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TI Z80 / Re: Game Info & Progress
« on: November 29, 2008, 08:26:48 pm »
It's magic
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TI Z80 / Re: Chip's Challenge« on: November 29, 2008, 07:03:16 pm »Oh it's from a Microsoft software? I'M never gonna play this calc game, then.It's from before Microsoft's monopoly gave it the potential for world domination. j/k What's wrong with using IE? I need to know my anti-virus software is working and what better place to get viruses than IE? Wikipedia says it was originally designed by Chuck Sommerville. It was included in Microsoft's (again, before the whole "evil international corporation bent on world domination" thing) "Microsoft Entertainment Pack" and "Best of Microsoft Entertainment Pack". I'm pretty sure it came preloaded on my old computer. This is just a guess, but maybe it's sort of like PuzzlePack being preloaded on TI calculators even though Detached Solutions is the company who wrote it. Wikipedia also says it was ported to gameboy too... 588
TI Z80 / Re: Chip's Challenge« on: November 29, 2008, 03:24:58 pm »That screenshot (on the other page) looks pretty nice.Thanks It came on a computer I had (might have been win95) and was the first computer game I ever played. I accidentally deleted it (never tell a 6 year old playing in DOS is fun) but I finally came across it a few weeks ago. I figured that my difficulty with it was the fact I was 6, but even now (12 years later) some levels take a few dozen tries 589
TI Z80 / Re: Chip's Challenge« on: November 29, 2008, 01:50:41 pm »
No problem And yes, I'm sure there will be a need for masks somewhere in this game.
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TI Z80 / Re: Chip's Challenge« on: November 29, 2008, 01:20:55 pm »
I'm going to have to spill over onto a second picture anyways so I'll probably have different sprites depending on the tile Chip is on. All that should change is that instead of the sprite's location in the picture being constant it'll be dependent upon the variable N, which is already in use in my program.
Thanks for showing me how to mask sprites though 591
Pokémon Purple / Re: Pokemon Purple« on: November 29, 2008, 12:52:03 pm »
OK. That's a relief (no offense). Since there are 150 levels for Chip's, the bare minimum for total size is around 310kb, and if PP (a massive game) were only 130kb, that would mean I horribly screwed something up.
altough Optimization is good I think it's better sometimes to not keep going through the code over and over or rewrite the game everytime, because some people does that and their projects never get anywhere. perfectionism is a good thing to a certain extent but it's better to not be too muchModeration in all things. There has to be a balance somewhere 592
Pokémon Purple / Re: Pokemon Purple« on: November 29, 2008, 12:30:41 pm »I *know* I have shaved at least 50k off this game overall. So my optimizing has helped some. ^_^ Just think, if I had left it with Codex... and Celtic2 was not around, this game would already be somewhere around the 130k range.Do you mean currently 130k or eventually it's going to be 130k? I thought the estimate was >1Mb for the final game. 593
TI Z80 / Re: Game Info & Progress« on: November 29, 2008, 12:13:32 pm »
This looks awesome {AP}!! (we're also missing the drool smiley)
Have you thought about having a background in the battle screen? I think you would just draw the pic, then draw the battle screen stuff over it. So are you using Celtic III for everything? Are you just using the xLIB compatible functions or are you trying some of the newer commands that use det/identity? @ Iambian (if you're reading): Celtic III could be very useful to many people. hint hint 594
TI Z80 / Re: Chip's Challenge« on: November 29, 2008, 12:06:08 pm »
Thanks
simplethinker > Yeah, those tiles looks really bad in 8x8, I think yours are better.I'm using mostly your tiles, but level three doesn't have any switches, gravel or enemies so it doesn't show them. For the boots and fire tile I'm just using 'Fi', 'fi', 'fo', 'w' as place holders. Yours are way better than what I had and you're still gonna be close to the top of the credits if/when I get this game done. Right now I'm just using 'or' since 'xor' looks worse. Eventually I'll be using different sprites depending on the tile it's on, but right now I'm using one sprite. 595
TI Z80 / Re: Chip's Challenge« on: November 29, 2008, 12:40:04 am »P.S. Sorry if I sound like I'm bragging. >_<Nyaar is an accomplishment that deserves to be bragged about! Quote (EDIT2: Now that I think of it... I wouldn't know how to implement moving enemies into this system. Well, I have an idea... but I don't feel like testing it out.)Why did you have to remind me the enemies are moving. I've had such a good day so far . It's gonna be a freakin' pain, and there are at least 5 levels I might have to leave out because the massive number of enemies to keep track of would probably make the calculator shoot sparks and explode :boom: (that's another smiley we're missing, the exploding one) Quote Direction is nothing I ever needed to (or wanted to) bother with.Once you get the hang of it it's pretty simple (although getting the hang of it is the hard part). I had to try about 4 different ways to group the tests to get that last little 76 byte gem (it starts 'D=1.01...'). There is a tiny little bug, which could potentially give someone a small advantage, that would require a complete rewrite of the code in the program that determines if the tile can be moved onto as well as cause a major speed loss, so I already have my first nearly useless easter egg. [edit] @{AP}: What is your avatar? Is that a whale flying in and landing on/squishing a little puppy? 596
TI Z80 / Re: Chip's Challenge« on: November 28, 2008, 11:36:00 pm »
Since there is tile-induced movement with varying dominance over user input I calculate the direction/change in position and leave determining if the new spot can be moved to to another subprogram, currently 283 bytes and I'm estimating another 200 bytes after I implement switches.
N=tile currently on D=direction (-1=left, 1=right, -.01=up, .01=down) L3(6)=ice skates yes/no L3(7)=suction boots yes/no K=key press (using xLIB's getKey) N between 21 and 25 are ice tiles, so '2<abs(N-23' is true when it's not an ice tile. If you land on a regular ice tile (N=21) you continue in the direction you stepped on it. The others are curved and redirect you depending on how you come at it. My name for them is "ice NW/NE/SW/SE" depending on the corner it's in. For ice NW: if your direction is 'up' it changes it to 'right', if your direction is 'left' it changes to 'down', and so on for NE/SW/SE. N between 17 and 20 are force tiles. They push you in a certain direction, but you have limited control over Chip (you can move off to the side, but not directly against how their pushing you). 20=right, 19=left, 18=down, 17=up Here's the code for determining 'D'. I have the 'If:Then:End' statement to increase speed even though they're adding about 10 bytes (I did speed tests to confirm they help). It's only 164 bytes now, but I'm estimating another 90-100 bytes for when I add in the semi-bordered floors and switch tiles. Code: [Select] :If L3(6) or 2<abs(N-23:Then (E-2 is the little E to the -2 power, ie .01)Enjoy 597
TI Z80 / Re: Chip's Challenge« on: November 28, 2008, 10:36:58 pm »nice job so far! it looks great! i do offer myself up as your humble guinea pig. also, no. im doing pokemon, and 250 bytes is enough for half an attack effect. if you can fit a mechanic so necessary in that much space, then go for it. optimize as you can, if you wish.Thanks I'm not quite at the guinea pig state yet since, in order to help me organize/figure out where to stick stuff, there are a few snippets so poorly coded that I would be embarrassed to show my face anywhere associated with programming for months if they were to get out 250 bytes is short compared to some of my other algorithms, but 250 for the sole purpose of determining left/right/up/down seems excessive (though I should probably take into account the fact I've never written a movement routine with so much going on). 598
TI Z80 / Re: Chip's Challenge« on: November 28, 2008, 10:13:38 pm »
Update time! I'm done with programming all the items as well as the water, ice, force, and fire tiles.
Next up is the behavior of movable blocks on ice/force/fire and then implementing switches (with lots and lots of optimization spaced throughout). After that are the enemies and the timer, followed by redesigning the HUD (to make it look pretty with the timer), lots and lots more optimization, transferring 150 levels to the calculator, more optimization, get guinea pigs for testing, fixing the many major flaws that will undoubtedly be found, optimize...... @ deeph: Thanks for the sprites and tiles. The fire tile, suction boots, flippers, fire boots need a bit of tweaking (I'm sorry if I sound rude, I'm really bad at phrasing things correctly with only text. I appreciate your work ) @ anyone who's written a massive BASIC game before: For the algorithm used to determine the player's next spot when there's a lot of tile-induced movement (like sliding on ice, tiles that push you in a certain direction) along with user input, does ~250 bytes seem big? (This doesn't include the action once it decides where you will be moving) Here's a screenie of level 3 599
TI Z80 / Re: Pokemon Stadium - Battle Simulator in the works« on: November 28, 2008, 04:55:40 pm »
Celtic II can be found here as well as on ticalc.org, omnimaga and a few other places.
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