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Messages - simplethinker
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331
« on: May 02, 2009, 02:48:14 pm »
New screenies showing the new engine in action. Note that there isn't a sizable delay anymore whenever the player hits a door/key/chip. It also took me a few dozen tries to get these since I kept over-shooting (good indicator of the speed increase, bad for my temper ) Level 1: (please excuse the horrible quality of that shot, the file was too large so I had to take the recording down to 9 friggin frames per second instead of 33) Level 2: Level 2 again: I tried changing the sprite based on direction but now it just looks weird, so I probably need to get different sprites.
332
« on: May 01, 2009, 10:17:27 pm »
So if we used 1 ASM utility that only copied archived programs to RAM (Like Resource) to save space, then it would be considered Hybrid? even if EVERYTHING else was Basic?
For this contest, yes.
Bleh. Alright.
Sorry I'm not the authority on this (so I could be mistaken), but from what I've read there's no leeway in that definition for this contest.
333
« on: May 01, 2009, 06:16:28 pm »
So if we used 1 ASM utility that only copied archived programs to RAM (Like Resource) to save space, then it would be considered Hybrid? even if EVERYTHING else was Basic?
For this contest, yes.
334
« on: April 29, 2009, 08:22:46 pm »
ouch that sucks, glad you could backup in time, and yeah when I send a backup on my PC i usually move the old ones in a different sub folder
Right now my backup folder has 18 versions of Chip's Challenge. They're all dated and have short summaries of the major changes. Just in case there's a huge mistake that I didn't notice for a while.
335
« on: April 29, 2009, 08:19:57 pm »
lol yeah I noticed all of a suddent almost an entire page of posts dissapeared
I try to not delete posts unless they could be extremly offensive to some users or when they contain illegal content but when deleted they land in the hidden trash bin anyway so if something is accidentally deleted it's pretty easy to bring back up. On the old board I accidentally someone's entire project thread which had like 90 posts and I couldn't retrieve it and he wasn't too happy
Well, a couple posts were a little uh.... over the top.
336
« on: April 29, 2009, 08:17:09 pm »
I almost forgot to give you the special Omnimaga peanuts!
337
« on: April 29, 2009, 07:57:18 pm »
Hi all,
I'm JCW. I'm a moderator over at TIMGUL, working under Omni as the Anti-Riot Squad. We were assembled after the mayhem that went on over there, but I thought I'd join this community too as it interests me greatly. Look forward to speaking to you all around the site.
Hi JCW! Welcome to Omnimaga Have you done any programming on calculators?
338
« on: April 29, 2009, 04:38:07 pm »
Clicky
Good point
339
« on: April 29, 2009, 11:47:06 am »
I recently had a close call. After just finishing the preliminary testing of a new movement routine (which already entailed major changes to the code), I was in the middle of converting the initialization code to accommodate it. All the changes were in RAM-resident programs. The new code utilized my String->Matrix ASM program; unfortunately, I accidentally transferred an old buggy version instead of the current one, and you can probably guess what happened next. I ran Chip's Challenge, but when I got to the title screen I remembered I hadn't backed up, so instead of continuing (the next chunk of code would run that ASM program) I quit and backed-up. Then I ran it and it crashed on me.
Morals of the story: Delete or at least label old buggy versions of things, and of course back up major changes.
340
« on: April 29, 2009, 10:56:17 am »
How do you (legally) obtain ROMs of GameBoy games? Is there a special cable where one end hooks into the cartridge and the other end into a computer, or do you need some sort of adapter to plug it into something that can be hooked up to a computer?
341
« on: April 29, 2009, 10:04:48 am »
Anyone test this program out yet? I am working on homework, so I have not had the time...yet
That's a very good question! Has anyone tried it yet?
342
« on: April 28, 2009, 11:46:13 pm »
That's awesome! Have you had any luck on (assembling?) Pokemon yet?
343
« on: April 28, 2009, 02:12:41 pm »
Glad to see progress, you are doing some very notable things and I sullute you!
Thanks I've decided to abuse Celtic III to its fullest.
344
« on: April 27, 2009, 07:04:41 pm »
glad speed increased , btw is it still planned for 84+ only or will it also be for 83+ when finished?
The speed on an 83+ shouldn't be as horrendous as it used to be. Because of that newline bug I haven't had many consistent tests with Indexfile/LookupIndex, but it's supposed to be a lot more consistent with access time so this does open the door to (possibly) fairly uniform frame rate, and thus a clock
345
« on: April 27, 2009, 06:27:25 pm »
The initial testing of the new movement routine has gone very well. There's been a pretty good speed increase, and the execution time for tiles is somewhat more uniform. I believe the reason for these improvements is twofold: (1) There aren't as many If:Then blocks so there's less code to sift through, and (2) Many tiles have very similar actions/effects (like items, or doors, etc...) so certain things were being calculated as a function of tile number, but now, with the new system, everything is hard-coded. I tried Celtic III's det(23 and det(24 commands and, except for a couple little bugs, there was an even larger speed increase. det(24 doesn't strip the newline so very quickly my program got filled with tons of newlines hint hint These improvements have come at a cost of nearly doubling the size of movement code; what once took 583 bytes now takes 1115 bytes. By rearranging certain commands common to all tiles (like the return value stating whether walkable or not) I should be able to cut out 2*48=96 bytes, but it's still much larger than what it was (but the program can be in the archive so it's not taking a chunk out of RAM). [edit] Oh, and I've also finished with inverting the HUD and the modification to sprite display.
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