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Messages - squidgetx
Pages: 1 ... 9 10 [11] 12 13 ... 123
151
« on: November 07, 2012, 03:21:03 pm »
Shit, that's a nice raycaster. Welcome to Omni! Edit: just noticed that you posted this a while ago actually in the raycasting texture thread. Whatever, good work
152
« on: November 07, 2012, 03:17:55 pm »
153
« on: November 07, 2012, 03:17:20 pm »
pimath, the ticalc.org link to it has been given to you at least twice in your other thread Also I moved this thread to the Z80 projects subforum
154
« on: November 06, 2012, 03:16:29 pm »
You can't see the board while selecting where to move?
155
« on: November 05, 2012, 08:44:55 pm »
Update!
A lot of changes behind-the-scenes, but nothing really screenshot worthy. RLE compression has been added to the map system, hooray! Each chunk has been reduced to 16x16 instead of the old 24x24, and the overworld tilemap has been reduced to 24x24 (not that you'd notice anything, the world size is still massive at 384x384 tiles). The decompression routine was written in asm, and as a result, the map-transitions are actually less noticeable than they were before! (The map load routine is now writing over 2kb per map load as opposed to before where it was 1kb...And actually that could be optimized. Maybe later). Although the amount of ram needed to host the current map increased, total user ram needed went down because I altered the mask routine to read from archive (or was it like that already? I don't remember. Anyway, right now I'm using 2304+576 bytes of user RAM).
I also threw in collision detection which was laughably easy and am now working on stringing together map infrastructure with warp tiles, npcs, etc.
156
« on: November 05, 2012, 07:08:18 pm »
Well it's Axe which means it's assembly
157
« on: November 04, 2012, 04:05:53 pm »
I always end up with like 50 omni tabs open, then I have to close them all. And if someone wants to open in a new tab, that's what the middle mouse button/ctrl-click is for. Thoughts on this, anyone?
158
« on: November 04, 2012, 04:03:09 pm »
That's exactly what the code does (I think). You're not moving the data when you copy it. When you copy it, then there are two places in data with the original variables. ReAlloc just changes where in memory A points to when you put "A" in your code. So in the code I gave you, you can do whatever you want to the vars in GDB1, but once you Realloc() back to the original variable setting, the variables there won't have changed.
159
« on: November 04, 2012, 03:43:59 pm »
Yeah, he's always one tile over to the right Well, I could move him over a tile, but then he'd be off a little to the left, and this way the sprite routine gets to draw something aligned. So yeah, the map always scrolls with the player. Also I take back what I wrote earlier. Compression is still going to be implemented, although the total map area available will go down a bit (to 384x384 tiles which is plenty)
160
« on: November 04, 2012, 03:14:39 pm »
Just realloc the variables back. Think of the realloc command as moving around a window. Usually this window is always looking at L1+714. When you realloc somewhere else, the window has moved to look somewhere else, but the data at L1+714 still exists. So all you have to do to restore your original variables is slide this window back to L1+714. Actually, you can just call ReAlloc with no arguments and itll do that for you.
Copy(oA,GDB1,56) ReAlloc(GDB1) code crap ReAlloc()
161
« on: November 04, 2012, 03:00:35 pm »
Put this at the beginning of the program to do exactly what you described: Buff(56)->GDB1
Note that allocating to GDB1 won't work if the program is an app, but otherwise it should be fine
162
« on: November 04, 2012, 02:55:00 pm »
Literally whatever. Wherever you want to back up those variables to. Could be L1, L2, L1+444, any area of free ram that's availabel.
163
« on: November 04, 2012, 02:14:06 pm »
Yeah, I think it's pretty much unavoidable though. Strings by nature are really funky entities, and a lot of cs/education professionals think that higher level languages like java shouldn't be termed as intro languages because they try to make an abstraction of strings like TI-BASIC, and so kids learning about them don't realize how complicated they can be. It's really easy to write a O(n^2) algorithm for strings when they could be linear just because of how annoying it is to find the length of a string (for example)
164
« on: November 04, 2012, 02:09:52 pm »
Thanks everyone Streetwalker; yeah. Sadly, I think I'm going to have to cancel plans for compression of maps. It's quasi-avoidable, but I think we'd see some drastic slowdowns during map switching and a sizable exec size increase. sorry guys
165
« on: November 04, 2012, 01:52:36 pm »
Variables are data too, you can copy them just like any other data.
Copy(oA,wherever,56) #ReAlloc(wherever)
would move the variable pointers to wherever but also copy their values there as well
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