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Messages - meishe91
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1471
« on: September 04, 2010, 10:02:38 pm »
This is really cool! Did you use any assembly code? Its seems like a very useful project.
Looking at the source code in SourceCoder it doesn't appear so, but I could be wrong. Just skimmed it.
1472
« on: September 04, 2010, 09:42:30 pm »
Ah ok. I can see that happening with line(/ Pxl-On(/ Pt-On( sprites. Luckily, not using any right now. Right now the only thing I see being the big part is the maps
1473
« on: September 04, 2010, 09:32:27 pm »
Ah ok. Well ya, there is sorta a different source code for each one but it's a pretty small change. The tricky part is just running through my string correctly, which I have done. The program that runs that map you saw is 134 bytes, that's without map switching and such though. I'm not sure if this answers your question though.
1474
« on: September 04, 2010, 09:00:24 pm »
Oh ya. But can't A=0 and 0=A both be optimized to not(A? Ah ok. Makes sense. Just have to be careful with that one so it searches for "and" plus a space instead of just "and." Either way, good luck on future progress
1475
« on: September 04, 2010, 08:45:08 pm »
Does not( always work? I don't know why I'm asking since I use that every time, I just thought I saw someone say there are times when you do need ...=0 or 0=.... I may just be misremembering though.
By the way, what do you mean by Sting Character Optimization?
1476
« on: September 04, 2010, 08:41:42 pm »
What do you mean exactly by hard-coded and such? I'm not quite following, sorry Or do you mean is the map display program large because it uses two different kind of tile methods?
1477
« on: September 04, 2010, 08:28:56 pm »
Well from what this supports now I am happy to see I am an efficient programmer I think there was only a total of 6 bytes that I could save total and those were programs I made a long time ago before my time at Omnimaga
1478
« on: September 04, 2010, 08:21:44 pm »
There is some emulator out there somewhere but I don't know where to get it or how it works.
1479
« on: September 04, 2010, 07:38:47 pm »
It would appear so...its a sad, sad day when we start counterfeiting peanuts. I mean counterfeiting money isn't even that bad
1480
« on: September 04, 2010, 07:33:37 pm »
1481
« on: September 04, 2010, 07:23:24 pm »
That one could be tricky to do since the word "and" and the command and_ are different in length and such. It would all depend on how it is being used and where and such.
1482
« on: September 04, 2010, 07:20:12 pm »
Glad you got this finished Good luck.
1483
« on: September 04, 2010, 07:18:53 pm »
That looks really cool. Is it possible to make the type face a little more bold? I think that might make it look a little more computer-like (well, old computer-like) Is each letter set to a specific timer or is it a random routine so it's different each time?
1484
« on: September 04, 2010, 07:15:23 pm »
No, this tilemapper was actually designed like Edge (just the idea, not the actually tilemapper). So some tiles are Text Sprites and others are just normal ASCII characters. In this case though the watter is the only Text Sprite used and the others are Θ, 8, and ◘. I don't think the text sprite part works quite how I want it to yet because I haven't tested with other Text Sprites other than that one in it yet. The way I'm doing this technically allows for 999 ASCII sprites to be used if I wanted but only limits me to 9 Text Sprites (though I might be able to make that 99 too, but I need to work on the method).
1485
« on: September 04, 2010, 07:03:46 pm »
Very cool. I'll add that to my Tutorials page.
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