«
Reply #116 on:
December 16, 2005, 02:48:00 am »
Well, the strings are being stored in programs, and being called on when neccessary, the programs won't exceed 5000 bytes, and there will be one program that identifies which section you are in, unarchives the file, displays the map, and then rearchives the file.
This is the best way I have found to do it thus far...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Spellshaper
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31337 u53r (Next: 2000)
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This is me. Or maybe not.
Pokémon Purple
«
Reply #117 on:
December 16, 2005, 04:46:00 am »
QuoteBegin-tifreak8x+16 December 2005, 14:48-->
QUOTE
(tifreak8x @ 16 December 2005, 14:48)
Well, the strings are being stored in programs, and being called on when neccessary, the programs won't exceed 5000 bytes, and there will be one program that identifies which section you are in, unarchives the file, displays the map, and then rearchives the file.
This is the best way I have found to do it thus far...
just one thing: use resource/xLib0.6 to copy the prgm to RAM...
-> die GarbageCollect die!!!!!!! :gun1:
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tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Pokémon Purple
«
Reply #118 on:
December 16, 2005, 04:51:00 am »
Yeah, I keep sayin I want to use resource, or I need to, but I just never do get motivated enough to grab it. I am lazy you know...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Spellshaper
LV10
31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
Pokémon Purple
«
Reply #119 on:
December 16, 2005, 04:59:00 am »
huh O_O
;
Since I started BM in Summer 2004, I have recoded the whole engine twice... the first time due to my inablility to code good BASIC
and to integrate CODEX, and then again for xLib, resource and zapi83 (I need the feature not to update the lcd after doing a rectangle)
and now I
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Omnimaga
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Pokémon Purple
(Moderator:
tifreak
) »
Pokémon Purple