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Messages - squidgetx

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1066
The Axe Parser Project / Re: MAX SYMBOLS error
« on: January 09, 2011, 07:40:44 pm »
That could explain it i guess. Perhaps that particular sub(R was the first time I used it in the program...

1067
The Axe Parser Project / Re: MAX SYMBOLS error
« on: January 09, 2011, 06:23:59 pm »
No, that label (and its call) had been there for a long, long time. I compiled, it worked fine. I added nothing besides sub(23)'s, not even a Lbl 23. I gto a MAX SYMBOLS error. Removing the sub(23)'s led to an error-free compile.

1068
The Axe Parser Project / Re: MAX SYMBOLS error
« on: January 09, 2011, 05:08:16 pm »
That number just happens to be how large the move database entries are :P (13 bytes for name, 1/2 for class, 1/2 for power, 6 for boosts, 1 for MP damage, 1 for HP heal, 1 for accuracy). I suppose I could add a null byte at the end of each entry which would end up costing around 100 bytes of archive space in the move appvar, but I think that *24 is probably way way better than *23 and would save a decent bit in the executable. (Or I could take class and power out of nibbles and put them into their own bytes..but man, that would screw up all the offsets...maybe it's worth it though) (It's not for speed btw)

The MAX SYMBOLS thing is weird though..does anyone know anything about that?

1069
The Axe Parser Project / Re: MAX SYMBOLS error
« on: January 09, 2011, 04:51:39 pm »
Interesting thing about the MAX SYMBOLS error: it seems (to me) that it also has to do with how many times you call a subroutine/pointer ???

For example, today while working on Ash:Phoenix, I realized that I am multiplying by 23 quite a lot. Multiplying by 23 is very inefficient, so I decided to add a subroutine to multiply by 23. So I replaced all *23's with sub(23)'s, intending for the subroutine to be Lbl 23 : *23 : Return Since I'm lazy, I decided to compile first before adding the subroutine label so that when it gave me a missing label error, I could hit prgm to scroll to the bottom of the program and add the subroutine instead of scrolling manually.

It gave me a MAX SYMBOL error, which was strange because I had not added any new labels since the last compile It was stranger when I hit prgm to goto the error. Axe scrolled down, not to a label, but to a subroutine call (specifically, the line sub(R,0,,30,20))

Yeah...so now I'm kinda confused lol

Btw, removing all the sub(23)'s and re-replacing them with *23's led to a valid compile.

If you have 150 labels, your compiled code probably shouldn't fit in RAM anyways. :P
It did ;) (16324 bytes)

1070
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: January 09, 2011, 03:43:32 pm »
Lol, it's only been 2 hours.

Anyway, looking good. Hopefully enemies won't decrease the framerate too much.

I took a look at your code and the game now runs at 9000FPS I couldn't really decipher all the logic and ElseIf's that were going on, so i can't really just hand you an optimized file. I can give you some tips though: I did notice you had copious amounts of compound equality checks like
Code: [Select]
If getKey(2) and ({G*12+F-1*2+theta+1}=2 and ({G*12+F-2*2+theta+1}=0))
.....
End
which could be changed to
Code: [Select]
If getKey(2)
!If {G*12+F-1*2+theta+1}-2
!If {G*12+F-2*2+theta+1}
.....
End
End
End
which would help a lot for speed but make the game bigger :P

Also stuff like
Code: [Select]
0->{G*12+F+1*2+theta}
0->{G*12+F+1*2+theta+1}
can be easily changed to
Code: [Select]
0->{G*12+F+1*2+theta}^^ralthough of course that doesn't work for any number besides 0

Also there were a few equality checks that could be improved;
Code: [Select]
ElseIf {A*4+L1+300}=2
Code: [Select]
Else!If {A*4+L1+300}-2
You should check out my Optimization Compilation- I bet with that you could easily shave off a lot of cycles (and bytes)[/shameless plug]

1071
Ash: Phoenix / Re: Ash: Phoenix
« on: January 09, 2011, 03:31:07 pm »
Mmmmm...randomly corrupted program+random freezing during defrag.

A few things were lost, but not too much.

I've successfully increased the walking speed and I *hope* I've fixed the shop bug, though I can't tell for sure yet.

1072
The Axe Parser Project / Re: Features Wishlist
« on: January 09, 2011, 02:35:46 pm »
Could there be a 2nd line routine for those who absolutely want clipped ones? Or maybe someone could write an Axiom.

Seconded (no pun intended)

new "EndIf" and "End!If" instructions

This would be awesome :D

1073
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 09, 2011, 02:31:34 pm »
afaik, 3lvl grey works in an interrupt, but 4lvl grey might not (though I haven't tested the latter). Main problems are that
1) Not too sure how much space I have in the app to add a whole interrupt routine and
2) L2 is already in use :-/ It would be practically impossible to relocate it :(

I like the tiles as they are too, but the distortion has increased with increasing the moving speed. You can't see them properly at all unless you stand still, but the problem there is that people tend not to spend time just standing around in an RPG :P

1074
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 09, 2011, 10:49:29 am »
@eeems:...that's a weird bug...

IMPORTANT:
To all the people complaining about the grayscale: where does it bother you most? Does it bother as much, say in the Tower or in the Wastelands?

The thing is, I can't find a way to make it look better. But I have noticed, that at least for me, it is way less annoying in the Tower and the Wastelands because the tiles there are generally darker with less parts that have a lot of gray. I think that if I simply redid a lot of the tiles to make them generally darker (for example the floor tiles in both the town and the shops, and the wall tile inside houses), it would probably look a lot better. Of course, this would mean a slight decrease in the quality of tiles, but I think that overall it would be much more enjoyable. What do you guys think?

1075
TI Z80 / Re: The Psyche
« on: January 09, 2011, 10:37:55 am »
Thanks Builderboy :)

I'm pretty much done now and am just waiting on anyone who feels like making any external levels. I added Michael's request, plus now it doesn't take extra time to unarchive/archive the appvar when you don't play story mode :)

1076
TI Z80 / Re: Axe Cuberunner
« on: January 09, 2011, 10:02:57 am »
The weird text should just be there the first time you run the game after the new update since it is using your old appvar that doesn't have the settings stored in it. Does it appear again afterwards?

Also the fast-changing alpha-mono thing has been there for a while. I don't really know/am too lazy to fix it...although if a more pressing bug comes up that needs fixing I'll look at it :\

1077
Gateways: Portals of Time / Re: Gateways: Portals of Time
« on: January 08, 2011, 10:02:51 pm »
I hate that error. You think, oh, 150 is a pretty big number. It's not lol, especially with a large game like an rpg. Good luck yunhua; I can't wait to see what comes of this :)

1078
TI Z80 / Re: The Psyche
« on: January 08, 2011, 02:30:43 pm »
Fixed level editor.

@Qwerty, the problem is that all the physics are like field forces: I can't change individual objects' directions :x

1079
News / Re: NimbusOS source code released
« on: January 07, 2011, 07:39:11 pm »
Woah, that looks nice (and different). Mirage style UI, but cooler looking. I wonder what will become of this....

I wonder how hard it would be to make a shell in Axe....

1080
Official Contest / Re: Cage Match #4: Puzzle with a Plot
« on: January 07, 2011, 07:36:25 pm »
Thanks.


Slide: I really liked the tiles, especially how you made the cave walls look. Also, the scrolling was nice, something I was considering adding to psyche but didn't. I agree that it was a bit easy (finished it in about 10 minutes on wabbit :P) but that of course could have been fixed. I also noticed a weird bug where when sliding to the right, a black rectangle would flash on the left side of the screen :x Also, the custom font looked awesome :) (shame you couldn't get the chance to do more with it :( )

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