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TI-BASIC / Re: Run-Length Encoding for Strings
« on: August 25, 2010, 05:18:31 pm »
In a game or just in general? Because just in general it's not all that exciting to wait for a string to compress
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. 1636
TI-BASIC / Re: Run-Length Encoding for Strings« on: August 25, 2010, 05:18:31 pm »
In a game or just in general? Because just in general it's not all that exciting to wait for a string to compress
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TI-BASIC / Re: Run-Length Encoding for Strings« on: August 25, 2010, 02:24:27 pm »
Haha thanks. I'll post it once I make it. I'll start on it once I get back from Qdoba
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TI-BASIC / Re: Run-Length Encoding for Strings« on: August 25, 2010, 02:22:04 pm »
I don't know...haven't made a decompressor yet
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TI-BASIC / Re: Run-Length Encoding for Strings« on: August 25, 2010, 02:16:29 pm »
Well it runs my 1886 byte string in a little under four minutes and takes off 800 bytes but it'll vary from string to string. So it isn't terribly fast but I don't think it's that slow either, but I don't know really. I'm sure there is a better method or optimizations that could be made.
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TI Z80 / Re: Unnamed RPGish Game« on: August 25, 2010, 04:56:18 am »
Oh ya, I forgot about that one. I haven't ever tried it though.
Thanks though 1641
TI-BASIC / Run-Length Encoding for Strings« on: August 25, 2010, 04:47:33 am »
So before I do anything more on my recent project I told myself I would work on making the moving engine, map display, and that stuff as good as I could before I continued on. So I decided to mess with RLE compression and came up with a program to compress a string. Just decided that I would share it with you guys for learning purposes or if someone wants to use it or something. (Compressed mine by about 800 bytes.)
Code: (RLE Compression) [Select] "_?Str2 I know there are probably optimizations that could be made to that I just haven't gone over it really to look for any. I kinda just made it so it'd work and then posted it. If someone wants to optimize, go for it Note: The only thing that needs to be modified in this one is that the space that gets placed at the end needs to just be any token that IS NOT used in the string you are compressing. So if you string being compressed uses spaces then just replace the space with, for example, a question mark. After that you need to replace the space in the fifth row (where your checking to see if the string part equals something) with that same token as in the first row. Hopefully that makes sense. As a side note to this I realized this didn't work all that well for maps that were all numbers so I made another program that converts those numbers into some other token of your choice. This one will need some adjusting depending on what your string contains but it is fairly easy. If anyone needs it explained I will. Code: (Different Tokens) [Select] "_"+Str1?Str2 Like I said that one needs to be modified depending on your string and such. The one that is posted is specific to how I wanted my string to be outputted and what my original string was. So, hopefully someone finds this useful or something. Any questions just ask 1642
Project M (Super Mario) / Re: Project M Reboot« on: August 24, 2010, 08:00:19 pm »
Wow! That looks awesome! Keep up the great work
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Introduce Yourself! / Re: Hi« on: August 24, 2010, 05:41:48 pm »
Welcome back Hope things calm down a bit
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Pokemon Red / Re: Pokemon Red« on: August 24, 2010, 03:05:55 pm »
But there are other glitches in Yellow that you don't have in the others.
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TI Z80 / Re: Unnamed RPGish Game« on: August 24, 2010, 04:05:06 am »
Huh, I guess Harrier doesn't have his on ticalc.org. I couldn't find one. But I know he has one on UTI since that's where I got it and there is another one somewhere.
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TI Z80 / Re: Basic fast tunnel« on: August 24, 2010, 04:01:04 am »
That mine?
Edit: Ah ok. It happens when you're holding up while you hit the edge. It happens in _player's too. I don't know how to fix it though since I didn't completely go over his code to understand it. 1649
TI Z80 / Re: Unnamed RPGish Game« on: August 24, 2010, 02:57:51 am »
There are a couple of good text sprite finders out there already. HarrierFalcon made one thats good. I'm considering making one too.
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TI Z80 / Re: Unnamed RPGish Game« on: August 24, 2010, 01:14:56 am »
Thanks I might be able to speed up loading even a tiny bit more while just figuring this out for TsukasaZX
@TsukasaZX Ok, here is a quick example of code for text sprites: Code: [Select] ClrDraw If you want further explanation just let me know |
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