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Messages - Aichi

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181
TI Z80 / Re: Xeverion
« on: November 15, 2010, 12:58:12 pm »
For example. if there is a pointer to the 8th byte of the program data, lets call this pointer Str1,
then a compiler dissolve the pointer into a word and put the value 8 + 40341 on every place where
the pointer was. It has to be the 8+40341th byte, not the 8th, cause this program won't be executed
from the first byte of RAM, but the 40341th byte. The assembly command org $9D95 (9D95 Hex = 40341 Dec)
tells the compiler how much bytes should be added to the pointers.
So, since I want to have the value 8, not the real pointer with 8+40341, I must subract 40341 from the pointer. 40343 was a mistake, it should be 40341.
I cant explain things in english very well, also I'm perhaps talking Bullsh!t. :<

182
TI Z80 / Re: Xeverion
« on: November 15, 2010, 08:54:14 am »
Sorry I can't help but this is the thing I like most about axe, we can now finally make neat data files and select when transferring only those that we need! This is great for a game that is designed for multiple languages!

Why the -40343? is that an appvar size limit or something?
Im thinking Axe adds 40343 ($9D95+2) to the pointers, cause this should be the place where
the program is executed in RAM. I want to have the pure pointers, so I manually subtract this value from my pointers.
I dont use appvars for storing data, but programs. You can find the source code for these programs on/in/at/whatever my last post.

And yes, this thing is very useful for making big games. :)

183
TI Z80 / Re: Xeverion
« on: November 15, 2010, 08:38:01 am »
Ok, my game will be 3 files. The Code in an app (I hope I can put everthing in 16Kb), a score file with the all characters & maps and an immutable file with the dialog text and all sprites. I publish two versions of the immutable file, language pack german and an english one.

But I have a big issue with these language packs at the moment.
German text wont have exactly the same lenght like english has,
so I dont know how to set the pointers to the start of these texts.
I tried to use following to point to the text starts:
Code: (English language pack) [Select]
.English
Data(Str1-40343, Str2-40343, Str3-40343)
"Wayne: Aichi, did you found a solution for the pointer issue?"->Str1
"Aichi: No, it seems to be impossible at the moment."->Str2
"Wayne: Oh, bad News. The Game."->Str3
Code: (German language pack) [Select]
.German
Data(Str1-40343, Str2-40343, Str3-40343)
"Wayne: Aichi, hast du eine Lösung zu deinem Pointer Problem gefunden?"->Str1
"Aichi: Nein, es scheint im Moment nicht möglich zu sein."->Str2
"Wayne: Oh, das sind schlechte Neuigkeiten. The Game."->Str3
Then I just would have to use the data start pointer and add the value of bytes being in the data of the first line.
But (unlike all pure asm compilers I know) Axe is not allowing to use pointers before these pointers are defined.
Thats the reason why I cant use this:

Code: [Select]
.Main
ClrHome
Getcalc("prgmENGLISH",Y1)
Getcalc("prgmGERMAN",Y2)

.Output what Aichi says on German
1->X .The second text, Str2
Output(0,0,Y2+{2*X+Y2}) .Pointer to the file + a value stored in this file to reach Str2

Repeat getkey=15
End
ClrHome

184
TI Z80 / Re: Xeverion
« on: November 14, 2010, 12:36:26 pm »
I have in recent days not worked much directly to my game,
but I learned HTML and CSS to create an info page,
where I put in everything I've planned so far.
I will (hopefully) update this site everyday.

Also, I dont want to work too fast on it,
since Im waiting for a multipage application feature in Axe.
Many things I have to plan are dependent of whether Quigibo
will be able to implement this or not.

And a question to you guys:
Would it be possible to compile 2 programs with axe,
disassemble both on PC, merge these disassembled parts,
add an app header and compile this code with TASM into
a multipaged app? It sounds stupid and inefficient, though.

http://xeverion.net.tc/
Or http://www.xeverion.bplaced.net/data.html if the forwarding URL doesnt work.

185
Art / Re: 3D Art
« on: November 13, 2010, 03:58:07 pm »
Ooh that has always bugged me about 3D, to get things to look nice it takes ages to render (my PC is not very good but it should be more then capable to do some 3D work) and then it turns out there is a glitch in your renderings...let's do it again shall we x.x....annoying....

I hope someday rendering over the GPU and CPU at the same time will be made possible, the GPU is extremely powerful and outwhit's the CPU without a doubt plus it's often cheaper and easier to replace...

I have seen hospital's who just make a supercomputer out of 4 high-end GPU's, saves them like $20.000 on a computer-farm...

So... 3D images take a lot to render, I wonder about 3D games, they must take ages to compile, even with those super CPUs
Rendering in games is not done by the same ways like 3D Studios does it. The game engines render in real time, fast enough to use 3D in 30FPS Games.
Btw, I wish I could use the game renderer to render my Blender animations. o.O I wonder what the different between this render methods is. The quality difference is not much, but games render extremly faster.

186
Art / Re: 3D Art
« on: November 12, 2010, 11:05:53 am »
Im a 3D developer, too. I use Blender, btw (I wonder why no one mentioned Blender, or did I just overlook something?).
I started making a TI-84+ some weeks ago, but I stopped working on it for the moment,
since I have some trouble with an UV texture.

@ meishe
Just amazing!

187
Official Contest / Re: Cage Match #2: Homescreen Game
« on: November 11, 2010, 12:55:03 pm »
@ yunhua
LightBot is made by Builderboy;
VDodge by guy6020665.

188
Axe / Re: Tilemap AI algorithm?
« on: November 11, 2010, 12:34:31 pm »
Wow, thanks! This is exactly that what I need. :o
Up to 10 seconds sounds kinda much (Btw: 10 Secs on 6Mhz, correct?), though. I will make sure I dont use too big maps with too many enemies. I cant test it for now, since I have to plan at first the development next days.

Edit: It seems to have trouble as an application and my game is going to be an app.

189
Axe / Re: Tilemap AI algorithm?
« on: November 11, 2010, 12:37:36 am »
@ Runer
Thanks very much for this effort, Runer. I cant take a closer look on it, since I have to go to school now.
It seems to be very helpful. I just hope it handles path calculating on a 20x20 map fast enough.
Do you already implement target finding? I am looking for a target finding routine, that find the nearest green point.
But the important thing is not the distance. It are the fields that would be needed to reach the target,
so the enemy on the attached image should focus the dark green point, not the light green one.

@ Qwerty
It looks great, too. Hope you also post your source.

@ DJ Omnimaga
The map attached on the first post is not the only situation the AI has to solute.
In the real game the red point is elswhere, the green point too, and on different maps.


190
Axe / Re: Tilemap AI algorithm?
« on: November 10, 2010, 05:54:03 pm »
There are a lot of ways to do path planning algorithms. Do you want to have the path calculated on the fly (fast, but doesn't guarantee success) or precalculated (slow and you have to figure out where to store the path data)?
I want to precalculate the path. I just hope that the speed is still nice on a 20x20 map with 15Mhz.

Also, is there a known map that the algorithm can use? How important is it that the algorithm always finds the point? If it's very important that the point be found, then you're pretty much stuck with the potential fields approach. If it's not as important and the path will generally be fairly direct, then the simplest and fastest way is to give the character random motion with attraction to the point.
The path should be exact as long as the calculating dont get too slow.
The page you link to is only for members that pay 20$ for a registration.

Before i write up an algorithm, i have to ask, are there going to be more than one Red dot?  Is there only going to be a singleGreen dot?  Can the Green dot move?
There will be many red dots in my game representing the enemies positions. A enemy is able to (just for example) walk 8 fields per round. If this enemy already doenst has a location to focus, he will search for one green point that he can reach with 8 fields. If there is no green point with this close, he will focus the next green point he can reach and keep this focus.
Now the enemy has a focus in any case, so a path from the enemy to the focused location will be precalculated and the enemy follow this path by 8 fields. In the next round the path has to be generated again, cause the green points (the players characters) are also able to move (the focus follow the character/green point automatically).
I dont know how feasable this is, since the tilemaps are going to be 20x20 and the focus searching routine & the path calculating routine must will repeat by up to 30 times per round. Also, I have to take a look on the needed memory size.
The result should be looks like this (enemies are moving at 1:35).

191
Axe / Tilemap AI algorithm?
« on: November 10, 2010, 03:20:50 pm »
Hey Guys,
I have to provide for the NPC's AI - damn, how I hate this part of game developing. x.x
It should focus a location, then the NPC looks for a way to get there by differing free fields and blocked fields.
So I need a algorithm that is able to translate to axe (<2Kb) and that can reach the green point by starting on the red position in the attached image. Thanks in advance.

192
TI Z80 / Re: Xeverion
« on: November 09, 2010, 05:37:55 pm »
Perhaps I will implement ASHBAD_ALVINs idea (and he gets a 'special thanks' entry if he want), cause I dont want to let the player continue without any loss.

Also, I recognized that I must plan everthing before I continue any programming, if I want to create a great and balanced gameplay. If I planned a bit, then I implement it, then I plan something again and noticed it isnt compatible with the things already implemented, then I would gonna get trouble or rather bad results.
Probably I dont post much progress here next days, cause I'll just plan the things for now.
Thanks to all voters and I hope you participate in future polls. Also, Im still collecting all properties for the character structure (you find the current structure on page 2 in this topic) and I would be glad about any property suggestion. I must not forget something there, else I would going to get big problems later.

193
Gaming Discussion / Re: Super Smash Bros.
« on: November 09, 2010, 04:11:09 pm »
I own all 3 games of this series, total played >1000 hours.  ;D
I really enjoyed playing these games.

Now I remember the first post I made here.
Hi Omnimaga Community,
I wanted to learn the ION included z80 Assembly language but I'm unsure since I found Axe Parser. It's an amazing language! Asm is faster than Axe Parser, but that, what I want to create, dont need so much Framerate. My project will be a pokemon game without round-battles, but Fights like Super Smash Bros. Brawl (Nintendo Wii).
That will be take much memory (for the sprite data, map data etc), so my question is, wether Axe Parser compiled programs needs much more memory size than Asm progs.
Regards,
Aichi
I will try to make a beat em up (perhaps without some RPG elements^^) next year using a system similar to Little Fighter 2,
cause this system would be completly data-based.

194
TI Z80 / Re: Xeverion
« on: November 09, 2010, 01:59:34 pm »
I voted other:

I say he should disappear UNTIL you pay to have him revived.  That way, he's not gone for good, but you have to work to get him back.

Also: Aichi, I love your progress so far in this game!  Great job so far!!
This idea is pretty fantastic. Thank you. :)

Edit: 100th post! :>

195
TI Z80 / Re: Xeverion
« on: November 08, 2010, 03:03:04 pm »
Fire Emblem is kinda like Final Fantasy Tactic, right?
Yes, it is very similar.

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