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Messages - Hayleia
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1591
« on: March 14, 2013, 02:11:57 pm »
Nope, It has too much data -.-° Even the map itself already takes more than 10 000 bytes.
All maps are grouped together ? I think you could gain a lot a space by dividing it into smaller parts and/or using some compression (the easiest one is RLE).
Yeah, the map is in one block. Why would dividing it in small parts take less space ? And how to use RLE on a map that takes values between 0 and 170 ? Well I understood pointers (that helped for Axe ) and know what the main instructions do but I don't know how to do what I want then There is absolutely no command for nothing. That is of course an advantage, but it is also a drawback sometimes. At least, thanks to the basic knowledge I acquired in ASM, Axe became very easy to pick up
There are many rom calls which are very useful and aren't that slow (in my case I'm mainly using maths rom calls so I can stick to the originals formulas during battles). I think the only thing you really have to understand is how to interact with the LCD (using pre-existant routines or not, such as _ionfastcopy). Once you know how to draw sprites, that's pretty much it, you're ready to program great games.
Well I found a routine somwhere to draw sprites, and I managed to get a tilemapper with it (scrolling map, not smooth). But I mainly ran into two problems: The multiplication routine I created only handled 8-bit numbers as entries. That is not a big deal, I could have changed it to use 16-bit numbers. The real problem was that the routine I found (don't remember where) that handles the keyboard was a pain (used groups of keys or I don't know what) edit Aww man, I just looked around in my ASM folder, reading some old code, and it brought back so many memories, when I was full of hope, thinking about coding Pokemon Topaze in ASM And I just ran that scrolling-map program again, it really works well and all I think I should try ASM again some day, I just need to find a proper routine to handle keys
1592
« on: March 14, 2013, 01:11:40 pm »
Optimised ASM programs can be much smaller than Axe ones, further more if you uses some compression (RLE etc...).
I'm pretty sure Pokémon Topaze can fit in 27ko (the original Pokémon Blue fits in only 1Mo, using lot of compressions methods, even if the GB hardware help to handle sprites and such). Nope, It has too much data -.-° Even the map itself already takes more than 10 000 bytes. In fact I started my own adaptation of pokémon to the TI 83/83+ : Pokémon Monochrome, it's not as developped as Pokémon Topaze but with the tilemapper, menus and battles almost finished, I'm currently at ~10ko (and without using any compression). By the way, I think I'm using one or two tiles/sprites from your project, I hope you don't mind... (It's a bit off-topic but I haven't planned to start topics everywhere about it unless I'm sure to finish it...)
This artwork is really great And no, I don't mind you using some of my sprites, I stole some from tifreak (with his permission) so I won't say anything to anyone using mine Did you tried asking some help ? ASM is kind of hard when all you've ever programmed in are high-level langages (basic), but once you understood some concepts (pointers...) and learned how to use the main instructions, it becomes way easier. There are also a lot of libs to help you making some nice games fearly quickly (I'm using GBA Lib 2 (which looks a lot like GBA Lib 1), mainly because its mapper is way better than mines).
Well I understood pointers (that helped for Axe ) and know what the main instructions do but I don't know how to do what I want then There is absolutely no command for nothing. That is of course an advantage, but it is also a drawback sometimes. At least, thanks to the basic knowledge I acquired in ASM, Axe became very easy to pick up
1593
« on: March 14, 2013, 12:12:24 pm »
The TI 83-like aren't that bad (unless you're only programming in Axe, which unfortunatly seems to be the case). I started programming with a TI 82 STATS and I keep try to cross-compile my asm projects so they can run on both 83&83+.
Tell me when you manage to fit Pokemon Topaze on a 82 Stats.fr It is a shame that they have so few memory and all RAM, everything goes away in one RAM Clear. At least, TI-Connect doesn't need a lot of time to check everything on the calc. It takes ages to refresh the list on a 84+SE but it is quasi instantaneous on my 76.fr Maybe it's time to switch to asm
Well in fact, I tried ASM before Axe, but failed miserably so I chose Axe instead.
1594
« on: March 14, 2013, 11:57:02 am »
It might be a weird artifact of using an older version of Axe with Crabcake and such a huge file or something like that, but that is complete speculation on my end and if that's the case, I have no idea what to do about it Well you can try the latest version of Axe I compiled Pokemon Topaze using CrabCake with Axe 0.53, with Axe 1.05 and with Axe 1.21a without any problems running on a 83+BE
1595
« on: March 14, 2013, 11:53:24 am »
The choice was made by TSP promotion, and come on, I'm sure it can still be useful to anyone in your entourage :p
Do you really think I don't push everyone I know to get at least a 83+ ? But yeah, if the sponsor made the choice themselves, I understand they choose the cheapest calc they had in stores I only had one use for it when it still had batteries: give games to people with 82 Stats.fr and no SilverLink in my class. But, I mean, why didn't they buy at least a 83+ ?
1596
« on: March 14, 2013, 11:41:05 am »
Hayleia > Originally there was no prizes to win with the zContest (it was purely honorific), but Contra kindly managed to find us sponsors that agreed to gives us free ones. So I'm sorry if you don't really appreciate the TI 76.fr, but keep in mind it was better than nothing.
Of course it is better than nothing, but I still found strange to give a z80 with no Flash to someone who already owns a z80 with Flash (an Axe coder usually have a z80 with Flash ). It will just be for collection but most likely unused
1597
« on: March 14, 2013, 11:32:15 am »
I can't find fractoid in the app store, is it only for Android?
Fract oid sounds like it is only for Andr oid
1598
« on: March 14, 2013, 02:48:59 am »
Who's Lola ?
Well I mentionned Lola because, not even 10 minutes before the release, she mentionned me on TI Planet that she had the problem of not having enough RAM to run the executable, problem that I had had myself on my 84+SE but not on my 83+, and seeing other people having this problem convinced me to release that version where quite nothing (should have) changed but where the executable fits in short RAM Now, if I only mention Lola, that doesn't mean other French people can't download the new version, try it and report problems if any
1599
« on: March 12, 2013, 09:41:45 am »
Well for now, from what I read from your post, there are only drawbacks in staying with 3.2 So why don't you downgrade and be able to view your images ?
1600
« on: March 11, 2013, 02:54:39 pm »
Here is a version of Pokemon where some things changed. Normally, nothing should have changed in the gameplay, but some basic optimizations were implemented (not heavy ones though so the executable is still pretty big) and all the text data (only available in French for now) is now in an external appvar. The executable is just small enough now to allow 84+ users with small available RAM (like Lola and I) to play Topaze anyway. This is for beta testers (Lola is now a beta tester, and I don't ask for her permission ) to see if my optimizations already broke something No readme and such since this is not a real update. If you want those, look for a previous version.
1601
« on: March 11, 2013, 02:33:07 pm »
I have MirageOS on my calc, DCS is on the emu.
Yeah, that's what I thought since you have a 83+BE. Also, are you sure that e90D3 is a saferam area ?
1602
« on: March 11, 2013, 02:25:01 pm »
1603
« on: March 11, 2013, 02:15:50 pm »
Thanks, so how would you open one and show it to the screen?
Well, the exact opposite (if appvars and pics work the same) GetCalc("Pic0")→P !If P .Picture doesn't exist or is archived, handle error here Else Copy(P,L₆,768) End
If the picture is archived, this should work: GetCalc("Pic0",Y₀)→P !If P .Picture doesn't exist, handle error here Else Copy(Y₀,L₆,768) End
1604
« on: March 11, 2013, 10:42:46 am »
My source is currently bigger than 8000 bytes, only the parenthesis and brackets I didn't close saved more than 200 bytes of source. And on a 83+ BE, I need to save space.
Well if you use DCS, as your screenshot shows, using MirageOS instead might be a space saver (unless you only use DCS on the emu)
1605
« on: March 11, 2013, 10:35:50 am »
This also means we get a gameboy emulator with sound, right calc84maniac?
TiBoySE already supports sound.
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