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Messages - squidgetx
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1186
« on: December 14, 2010, 06:10:08 pm »
Hmmmm you speak of virtual pages? Are you talking about virtual pages like what i am doing with PortalX?
Sort of, but a bit simpler Since this is an app, I don't have to worry about the hosting program's existence in RAM (at least, I don't think so). So all I have to do to 'add' things to the engine is use a bcall to run a specified program from RAM, then return to the app. For example, all of the transition effects are in their own program which is in an archived appvar which is copied to a temp program then run whenever a battle starts. @csprinkle: thanks @DJ yeah, the MAX SYMBOLS limitation is a hard one to deal with. I ended up just deleting some subroutines that I only use twice or three times, plus moving the NPC engine to its own program helped a lot.
1187
« on: December 14, 2010, 05:35:35 am »
I went with 5 because I don't think that the persons name really needs to included, since they're gonna have the userbar in their sig anyway
1188
« on: December 13, 2010, 06:24:22 pm »
If I may quote from the first post: I won't let this die
NEVER!!!!! progress continues. I've regained some of my motivation . I've finally started on dynamic enemy generation, and many of the NPC extensions are coded (but not tested yet )
1189
« on: December 13, 2010, 06:14:55 pm »
lol
1190
« on: December 13, 2010, 07:15:49 am »
One thing I especially like is the fact that the image editor lets you change the tolerance- this means I can take a pic in 3 levels of gray and I don't need to use photoshop to separate the colors; I can just change the tolerance and get 1 pic variable with the black part and another with the gray part Also I like the fact that it supports the Axe tokens (the fact that it supports other token files is pretty cool on its own)
1191
« on: December 12, 2010, 11:14:22 am »
lol. I just realized that for some reason I wasn't quite awake when I wrote that post. The battle engine is >9000 bytes; how could I put it into a virtual page? Anyway, I'm going to move the npc engine into it's own program instead, which pretty much achieves what i need to do (free up space in app and decrease symbol count) except it is much easier. Hopefully I'll be able to stick to my 1/1/11 demo date
1192
« on: December 12, 2010, 10:13:22 am »
Holy... I'm definitely going to have to take a look at your source, though I doubt I'll be able to make many improvements to it lol
1193
« on: December 11, 2010, 08:30:46 pm »
Hey, that looks nice I've pretty much neglected to tell you that Tokens is awesome for the past few weeks now, so here you go: THIS IS AWESOME
1194
« on: December 11, 2010, 08:18:38 pm »
Not exactly an asm question, but I figured I'd have the best audience in this board.
So my question is, how do apps run without using up user RAM? Are they copied to a page reserved for apps? And if so, at what location/address is that?
1195
« on: December 11, 2010, 08:15:49 pm »
Uncircumventable roadblock: the MAX SYMBOLS error To fix this I'm going to put the whole battle engine into it's own separate program/appvar/virtual page thing. That way many of the battle engine's exclusive subroutines will be contained in another program and thus not count towards the total symbol limit However, currently the battle engine and the map engine are sort of intertwined, plus it's been a little while since I've looked at the code so I think it will be fairly difficult. However, once I have managed to do this, everything (and I mean everything) will be a LOT easier to work with since in the app I will have gained like 4k of space, decreased the symbol count significantly, and given the battle engine an extra 4k of space (if I ever need to add anything).
1196
« on: December 11, 2010, 01:54:48 pm »
Hm, looks interesting. I think I'll go with making the user draw all the different zoom levels though, or possibly have the auto scale be an option
1197
« on: December 11, 2010, 01:51:39 pm »
Well I cheated a *little bit* Let me give out the specs for the move system: First, the first 2 (or maybe 3) moves available in battle depend on what type of weapon you have equipped. You can gain experience with a certain type of weapon, level it up, and learn better moves with that weapon. The main level up system is independent of this, and raises your stats on level up (like in normal RPGs) It's like in real life, if you trained a lot with swords, you would eventually get good at using a sword, but not at using other weapons. However, you'd still get stronger and faster no matter what you're training with. The save file can remember all the different moves you have with each weapon, so you can alter your moveset by switching weapons. The other 3 moves available to you I call 'skills,' which are learned upon leveling up to a certain level (or using a scroll) are constant independent of weapon and unique depending on your class. There are 6 classes of weapons/characters/enemies etc. There are 5 main weapon skills that each class of weapon can learn, and all of these moves are the same except for their typing. =30 moves Now there are 3 types of move for each weapon class that can be learned as well, as well as 2 levels of each move =3*2*6=36 moves Now each class also gets 6 skills that they can learn independent of their weapon = 36 moves. Woops, there are actually 102 moves
1198
« on: December 11, 2010, 01:31:51 pm »
@ztrumpet: That's a problem though, since sinx / cosx and cosx / sinx actually comes out to either 0 or 1. So you actually have to inflate the first term by 128 (or some other factor) and then don't forget about the signed division Additionally, my problem was that not only did I have to scale by 128, I had to scale by 128 or -128 depending on which direction you were facing @ztrumpet/DJ. I guess that would be good @willrandship: How do you mean? Is there a scaling command?
1199
« on: December 10, 2010, 08:56:49 pm »
Actually I think I use very few vars in Space Dash, except in some For loops where that was unavoidable (although i could turn them into While {Ptr}<Max : {Ptr}+1->{Ptr}. For some reason I had it in my head at the time that single byte ops were faster than two byte operations so I changed almost all of my variable references to saferam references. I should probably change that sometime And thanks btw
1200
« on: December 10, 2010, 08:50:05 pm »
Also, I think the rand seed is in SaveSScreen as well, so not only do you have to not use vars for now, but also not ever call the rand command
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