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Messages - trevmeister66

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226
Firefox = Failfox.

227
ASM / ASM help
« on: May 13, 2009, 09:30:12 pm »
Well I started (re)learning ASM today, and I was actually understanding most of it, but I had one question: Is there a way to store a variable (for example: a hi score) without using an appvar?

228
Computer Projects and Ideas / Re: Illusiat movie project
« on: May 12, 2009, 09:30:59 pm »
and maybe reduce some fight chance variables to make it less filled with fighting, and more filled with adventure
you could just edit those out after...

229
Project M (Super Mario) / Re: Project M Reboot
« on: May 12, 2009, 03:41:09 pm »
Since it's going to be in an APP, size really isn't a problem, unless it has to be 2 pages instead of 1.

230
TI Z80 / Re: Side Project #2: DUNGEON
« on: May 11, 2009, 10:07:48 pm »
Hmm I'll take a look at your code and see what I can do to optimize it.

Also, you should think about starting your own topic for this game. That way you can have/edit everything you want to whatever way you want to. Also, that won't get our two projects mixed up ;)

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Project M (Super Mario) / Re: Project M Reboot
« on: May 11, 2009, 05:14:42 pm »
DAMN

232
News / Re: Downtime & Board Backup Restoration
« on: May 11, 2009, 11:59:08 am »
Yeah... ah well, things happen.

233
TI Z80 / Re: Side Project #2: DUNGEON
« on: May 11, 2009, 11:58:45 am »
nice! I can't wait to test it. I have currently added a sword enemies and some magic. the sword will kill enemies, the enemies will move about and damage you (this slows down the game a bunch though) and the magic will suck health from the enemies (cool animation too). I'm in the middle of fixing the sword animation and planning some more items/powerups. I also found a good mapeditor that I'm using. when I get home I'll post the code so anybody who wants to can optimize it for me
Nice ideas. I was thinking about adding in weapons that would help kill enemies, but I went against it because I thought it would slow it down too much. Can't wait to see how it works for you though.

Also, I'd be glad to help you optimize.

234
TI Z80 / Re: Side Project #2: DUNGEON
« on: May 11, 2009, 09:10:28 am »
Hmm looks like we lost a bit of posts. oh well.

As for progress, I have 75% of the maps designed, and 50% implemented. I have 3 of the 5 power ups implemented, as well as 2 of the 5 items. Hopefully I can finish designing the maps today or tomorrow and finish adding all of them into the game by the end of the week. Then i'll just have to add in the rest of the power ups and items, and it'll be testing time.

235
TI Z80 / Re: Illusiat 13: The Lost Chapter
« on: May 09, 2009, 11:41:03 pm »
First, I still need to finish it, though
:)

236
TI Z80 / Re: Side Project #2: DUNGEON
« on: May 09, 2009, 10:58:32 pm »
Yeah that's a good idea, especially if you're going to make it into just an engine, then you could release both together.

237
TI Z80 / Re: Side Project #2: DUNGEON
« on: May 09, 2009, 10:49:42 pm »
Yeah it is kind of fun making a game like this. Designing the maps is fun but also extremely boring. But if you do make it into a game, I'd like to play it; I've always been interested in these kind of games for the calc, but I never could find many on ticalc.

238
TI Z80 / Re: Side Project #2: DUNGEON
« on: May 09, 2009, 10:35:52 pm »
The For( loop is slower because you have to calculate an equation (8A-8 or whatever) every time through,
You're neglecting the overhead of running the For( loop itself:  it has to increment the index variable and the interpreter is searching for an End statement as well.

[edit] This topic is growing pretty fast.  Every time I look there's like two or more posts.
Heh yeah it is a pretty hot topic right now.

lol, I think the For( loop looks a bit more aesthetically appealing. then the way I did, and it's not that much faster
are you going to make this little test project you've done into a full blown game?

239
TI Z80 / Re: Side Project #2: DUNGEON
« on: May 09, 2009, 10:14:50 pm »
The For( loop is slower because you have to calculate an equation (8A-8 or whatever) every time through, whereas when it's hard coded, the numbers are preset, so it just doesn't do any work except display the text. It's not much slower, but I could tell it was.

240
TI Z80 / Re: Side Project #2: DUNGEON
« on: May 09, 2009, 10:07:35 pm »
much faster! hmm, I just noticed that your character slows down a lot when he is in the air...
That's because my comp makes Wabbitemu run slow sometimes, and it just appears that way. It's still the same speed as it's always been for moving.
Its actually not that big. It's only about 16 or so lines, and it is faster. I'll post a screenie soon comparing both methods
How big is the new code?  I just calculated it and it looks like ~336 bytes.  If that's too large, you could use two loops.  One to loop through the first layer, and the other to loop through the second layer.  This would still cut out the extra seven StorePics and RecallPics and be much smaller.
I just tried the For( loop, and it was a tad slower, and since size isn't a problem for me (I store all my map data, which is split in half, in the archive and use Iambians XCOPY to copy whichever half im in into RAM), I'm gonna stick with the hard coded idea.

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