Author Topic: Progress  (Read 57511 times)

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Krid

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« Reply #75 on: February 04, 2006, 08:13:00 am »
I would :)smile.gif I briefly tried the file currently at ticalc.org earlier today, would be nice to see where it's going.

Offline tifreak

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« Reply #76 on: February 04, 2006, 08:27:00 am »
Got it, Check back in about 1 hour.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline kalan_vod

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« Reply #77 on: February 04, 2006, 08:28:00 am »
I would love to see the new version!

Offline tifreak

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« Reply #78 on: February 04, 2006, 09:32:00 am »
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Spellshaper

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« Reply #79 on: February 04, 2006, 09:48:00 am »
*Spellshaper

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« Reply #80 on: February 04, 2006, 09:53:00 am »
!lol! :Dbiggrin.gif

Let me know what you think, ir you are impressed with the new additions or not... :)smile.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Krid

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« Reply #81 on: February 04, 2006, 09:54:00 am »
Wooh! Took a quick look and I'd like to point out two things.

1)prgmZGA is in /archive but it should be in /ram (minor point)

2)This is the same thing that also happens to both of your RPG starterkit engines, you move one additional space forward on map switch. I noticed it in the tutorial and it's also here. I'm not sure if you did this on purpose, but I'll take the matrix code and show how I fixed it:
Original from http://tifreakware.calcgames.org/bt83pll8.htm
c1-->
CODE
ec1If K=25:Then
If C=1:Then
L-1/->/L
prgmYLVL
8/->/C
End
If C>1:Then
If [A](C-1,D)/n=/1:Then
Output(C,D," "
C-1/->/C
End:End:Endc2
ec2
Fixed:
c1
-->
CODE
ec1If K=25:Then
If C=1:Then
L-1/->/L
prgmYLVL
8/->/C
Else
If [A](C-1,D)/n=/1:Then
Output(C,D," "
C-1/->/C
End:End:Endc2
ec2
Not sure if you already knew about this, but at least I found it nice to find out why it did it ^_^

Edit: I tried to read a sign and got "ERR:Syntax", the Goto command lead me to prgmTEMP0 containing the mighty "rand" and "If E=" lines. Nothing else.

Offline tifreak

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« Reply #82 on: February 04, 2006, 10:01:00 am »
lol, I never really cared, because as long as it doesn't go through a wall, it isn't hurting anything. :)smile.gif

I will see if that fixes the problem with it. Like I said, it never bothered me, so I never investigated the problem...

Sigh, I knew I forgot something. I was working on the signs... But this is the back up of my progress, so don't expect perfect. :Pblah.gif (I had started on the signs a few days ago, and totally spaced it after sleeping...  :ph43r:ninja.gif )
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Krid

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« Reply #83 on: February 04, 2006, 10:04:00 am »
It's nothing major indeed. If you don't mind, could you show me where in your code you make sure a "*" or "D" is still there after you've stepped on it? I'd like to know how you did it compared with my own method (which isnt THAT effective).

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« Reply #84 on: February 04, 2006, 10:06:00 am »
Yes, it is very simple. I have my map data stored in Str1, and everytime it steps, it redisplays that segment of the map. I was going to do it when it was just on that segment, but I thought it would bloat the code, slowing it down, and doing it after everystep wouldn't be too noticeable...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Krid

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« Reply #85 on: February 04, 2006, 10:15:00 am »
Hm, so something like this?

sub(Str1,T,1)->A
Output(Y,X,A

Clever :)smile.gif

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« Reply #86 on: February 04, 2006, 10:20:00 am »
Actually it is faster to do your movement code, then Output(1,1,Str1... :)smile.gif

sub( seems to slow it down, just a little bit. Right now, I am going all out optimizations, since Memory is a major concern on this game...

Any comments on the new intro stuff? *sniff* :ph43r:ninja.gif  And what bout how fast the maps load now, compared to before...?
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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« Reply #87 on: February 04, 2006, 10:24:00 am »
Methinks that the intro text displays too slow...
But that

Krid

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« Reply #88 on: February 04, 2006, 10:25:00 am »
The intro! Feels like playing the gameboy game. Only thing that I'd wish for now is a skip function since I couldnt save my game, and watching it over and over again might get a bit irritating. Is the text 1:1 or does it only feel like it? :Pblah.gif

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« Reply #89 on: February 04, 2006, 10:37:00 am »
I need to try this asap!