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TI Z80 / Re: Pokemon TI
« on: September 19, 2010, 05:19:26 pm »
True... I should ask in the Axe thread about adjusting a matrix's size.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 1411
TI Z80 / Re: Pokemon TI« on: September 19, 2010, 05:19:26 pm »
True... I should ask in the Axe thread about adjusting a matrix's size.
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TI Z80 / Re: Pokemon TI« on: September 19, 2010, 05:13:30 pm »
By tokenized binary, I meant 0 becomes ?, 1 becomes >DMS, 2 becomes >Dec, etc.
And compared to a matrix, it is ridiculously compressed. Comparing to a 9x20 matrix to a tokenized binary string that is 9x20, that's 1631 bytes to about 180 bytes. That's a massive size decrease. Plus, I can still use up to 255 different tiles. Celtic III lets me manipulate hex, decimal and tokenized binary easily, so it's a logical choice for compression. Changing the height and width using Axe changes the overall size of the data as well, so there isn't a problem there. Plus, I was able to open it up in the TI-OS Matrix Editor without any problems.I was not entirely correct with this statement. Making a matrix smaller has no adverse effects on it that I can see, but increasing a matrix's size this way can make it highly volatile. It can cause the TI-OS to RAM Clear or hang when you try to delete it, plus in the matrix editor, the entries can be severely screwed up. 1413
TI Z80 / Re: Pokemon TI« on: September 19, 2010, 12:52:54 pm »
Changing the height and width using Axe changes the overall size of the data as well, so there isn't a problem there. Plus, I was able to open it up in the TI-OS Matrix Editor without any problems.
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TI Z80 / Re: Pokemon TI« on: September 19, 2010, 12:40:39 pm »
I could probably use tokenized binary strings for some ridiculous compression. Reading and writing to matrices is really easy, if they're in the RAM.
I'm having trouble reading matrices from the archive, though... 1415
TI Z80 / Re: Pokemon TI« on: September 19, 2010, 12:08:35 pm »
Well, I figured out where the height and width of a matrix are stored using Axe. I was also able to change the matrix's size without affecting Ans!
![]() Now I just gotta see if Axe can read it from the archive. If so, I'll be making my tilemapper (or at least the display routine) in Axe. 1416
TI Z80 / Re: Pokemon TI« on: September 19, 2010, 11:58:36 am »
I wonder if it's possible to read matrices from the archive with Axe.....
But, if it was, I'd have to figure out some way of initializing them without copying it to Ans as well. There is a program in the downloads section that's supposed to take a hex string and convert it to a matrix without storing it to Ans, but the program always crashes when I try it. Perhaps if I could figure out how to change a matrix's size in Axe? 1417
TI Z80 / Re: Pokemon TI« on: September 19, 2010, 11:54:00 am »
I use that to store the matrices, but xLib's mapping command requires the matrix in question to be unarchived. Celtic III does have a tokenized binary string tilemapping command, but I could never understand it.
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The Axe Parser Project / Re: Axe Parser« on: September 19, 2010, 11:07:48 am »
How do you read a real var with Axe?
Code: [Select] "varA"->Str1 It always displays zero. What am I doing wrong? 1419
TI Z80 / Re: Pokemon TI« on: September 19, 2010, 09:51:23 am »Looks nice, but I agree it's very slow. Also I doN,t like how the character disappears for so long between moves. Having coded xLIB grayscale stuff before, I know it might be possible to speed things up and reduce the character flash, although I know grayscale may not look great on the 83+. Hopefully you can sort things out.The main cause of the slowdown is because of the character. I actually had a much faster version a while (I lost the source, though) that would create a copy of the matrix used for the map before execution, then store it to the original whenever I moved. I abandoned that idea, though, because the matrices required would be massive. Perhaps I could used DCS7's ans stack to circumvent this though... No, Nostalgia is not dead. I will probably post the source for the menu soon, to see where I could optimize it because I'm sure I could. Pokemon TI is going to mainly follow Pokemon Red and Blue, but with some changes. For example, I'm planning on replacing the 'ghost PC' in Celadon City with a TI-84, plus I'm planning to add a female player character (a first for a TI Pokemon game). actually, i can see that making something very wonderful indeedThat's a pretty good idea, but I'm gonna see what kinda speed I can get by reworking the engine again, as I'm sure I can get some sort of speed increase with the DCSB Libs. 1420
TI Z80 / Re: Pokemon TI« on: September 18, 2010, 09:22:52 pm »
I had considered redoing the map engine in Axe at one point, although since I'm using DCS7 instead of Celtic III now, tilemapping is actually faster. I'm not sure if the screenie I posted for the map engine was before I shortened the delay, though. I'll have see about posting an updated screenie.
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Computer Usage and Setup Help / Re: netbooks - what to buy?« on: September 18, 2010, 08:44:11 pm »
I'm not so sure on Windows 7 starter...
Quote from: Wikipedia Windows 7 Starter is the edition of Windows 7 that contains the fewest features. The Windows Aero theme is not included in this version. Windows 7 Starter is only available in a 32-bit version. The desktop wallpaper, and Visual Style (Windows 7 Basic) is also not user-changeable. It also doesn't support .NET Framework.[10]http://en.wikipedia.org/wiki/Windows_7_editions 1422
TI Z80 / Pokemon TI« on: September 18, 2010, 08:40:02 pm »
Since UTI is kinda dead, I guess it's about time I started posting about Pokemon TI here.
For those who don't know, Pokemon TI is my attempt at a Hybrid BASIC port of Pokemon Red and Blue, in 4 level greyscale. I'm able to devote some attention to it now because the Axe contest is over. ![]() ![]() ![]() ![]() ![]() So far I've completed the mapping engine and I am currently debating whether or not to make an Axe program to help with text. Currently, for my last build of the intro sequence, I was using hex sprites to encode the text. It was lightning fast, but horrendously memory inefficient. What do you guys think? 1423
TI-BASIC / Re: Can't Figure Out Why This Doesn't Work :(« on: September 18, 2010, 04:00:05 pm »
BrandonW did. http://ourl.ca/5923
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TI Z80 / Re: Blur - It's like fast tunnel, but with Nethams« on: September 17, 2010, 05:32:12 pm »
Displaying the lobster sprite sounds good. I'll probably also add a high-score for lobster mode.
Btw, my best score in lobster mode is 1264. Anyone beat that yet? 1425
Project M (Super Mario) / Re: Project M Reboot« on: September 17, 2010, 05:30:27 pm »
You can hide programs from Doors by putting Ans on the first line.
Code: [Select] :Ans This prevents them from being run using the homerun hook, but they can still be used as subprograms. |
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