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ASM / Re: [Z80] Jump to a specific point in an edit buffer
« on: January 08, 2012, 12:57:20 am »
Is it that difficult to use a ldir and update the pointers? I don't think there's really anything else that needs to be done, is there?
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. 151
ASM / Re: [Z80] Jump to a specific point in an edit buffer« on: January 08, 2012, 12:57:20 am »
Is it that difficult to use a ldir and update the pointers? I don't think there's really anything else that needs to be done, is there?
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TI Z80 / Re: TinyCraft [Axe]« on: January 07, 2012, 10:28:25 pm »1200 bytes larger? We'll have to cut that down xD Do tell! And yeah, looking over it didn't show anything too crazy hard, just a lot to grind through. Did you figure out the noise generator that's in the constructor, too? 153
TI Z80 / Re: TinyCraft [Axe]« on: January 07, 2012, 09:10:09 pm »
Hmm...Maybe there are some tiles that we could combine the value of. Like...you won't see Lava anywhere but under ground, and you won't see Grass anywhere but in the top world. Also, Grass could be Clouds and Rock could be InfiniteFall in the sky world. And we could combine something like Tree and IronOre. That brings it to 16 tile values needed, so we can represent two tiles with each byte. That should simplify things considerably in terms of saving and recalling map data, too!
Edit: They don't have to be those exact tiles. I'm sure there are probably better combinations. 154
TI Z80 / Re: TinyCraft [Axe]« on: January 07, 2012, 09:03:32 pm »
Well, how many tiles are there total? We could calculate how much you'd need for a 128x128 map (the size used in minicraft). I think there are 20 tiles total, right? If we could get it down to 16, we'd probably save quite a bit of space...
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TI Z80 / Re: TinyCraft [Axe]« on: January 07, 2012, 08:54:04 pm »32x32 tilemap, 4 levels of grayscale, meaning 2 bits per tile, so 2048 bits or 256 bytes. Unless I completely botched my thinking there..... 156
TI Z80 / Re: TinyCraft [Axe]« on: January 07, 2012, 08:39:57 pm »
Well, looking at Notch's algorithm, it looks like what he's doing is generating a smooth 2D noise map for the main terrain (rocks, grass, water) and then another 2D noise map for adding sand and trees and cacti and things like that...Shouldn't be too difficult to do that on calc.
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TI Z80 / Re: TinyCraft [Axe]« on: January 07, 2012, 08:16:49 pm »
He's saying that using a reversible RNG you could simply recover the randomized data for the point you are at, so you wouldn't have to save a map at all and you'd ONLY have to save the changes you made to that map for the next time it's generated.
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TI Z80 / Re: TinyCraft [Axe]« on: January 07, 2012, 07:43:23 pm »
I had thought of that, too, Qwerty, but since I've never actually looked into such methods (I only know they exist) I don't know how feasible that is to implement and execute on the calculator. The only algorithm I know of that we might be able to use for terrain generation would be a plasma fractal, which is usually used to generate mountainous terrain... http://www.ic.sunysb.edu/Stu/jseyster/plasma/
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TI Z80 / Re: TinyCraft [Axe]« on: January 07, 2012, 07:24:40 pm »
Exactly. We clearly wouldn't be releasing the game with a predefined map, but we can set one up to get everything else working and then we can tack on the generator. Also it should be noted that the game has 5 different levels generated. One sky level (with the Air Wizard and a bunch of clouds), one top world level, and three underground levels.
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TI Z80 / Re: TinyCraft [Axe]« on: January 07, 2012, 07:10:02 pm »
I do see saintrunner's point from before about having a predefined map. I think that would be fine for now while we're developing it, just to get all the other stuff working. That way as long as we define a format for the map/level data, we can have people working on the level generation code while others are working on the rest of the gameplay instead of having to wait until we decipher this level generation algorithm to get started on that.
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TI Z80 / Re: TinyCraft [Axe]« on: January 07, 2012, 06:36:09 pm »
Source he released himself. How do I know? Because it contained this line:
Code: [Select] /* That's just about all we have in terms of comments (at least in this class).Edit: wait! No, we also have Code: [Select] // byte[] map = LevelGen.createAndValidateUndergroundMap(w, h, (d++ % 3) + 1)[0];
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TI Z80 / Re: TinyCraft [Axe]« on: January 07, 2012, 06:25:31 pm »I'm more concerned about how it generates areas and pieces them together (so you don't have scattered desert in the middle of a forest, etc.)That's what I'm interested in, too, but I haven't really deciphered all of that yet >.< He uses a lot of calculations and no comments of any kind, making it quite a challenge to figure out what he's doing for much of it. 164
TI Z80 / Re: TinyCraft [Axe]« on: January 07, 2012, 06:09:40 pm »
No, that would take away any sort of replay value. It removes the interesting aspect of a sandbox game like that.
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Computer Programming / Re: Regex question« on: January 07, 2012, 06:01:54 pm »
I am aware. Your comment sounded like a general statement about RegEx to me, in which case it is false.
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