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Messages - Galandros

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1051
TI Z80 / Re: Map Editor Code
« on: June 22, 2009, 12:03:22 pm »
Hum, in Repeat you enter in the loop no matter what. getkey being stored to K in the middle makes no use to DelVar K. If was a while, then the loop can be skipped.

eh problems setting windows setting?
I use this to set top border to (0,62). To get y is 62-Y
ZStandard
84->Xmin
52->Ymin
ZInteger

And this to (0,0) But Y is always negative. So to get Y
ZStandard
84->Xmin
-72->Ymin             // I think I got even a smaller version here... I don't where I used.
ZInteger


They never disappointed me. And is the smallest I can get.
EDIT: wonderful I have beaten TI|BD Friendly Graphing Window in size >_>
http://tibasicdev.wikidot.com/friendly-window
I will edit it someday.

1052
TI Z80 / Re: Map Editor Code
« on: June 22, 2009, 07:13:24 am »
Yep. Cut parentheses in all For( unless they do a large loop or you see an If inside.
hmm? how so?
:{16,22→dim([A]                  //reset map
:Fill 5,[A]                  //fill it with the default background tile
I was looking in matrix commands to optimize. But just happens this is the smallest.
Alternatives were using identity( but it is not a "square" matrix. Also Something like 0[A]+5->[A] doesn't even works and is bigger.

Some For( like this one:
:For(A,1,16)                  //it requires a hex string (0h not 00h format)
:For(B,1,22)
:If inString("349",sub(Str1,22A-22+B,1         //if solid tile
:Pxl-On(A-1,B-1                  //turn on minimap
:End:End

See if changes in step and values can optimize things. Sort of this: (not tested and was rushed)
:For(A,22,352,22)               //nah this one actually increases size.
:For(B,-21,0)
:If inString("349",sub(Str1,A+B,1         //if solid tile
:Pxl-On(A/22-1,B+21               //this seems to kill the optimization in above lines even if A/22 is always integer
:End:End

But this kind of changes can be used in other loops. See if you find know you know this.



:DelVar K                  //clear keyvalue
Are you sure this line is needed?


:For(θ,0,1)                  //
:For(Z,0,1)                  //
:If S=5:Then               //display tile on buildermap
:Pxl-On(2A-θ,2B-Z            //
:Else                     //
:Pxl-Off(2A-θ,2B-Z            //
:End:End

There you can use Line( ?
Like this:
Line(2B,2A-1,2B-1,2A,S=5         // don't forget pixels change in arguments (row and column to x and y)
the last argument if is 1 (true) then it is a black line, otherwise (false) a white line.



:For(B,0,44)                  //draw map outline
:Pxl-On(33,B                  //
:Pxl-On(0,B                  //
:End
I think this is not a loading bar. So you could optimize by speed and see if size into Line( ?

1053
TI Z80 / Re: AOD83pl
« on: June 22, 2009, 06:24:44 am »
Double post but I feel it is needed.

I got a Domain error on program D3GA in line Text(G,H,"/theta/
It happens when I get to the "exit" of map in the far left side... It is quite hard. And in some program I saw closing parentheses not eliminated. So more optimization is possible.

And to improve gameplay I suggest to not use that much Pause. It has a trade off with memory...But doing a :Repeat getkey :End is the smallest I can imagine to replace. or a subprogram and call it with prgmP... Only one more byte each use more a subprogram in RAM. Nevermind. Getting habit of having a finger in numbers and other in Enter makes it ok.

I suggest you to use this number pad reader routine. I am not the author... I found in UTI in a Brain Teaser. I think this will optimize a bit...
:Repeat Ans≤9
:Repeat Ans
:getKey
:End
:Ans(102≠Ans)-13int(Ans/13(2>abs(5-abs(5-abs(Ans-83
:End

Notes: you can erase (102≠Ans) in case you don't need 0 number detected. It is the case. If no number key was pressed Ans contains the normal key code. This routine is one of my favourites in UTI brainteasers.

EDIT:
Some display errors: (small)
ITEMPOTION instead of ITEM:POTION in VICTORY result...  sometimes during battle there is a Pause in a blank screen?

These days is nice to have a StoreGDB 0 to save the user graph menu settings. And then restore RecallGDB 0 and delete it.
Also save game lists should have a more specific name (AODS) because SAVE1 is relatively probable to be used. (it is not the first time I see it by the way) Archiving it is nice too.

But archive you can leave until a final release.

1054
TI Z80 / Re: AOD83pl
« on: June 21, 2009, 05:41:07 pm »
The Reign Of Legends 3 still has this mysterious ERR:DOMAIN/DATA TYPE error when riding the airship on the world map which rarely happens and I am unable to recreate it. I discovered it about 1.5 year ago, even if the game was finished over 5 years ago. In Reuben Quest, I discovered a sprite displaying glitch near the small pond where a cloud sprite displays at the shovel digging area before you get the bottle. I discovered it about 1.5 years ago too. Same for the english version of Illusiat 12, where the Chapter 6 first shop doesn't work at all.
Domain arises from what variables contain when a certain command is executed... Maybe variable conflict or your code seems to get them in strange values (negative or too high, for example)
DATA TYPE to me comes when I abuse of Ans use (like in blocks of If's and not even I know how program flow goes, the program editor only has 7 lines...) It can happen in other ways but that is just terrible error of the programmer.

Errors from large programs can be very hard to detect... *flees*

1055
TI Z80 / Re: AOD83pl
« on: June 21, 2009, 09:16:08 am »
Cool. Actually in the "old" days AOD was one of the cool projects I found in tifreakware...

Good to see progress. Continue tifreak ;)

1056
TI Z80 / Re: Midnight: A Thief's Tale
« on: June 21, 2009, 09:13:45 am »
Duuuuude. i love this game idea!! ( And i love Classroom) me and my freind used to play classroom.. in our classroom.. avoiding the teacher while we played it.. Good times.. (Sorry off topic)

I comprehend, you just got enthusiastic about the game. A seek and hide game is definitely a win mini-game for RPG...

1057
TI Z80 / Re: Map Editor Code
« on: June 21, 2009, 08:57:51 am »
Optimization? I will look. All those For( loops and matrix commands maybe arise some possibilities to optimize.

1058
Art / Re: RPG 8x8 tiles
« on: June 21, 2009, 08:54:25 am »
Wait, what's the problem with MS Paint? From what I could comprehend from your post, it appears as though you were saying you couldn't tell whether your sprites were staying 8x8 in size, and the lack of a grid?

Are you talking about something like this?:

eh nothing of that.
It is in Paint.NET. And is when you select a 8x8 tile, you aren't able seem to move it around, just dimension it because it is so small and Paint.NET only moves a block when you select from middle in a constant distant from borders... If I zoom maybe I can solve this. DJ talking about zoom helped. xD

1059
Humour and Jokes / Re: Starcraft
« on: June 19, 2009, 07:11:49 pm »
Galandros, does BattleNet works over where you live?
I will check that. I play Starcraft with 1.51 patch. I have to decide if I prefer the original or with Brood War expansion...

1060
Humour and Jokes / Re: Starcraft
« on: June 19, 2009, 06:03:45 am »
I play it! I am on the original game finishing the Protoss campaign. Me and some friends may play it on LAN.

Starcraft 2 is always being delayed...

1061
@.@
please don't
you could always do to me what you did to Netham45
Time to get a new mascot for Omnimaga. ;D It is too soon, Netham leaved officially little time ago.
So wait some months. :P Kidding. Make a good job as staff. ;)

1062
Art / Re: RPG 8x8 tiles
« on: June 19, 2009, 04:41:06 am »
I will do games for TI calculators. Just the screen of GB has so much resolution that more appealing things could be done (greater world maps) Also GB because it is a z80 and I have looked in a dissembler and it is pretty familiar to me. :)

I was not thinking in action RPG. But I am creating something original so never know what is going to be.
I played Golden Sun. Great game, with puzzles and epic journey. The battles animations were really legendary.
Maybe I can pull some good effects when I gain experience in asm. Like zooming and rotation a sword.

True, Lost Legends has all design done. It is just programming and put everything together. But its tiles are 16x16 by the way.
I need tiles for a possible next RPG. I am brainstorming it in a paper.

My complaint about Paint is that is hard to know if the sprites continue to be 8x8. But thinking on it discovered that making a chess like table with 2 colours can solve this...
Trying Paint.NET... The grid I need is there. But I haven't experimented enough to discover how to move a small 8x8 without it being expanded, it only lets in bigger selections...

Well, now it would be nice catching games with 8x8 tiles... Or sprite sheets around. I will see Robot War then.

1063
TI Z80 / Re: Illusiat 13: The Lost Chapter
« on: June 18, 2009, 04:52:15 pm »
Well the system is different to change.

I don't have more to say. But I spoiled a bit the game. Even if I had question, I would not ask them. ::)

1064
Art / RPG 8x8 tiles
« on: June 18, 2009, 04:49:07 pm »
I need a little push to start the graphic part that worries me a bit.

The idea is doing a RPG for TI-83+ with 8x8 tiles. You can combine some to make houses or higher trees for example.

But how good the graphics can get with this size? I would like some game examples and/or sprite sheets. I need sprites to study a bit.
I am curious and undecided between B/W and 4 lvl grayscale. 8 lvl grayscale is out of my reach right now.

How do you make graphics? Try on calculator or computer? And just changes pixels around until get a good effect? I tried to do parentheses for a font set and I never reached one that seem nice. And it was 8x8 not 4x3. X_X

I start to want to try Game boy pocket developing. xD

1065
News / Re: Netham45 and Art_Of_Camelot part ways with Omnimaga
« on: June 18, 2009, 04:35:56 pm »
ok. I will be out for some weeks or months during summer, too. But as soon I get my eyes in Internet access for a day...

I haven't seen noah.

Anyone has? I started to be worried today.

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