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Messages - Builderboy
Pages: 1 ... 281 282 [283] 284 285 ... 375
4231
« on: May 07, 2010, 12:52:20 am »
Alright i was experimenting with self modifying code and actually got it to work a little! I managed to change a 123->A into a 255->A So theoretically if i needed to i could do some code swapping for different sections of the game, like game vs main menu. I want to automate it though, so i dont have to count byes. Maybe like 12345->A and then have the sub search for 12345 in the program. I need to do some more experimentation though... this stuff is weird Is there any way to find the current location of program execution?
4232
« on: May 07, 2010, 12:26:51 am »
Haha i was just calculating that I was like, ok 9001/356 is about 24 years.... Wait isnt DJ 24 years old?? Haha cant wait for you over 9000 day
4233
« on: May 06, 2010, 11:17:15 pm »
Wow, i couldnt run a mile that fast with *shoes* on (i can out swim all of you though )
4234
« on: May 06, 2010, 01:04:18 am »
Nice work! It does take a bit long to render though o.O seems there could be some optimisation there. I'll take a look at the code...
4235
« on: May 06, 2010, 01:00:47 am »
I dont think so, you would have to do some fancy code swapping, involving self modifying code or something. Luckily, its only *code* that has the limit. Stuff like map/sprite/pic data doesn't count, it can get as large as RAM allows apparently. My program has such a large number of If statements right now though, that the code should be reduced significantly once the new version is out. I also did some optimizing and managed to cut off 200 bytes of fat :O and more is still coming! Mayhaps me and Quigibo will have an optimizing party
4236
« on: May 05, 2010, 07:39:15 pm »
Silly spammer, he gave us entertainment for the night, as well as helped us set a new record
4237
« on: May 05, 2010, 07:21:04 pm »
It would work, as long as the goto and the Lbl are in the same level of the code then everything will work great The problem arises when you are goto-ing a place that is at a different level than where you start. (and by level, i mean how many loops/if's you are inside)
4238
« on: May 05, 2010, 06:45:26 pm »
Actualy i think he was talking more about the new conditional byte testing maybe? Not sure. Either way i always need to have my numbers above 255 since i am doing some high precision math for the physics. The optimized collision routine also uses 2 byte numbers
4239
« on: May 05, 2010, 06:31:50 pm »
Hey thats pretty cool! The speed gain will be definetaly a great and happy gain with PortalX, as so much of my code is if statements and conditionals :O
4240
« on: May 05, 2010, 06:19:13 pm »
Wow that would be excellent!! Then i definetaly would be able to finish the engine in the right amount of code Or at least continue developing until App support is added Heh dont work too hard on that tho, its not terrible important. Out of curiosity, what is this byte mode anyway? And why do expressions take 2 bytes to begin with?
4241
« on: May 05, 2010, 05:35:27 pm »
Yikes. So there is a limit of 8816 bytes of actual game code? With all the rest of RAM being data? Then I am going to figure out some serious optimizations because i currently have like 7000 bytes of game code, and if i only have 2000 bytes left to go, then i have about only 1000 bytes left of source to write, and i havent even started on my object system. So there is absolutely no way around this? What about Apps? I know that axe does not currently support writing to Apps, but is there any method on the comp that can turn Asm programs into Apps?
4242
« on: May 05, 2010, 02:29:42 am »
Yeah, that was actualy ridiculously simple. When I went into do that, I literaly added a /2 to a single part of the code and it worked it was a real easy fix. Do you know why the TiOS doesn't let ask program greater than 8126 bytes excecuted tho? It's Little annoying
4243
« on: May 05, 2010, 02:20:03 am »
Thanks guys I've been workin on trying to get it as close to the real portal as possible, and I honk it's getting there. As of now there is 4500 byes of source which compiles to about 8000 bytes, which is 75% larger, but it does contain a lot of sprite data. I'm going to need to switch to mirage soon once I start implementing an object system for plasma and boxes. And yeah, right now death is very simple, there might even be different death animations for differen deaths in the future but for now I'm sticking with the basic guts death
4244
« on: May 04, 2010, 11:36:10 pm »
Woot, so i have a break in my busy schedual to bring you guys a new screenshot of what i have been working on I have successfully implemented the new map decompresser into my Portal code, so along with support for more tiles, it also has dynamic tile rendering. What this means basically is that you can have simple map design, but the map displayer will make it look a lot better. For example the tiles that you cant shoot portals onto would normal take up over 10 different types of tiles, but with the dynamic map display routine it only needs one I also did some rewrite with the physics code to give each tile some different attributes: Solid:Whether or not you can walk through it Portal Solid: Whether or not you can shoot portals throught it Portal Support: Whether or not you can make portals on it Deadly: Whether or not touching a tile kills you So with this new system i have added some kewl new tiles. Lasers, which are filed like tiles that kill you, but you can shoot portals through them. Fields, which you can pass through but you cant shoot portals through. And spikes, which just kill you Fields will also clear any portals you have set out when you pass through them, although this isnt in the screenshot below
4245
« on: May 04, 2010, 11:22:39 pm »
For me the crash happened immediately, not just when exiting the program, which is weird o.O what is Mirage doing during execution? And why is it that Mirage can run any asm program that fits in RAM but the TiOS can only run up to 8126 bytes?
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