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Messages - Builderboy
Pages: 1 ... 231 232 [233] 234 235 ... 375
3481
« on: August 23, 2010, 01:06:01 am »
Ah i see, im asking because of Axe parser, i was wondering if 2 page apps might be possible if there was only data on the second page, as quigibo already said how page switching for code was not going to happen.
3482
« on: August 23, 2010, 01:03:48 am »
Actually ive decided to leave compression where it is for now and finish working on the game
3483
« on: August 22, 2010, 08:42:21 pm »
Im curious as to what happens if you have a second page with only data and no actual code?
3484
« on: August 22, 2010, 08:35:06 pm »
And dont some sometimes turn off interrupts accidentally?
3485
« on: August 22, 2010, 02:34:45 pm »
I belive you just combine the Else and If tokens?
3486
« on: August 21, 2010, 01:20:05 am »
Yay now we can randomly rickroll ourselves with glee ^^ GLaD to hear everything is sorted out
3487
« on: August 21, 2010, 01:14:26 am »
Hopefully he has a backup :X was the source included with TiCalc?
3488
« on: August 21, 2010, 01:08:56 am »
3.5 Definetaly, that way we only need an adapter for the weird stuff, as opposed to the normal stuff
3489
« on: August 21, 2010, 01:07:59 am »
Thats a nice looking gun sprite actually Nice to see my program could find a suitable combo ^^
3490
« on: August 21, 2010, 01:04:31 am »
Hopefully he will post here. I wonder if he frequents the forums?
3491
« on: August 21, 2010, 01:04:09 am »
Yeah Shmibs your right, it would take 2 times as slow to decompress, but its the displaying that takes a lot of time. And as for tiles, the version only supports 1 less tile bringing it to a total of 15 tiles. BUT this does not include button tiles, door tiles, or either of plasma tiles, as those are added to the tilemap after decompression. This is for 2 reasons:
1) Makes it so that less tiles need to be in the tilemap data 2) Tiles that are only 1 in the entire map make the compression about 3 bytes less, so its no good.
And so i must point out that there is another possible optimization. Right now, 1 byte is used to represent a tile type and tile length, with 4 bits for each. Buut i might be able to have 3 bits for type and 5 bits for length if i find out that i have few enough tiles, and that could also lower compression. We shall see, this is all very experimental, and im not even sure im going to make any changes at all
3492
« on: August 20, 2010, 07:49:57 pm »
the reason its difficult is because its not done tile by tile. The compression used for a single tile might be affected by the entire map. And the compression for the entire map can be affected by a single tile.
3493
« on: August 20, 2010, 07:05:33 pm »
Its complicated, but basically both maps are too simple to be full levels, but when parts of one level cut across parts of the other level, it makes it more complicated in *just the right way*. which is why they need to be hand compressed, because seeing how the lines can interact and wrap around.
And im not sure if i want to implement it actually, since it requires so much work to compress each level, if i make an error in level design i have to go through the whole process again. And im not sure the bytes would even overset all the extra code to decompress.
3494
« on: August 20, 2010, 06:53:54 pm »
Alright, in a small lapse while i have had my computer taken away, i decided to try a visualization of a compression method i have been thinking about. It uses 2 layers, one that is overlayed over the first to make the complete level. Each individual layer is able to be compressed in opposite directions using RLE, and so its much more efficient than using a single direction RLE for a single level. So there is a vertical layer and a horizontal layer, and they overlay to create the final level. This has yielded a compression of over 20 bytes off a previously 60 byte map, so it has great potential. And at the worse, i can put all the data into one layer and have it be regular 1 layer RLE.
The *downside* to all this, is that the levels have to be hand compressed, and it takes about 20 min to do a single level and get good compression. It was very difficult to get the screenshot below to have good compression, but it ended up cutting over 20 bytes off. This means that for a level editor, it would not be able to fulfill the full compression of levels, and would have to default to regular RLE.
Here is an example Basic program decoding some of this new data. Also there is a picture showing the two layers of the level. Red is transparency.
3495
« on: August 20, 2010, 06:31:57 pm »
yeah, i think i just have to get used to the mouse controls, i really am not used to them at all.
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