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Messages - thepenguin77
Pages: 1 ... 91 92 [93] 94 95 ... 108
1381
« on: August 15, 2010, 10:10:37 pm »
Ahh, very true. Now that I think about it, you can only go first person in the non asteroid levels. And it boots you out as soon as polygons arrive.
Those levels are going to require a slightly different engine. But that's fine. The fact that I get to use the cockpit sprite makes it all worth it.
====================UPDATE!!!========================= Ok, so I've done so much I hope I remember it all. -Ship sprites were managed better to free up 1.5kb of program space and 8kb of memory. -Talking sprites -Keys are fully remappable, y= for now, there'll be a menu later -Boosting and braking are a go
Edit: At least in google chrome, all of the screen shots so far have run a little fast. Just so you know.
Edit2: Knew I'd forget something. -You turn faster/slower depending on which way you are banking.
Edit3: Added a small fix to make it run on OS 1.19.
1382
« on: August 15, 2010, 06:02:03 pm »
Hmmm...
:0->A :Lbl 1 :A+1->A :While 1 :Goto 1
After the error, (total ram available - program size) / A = ~33.
Why does TI need 33 bytes per while?
1383
« on: August 15, 2010, 02:57:40 pm »
Pretty much. I tried to get the impossible game to run on 83+'s. But I didn't know they didn't have extra ram pages. I could still do it since it only uses 2kb though.
1384
« on: August 15, 2010, 02:51:29 pm »
Since he himself has a newer one, he only uses one extra page, which the Nspire should definitely support (b/c 2.53 MP needs that third page)
Correct.
1385
« on: August 15, 2010, 12:36:55 pm »
Magic Banana, you never stop amazing me.
Sorry about the inverted. That's how the original was. When I finish the game, I hope to have the keys completely remappable since there are 12 buttons needed for control. 4 direction, 2 rolling, boost, break, normal gun, alpha bomb(I think that's the name), pause, and go to first person.
I don't know how possible it will be, but I think I know how to do it.
1386
« on: August 15, 2010, 12:47:31 am »
Nearly every single one of my games use the extra ram pages, and the only time I've ever used undocumented instructions was for TruSound.
Unless something needs to run very fast and use hacky jumps, (emulators and sound programs,) they don't need to use undocumented ones.
1387
« on: August 14, 2010, 10:33:20 pm »
Lol, to be honest I was totally not expecting that. Yay though.
1388
« on: August 14, 2010, 01:40:35 pm »
Ahhh!!! So many sprites! Ok, with this many sprites, it's going to be a while before you start seeing them appear. When I see multiple of the same, I'll try to pick the one that is the is the most easily recognized. That way, the end user will be able to figure it out too. On the agenda, finishing off the arwing sprites, talking characters, and idk from there. And magic banana, those are the most epic screens I've ever seen.
1389
« on: August 14, 2010, 12:30:58 am »
Those are some nice talking sprites. Darn, this is the first character sprite addition that will require code tweaking.
This is going to be an awesome looking, and huge game. I'll definitely have to compress all the pics when I'm done.
1390
« on: August 13, 2010, 08:17:43 pm »
Magic Banana, that is so good. I wasn't going to use a cockpit picture, but with that I really have no choice. First thing I did was throw it in paint and blow it up. My friend just made me think of something. I can't change the angle of viewing, that would require lots more code. So I need to have just the reticle move, not the whole screen.
Iambian, I'll see if I can get that working when I need the ram. I managed to free up about 8kb. And I also have my screen aligned to 4000h.
tloz, I'll try to include those guys in the game, I'll find a place.
yunhua, I'll try to use those, though you should maybe shade them as they are kind of hard to recognize.
1391
« on: August 13, 2010, 06:55:48 pm »
I've never really played starfox so I'm not sure. I'm pretty much going by the SNES version, and I think most of those bosses are just random things. But if the character is in the SNES one, go for it. For instance, I definitely could not do the battles where you have to shoot down another ship, that would require an entirely different engine.
1392
« on: August 13, 2010, 06:44:08 pm »
For boosting / breaking I only need one sprite. I don't see any reason to waste the resources for sprites that would only be used 1/1000th of the time. Like, what are the chances that a person would be pressing up and right while breaking. Besides, for boosting, it is going so fast that realistically it would level out anyways. I guess it's ok if the braking sprite is bigger than 21. I don't really see any other way of doing it.
I'll probably eventually do first person, but I think that would be easier to do with polygons rather than sprites. Or I could skip the whole animation part.
1393
« on: August 13, 2010, 04:47:44 pm »
Bosses will be scary and hacky, but I'll definitely have them.
Levels are as many as I can make. They really don't take much space. The little demo I've been showing is only like 100 bytes. If all else fails, I can make a separate file that is all data. Then I would just import the current level, run it, and when it's done, grab the next one.
1394
« on: August 13, 2010, 03:02:48 pm »
I would assume that the delay comes from the fact that the OS has to keep skipping your if statements. 15 is quite a bit of skipping.
I would suggest that instead of your if then, you make one big string and use sub(. Each room is 16*8= 128. So you would make a string, "roomA[128]roomB[128]roomC[128]...". All one after the other. Then to access them:
sub(str0,(room)*128,128->Str1
Will this work for you? Because this should be near instant once you have your string stored. Or if you can't afford to give up a string for this, you could use:
sub("roomA[128]roomB[128]...",(room)*128,128.
It will be a little slower, but it doesn't kill any variables.
1395
« on: August 13, 2010, 02:10:49 pm »
Very nice Falco.
I am going to try as hard as I can to keep this in mirage. I use a lot of self modifying code so it would get ugly if I tried to go with an app. Plus, apps aren't as convenient as programs to the average user.
I have a few tricks to make space when I run out. The first is to compress all of the pictures, the only downside to this is that when I uncompress them, I'm going to have to put them somewhere. So when I run out of my 16k of extra ram, I'm going to figure out how to archive 8000h-9D95h. It'll be tough, but that's an extra 7.5kb. Plus I can make a temporary appVar for another ~6kb. If things get really out of hand, I may even try to archive the VAT, but there are so many things you have to watch for when you do that.
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