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Messages - squidgetx
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1441
« on: November 10, 2010, 07:12:01 am »
1442
« on: November 10, 2010, 07:08:12 am »
small update: All data/progress made yesterday that was lost was recovered yesterday in about 20 minutes . Due to some progress on the enemy generation formulas, I didn't manage to recover the full 1.6 kb that I talked about earlier. The battle engine currently sits at 9249 bytes though (as opposed to the original size of 10500 bytes)
1443
« on: November 09, 2010, 05:26:26 pm »
I ditched the menus for selecting units today for the 5 buttons on the top. So now you send the battalion to attack the enemy base.
EDIT: wait, why was this post rated down? was this insulting to anyone, if so, how?
Idk. I fixed
1444
« on: November 09, 2010, 05:05:43 pm »
O.o if it stays like that after clear the only possible explanation I could think of is that you have A LOT of programs and appvars on your calc or something... names of programs/appvars take up a small amount of memory, even if they're in archive. Hidden MOS/DCS programs take up even more space. For me, after RAM clear I only have ~22900 free because of all of my progs/appvars (I'd say I easily have >100 combined ) oh and also, I think you can't run MOS programs from archive if you don't have enough free RAM to house it.
1445
« on: November 09, 2010, 04:08:09 pm »
It was scary; Axe froze while writing the app...I waited for 10 minutes, debating whether potential archive corruption was worth it. In the end I just pulled a battery; the only thing that happened was that the backup got deleted along with the program . But no worries, PC backups ftw, plus I know all the code that I wrote so I should be able to rewrite it relatively quickly
1446
« on: November 09, 2010, 03:59:55 pm »
ROMs are illegal to distribute since they're copyrighted, so you have to go download them illegally yourself rip them from your own cartridges
1447
« on: November 09, 2010, 03:26:51 pm »
yup, i was thrilled when I shaved off so much. The engine should now be under 9000 bytes, this is INCLUDING many major subroutines like the item system, menu stuff, and even some routines from the map engine. I'm happy that fitting this in the app is going to be a realistic goal. (current size of files: battle engine 9000 bytes, npc engine 1500, map engine 4000) Since the NPC engine is in a different file, I worked on that a little bit and I'm happy to say it's pretty much done. A little note that's sort of interesting about the engine is that the typewriter style of displaying text is actually not an 'added' feature; it's part of the system. The engine reads one byte of data at a time and displays it, then moves on to the next byte. (If the byte isn't text it doesn't display). So ironically, taking out the typewriter effect would add to the program size lol
1448
« on: November 09, 2010, 01:52:00 pm »
lost the battle engine main program in a bad crash today.... fortunately I have a day old backup, and I didn't lose all the progress today since a lot of it are in external subprograms. The battle engine (once I recode what I finished today) will be 1600 bytes lighter
1449
« on: November 09, 2010, 07:21:44 am »
One suggestion: DiagnosticOff . It'll get rid of the run indicator
1450
« on: November 08, 2010, 05:48:42 pm »
Oh cool, thanks. So I'm guessing that the lack of an argument inside the {} is because it is taking HL as its argument, which is 'pointer' because when you store pointer to r2 it is stored to HL....like ans....kk i'm learning Does every Axe operation leave stuff in HL?
1451
« on: November 08, 2010, 04:35:03 pm »
I liek
1452
« on: November 08, 2010, 04:33:01 pm »
Woooo text parser thing is going great. Basically, I'm writing a sort of parser that reads NPC data and interprets it as code (key words: sort of). This will save a lot of space both in the executable and in the NPC data appvar (I hope)
Currently can : read/display text. wait for input before advancing, ask the player yes/no and write to conversation flags (thanks Hot_Dog, Runer112 and nemo!)
This is the data used in the screenie: "Hi. This is text. Pressa key now " [07] "Do you like cheese?" [01][02] " Awesome" [04][03] " Why not?"[04][07][14 0207][02]"DONT TALK TO ME"[16 0207][04][03]"I TOLD YOU TO STOP BOTHERING ME"[04][00]
The commands I have right now are [07] pause [01] yes/no box returns 0 for yes and 1 for no stored to A [14] check bit specified by the next two bytes: the first byte is the pointer to the byte + L4, the second is the bit#. Returns 0 or 1 stored to A [16] write to bit, same syntax as [14] [02] Effectively, it's If A=0 [03] If A=1 [04] End [00] End conversation
Planned commands will be a newline command, a print player name command, initiate battle, and give item.
With this method, I can/will be able to have about 200 unique NPC conversations, averaging 100 bytes in length (about 4 lines of text)
1453
« on: November 08, 2010, 04:05:36 pm »
Edit: Well life has gotten in the way so definitely not going to be finished, and I'm probably going to disappear from the forums for a while after this.
Wait, what?
1454
« on: November 08, 2010, 03:51:15 pm »
Runer: Thanks, but I need a routine that will take the pointer and bit # as arguments, so I think Hot_Dog's {Pointer} or %00000100 will be sufficient Hot_Dog; I'm using the bits as flags to show whether the player has completed a certain task or not, so I guess they need to be constant. So I'm going to go with, if you were going to write it as a subroutine with r1 being the pointer and r2 being the bit number (in Axe's way, with 0 being the most significant), the best way to do this is {r1} or e^(7-r2)→{r1} Or is it more efficient to write it out every time? (no subroutine calling) just tested it, I think subroutine is better (9 bytes per call I think) and I think the code is ~41 bytes
1455
« on: November 08, 2010, 03:41:04 pm »
Thanks both of you!
This makes things a lot easier
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