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Messages - kalan_vod
Pages: 1 ... 67 68 [69] 70 71 ... 194
1021
« on: August 09, 2006, 05:18:00 pm »
QuoteBegin-Darth Android+Aug 9 2006, 09:07 PM--> QUOTE (Darth Android @ Aug 9 2006, 09:07 PM) | You have no power over me. Begone, before I smite your puny body. Your attempted threats did not increase the rate at which the uti server could recompile services. |
This is a joke/sarcasm btw, and pretty funny .
1022
« on: August 09, 2006, 05:16:00 pm »
QuoteBegin-xlibman+Aug 9 2006, 07:25 PM--> QUOTE (xlibman @ Aug 9 2006, 07:25 PM) | pyro went on tcpa today and did !seen tr1p1ea and this is the result
[19:41:54] "tr1p1ea ([email protected]) was last seen quitting from #tcpa 9 days, 8 hours, 48 minutes ago stating (Read error: Operation timed out)."
not really good at all, *xlibman is getting worried |
He has been really busy, he has been posting at MC and RS..give him time
1023
« on: August 09, 2006, 05:14:00 pm »
QuoteBegin-Dragon__lance+Aug 9 2006, 10:38 AM--> QUOTE (Dragon__lance @ Aug 9 2006, 10:38 AM) | it'd work very well for games that don't load maps that often,especially big maps! Are you going to write a compressor with it Kalan_vod? |
I have, the decompressor has been rewriten (by weregoose) and I feel like a newb....he improved the time by a second, but it is also half the size. The compressor has a problem, which I am trying to fix...Thanks guys, and yes it would be one load time for a large map.
1024
« on: August 09, 2006, 05:09:00 pm »
To each his own, mine does a quicker job for a matrix 4 times larger..Congrats.
1025
« on: August 08, 2006, 03:21:00 pm »
QuoteBegin-elfprince13+Aug 8 2006, 07:35 PM--> QUOTE (elfprince13 @ Aug 8 2006, 07:35 PM) | I'd like to talk to you about implementing this in my uberfast scrolling routine. do you have AIM? |
Yes I do, kalanvod for msn/aim.
1026
« on: August 08, 2006, 01:11:00 pm »
QuoteBegin-Dragon__lance+Aug 8 2006, 07:04 PM--> QUOTE (Dragon__lance @ Aug 8 2006, 07:04 PM) | code! code! code! |
I will release the code/demo once I iron out a few more things.
1027
« on: August 08, 2006, 01:10:00 pm »
Keeping a compressed data set would be more ideal for those whom want their game playable on a 83+ (if it became that large o.o ). Now, the main reason I am doing so in Tank, is for that being before each game it needs to generate certain things. Now while it is doing that, I can have it decompress the made or such, and it would provide the user with more space on their calc for other games. This is just something I want to use, and until tr1p can add a compression routine to xLIB I will just use this. I first started this, wanting to make a ascii game (like metroid pure). I made it compress maps of metriod, and once I had it running (displaying the maps while being decompressed) it ran at the speed of what CDI had in the game.
1028
« on: August 08, 2006, 12:58:00 pm »
Well, with the map of Tank it takes around 9 seconds.
1029
« on: August 08, 2006, 12:51:00 pm »
1030
« on: August 08, 2006, 12:50:00 pm »
About: Compression In Basic I started playing around with compression with basic (no way :shock: ), this is atm just for my game Tank. It will only work with a closed area. How it works:It takes a Matrix and compresses it in a format of the number of times the number appears and decimal places of what the number is. The compressed matrix is in a form of list (L1), and the first two spots are the dimensions. Example:c1--> CODE | ec1/matrix data - 16x24 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 8 8 8 8 8 8 8 8 8 8 8 8 8 22.2 33.2 8 8 8 8 8 8 8 19.1 19.1 8 8 8 8 8 8 19.1 8 8 8 8 8 8 8 8 8 8 8 34.2 21.2 8 8 19.1 19.1 8 19.1 8 8 8 8 19.1 8 8 8 8 8 8 8 8 8 8 8 22.2 33.2 8 8 19.1 19.1 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 19.1 19.1 8 8 8 18.2 18.2 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 19.1 19.1 8 8 8 8 8 8 8 34.2 15.2 15.2 15.2 15.2 15.2 15.2 21.2 8 8 8 8 8 8 8 19.1 19.1 8 8 8 8 8 8 8 20.2 8 8 19.1 8 8 8 20.2 8 8 8 8 8 8 8 19.1 19.1 8 8 8 8 8 8 8 20.2 8 8 8 19.1 8 8 20.2 8 8 8 8 8 8 8 19.1 19.1 8 8 8 8 8 8 8 22.2 15.2 15.2 15.2 15.2 15.2 15.2 33.2 8 8 8 8 8 8 8 19.1 19.1 8 8 8 8 18.2 8 8 8 8 8 8 8 8 8 8 8 8 13.2 8 8 8 8 19.1 19.1 8 8 8 8 18.2 18.2 8 8 8 8 8 8 8 8 8 8 13.2 13.2 8 8 8 8 19.1 19.1 8 18.2 18.2 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 13.2 13.2 8 8 19.1 19.1 8 8 18.2 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 13.2 8 8 8 19.1 19.1 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1 19.1→[A]c2 |
ec2 c1 --> CODE | ec1/Once converted {16,24,25.191,13.08,1.222,1.332,7.08,2.191,6.08,1.191,11.08,1.342,1.212 ,2.08,2.191,1.08,1.191,4.08,1.191,11.08,1.222,1.332,2.08,2.191,22.08,2.191 ,3.08,2.182,17.08,2.191,7.08,1.342,6.152,1.212,7.08,2.191,7.08,1.202,2.08 ,1.191,3.08,1.202,7.08,2.191,7.08,1.202,3.08,1.191,2.08,1.202,7.08,2.191 ,7.08,1.222,6.152,1.332,7.08,2.191,4.08,1.182,12.08,1.132,4.08,2.191,4.08 ,2.182,10.08,2.132,4.08,2.191,1.08,2.182,15.08,2.132,2.08,2.191,2.08,1.182 ,15.08,1.132,3.08,2.191,22.08,25.191→L1c2 |
ec2 The Matrix data is 3467b and the compressed list is 768b, which gives a compression rate of 77.8%. Now once inside a program you could do the Ans trick where you type a number that is used most often above the matrix and place Ans instead of that number inside the list. c1 --> CODE | ec12.191 {16,24,25.191,13.08,1.222,1.332,7.08,Ans,6.08,1.191,11.08,1.342,1.212,2.08 ,Ans,1.08,1.191,4.08,1.191,11.08,1.222,1.332,2.08,Ans,22.08,Ans,3.08,2.182 ,17.08,Ans,7.08,1.342,6.152,1.212,7.08,Ans,7.08,1.202,2.08,1.191,3.08,1.202 ,7.08,Ans,7.08,1.202,3.08,1.191,2.08,1.202,7.08,Ans,7.08,1.222,6.152,1.332 ,7.08,Ans,4.08,1.182,12.08,1.132,4.08,Ans,4.08,2.182,10.08,2.132,4.08,Ans ,1.08,2.182,15.08,2.132,2.08,Ans,2.08,1.182,15.08,1.132,3.08,Ans,22.08,25.191→L1c2 |
ec2 The program with the matrix that isn't using the "trick" is 46b larger, with this it brings the compressed rate to 87.2%.
1031
« on: August 07, 2006, 03:51:00 pm »
QuoteBegin-allynfolksjr+Aug 7 2006, 07:39 PM--> QUOTE (allynfolksjr @ Aug 7 2006, 07:39 PM) | I would like to point out that I do think the content was very well done and his enthusiasm seems high. I don't want to come off as sounding rude, but it's rather hard for me to do that around here with all the prejudices. |
I think he much appreciates the criticizing, but maybe a little too much was given.
1032
« on: August 07, 2006, 03:47:00 pm »
PTI can do all the 83+/SE/84 lines, and I think that is kevins spritesheet though that tifreak8x put online . Looks good though, I just don't see how the mouse is moving too fast .
1033
« on: August 07, 2006, 03:44:00 pm »
Sorry I can't help you, but PTI can do just it easily by drag and drop .
1034
« on: August 07, 2006, 03:44:00 pm »
So it works for you now?
1035
« on: August 07, 2006, 03:43:00 pm »
THE POST 8221529 Ramble , still kinda funny. THE POST
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