Author Topic: BASIC movement  (Read 12456 times)

0 Members and 1 Guest are viewing this topic.

Offline chattahippie

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 358
  • Rating: +27/-0
  • Super Member! :D
    • View Profile
Re: BASIC movement
« Reply #45 on: February 18, 2012, 02:20:22 pm »
Thanks so much :) you all have helped so much

Glad to help :D

EDIT: 300 post!
« Last Edit: February 18, 2012, 06:42:59 pm by chattahippie »

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: BASIC movement
« Reply #46 on: February 18, 2012, 02:21:26 pm »
By the way I like your avatar
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: BASIC movement
« Reply #47 on: February 18, 2012, 02:22:48 pm »
Did you try the matrix-based version I sent you? Or do you just want to do a string-based mapper?
Matrix tilemapping will be definitely faster. However, the size when the map gets kinda big....
* TBO_Yeong shudders
Yeah he might be forced to rely on XCOPY or Doors CS's Zcopy function. X.x. A 12x8 matrix in storage format (in the code) is between 250 and 350 KB large, so if your game got 200 maps (even less than Metroid II), it won't even get close to fit in RAM. In addition to that such matrix in matrix file format takes around 1 KB of RAM. They're much faster for collision detection, though.

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: BASIC movement
« Reply #48 on: February 18, 2012, 02:24:53 pm »
Did you try the matrix-based version I sent you? Or do you just want to do a string-based mapper?
Matrix tilemapping will be definitely faster. However, the size when the map gets kinda big....
* TBO_Yeong shudders
Yeah he might be forced to rely on XCOPY or Doors CS's Zcopy function. X.x. A 12x8 matrix in storage format (in the code) is between 250 and 350 KB large, so if your game got 200 maps (even less than Metroid II), it won't even get close to fit in RAM. In addition to that such matrix in matrix file format takes around 1 KB of RAM. They're much faster for collision detection, though.

if it doesn't fit in your RAM, couldn't you just use noshell and archive it?
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: BASIC movement
« Reply #49 on: February 18, 2012, 02:26:06 pm »
It doesn,t work like that. You can't just run an archived BASIC program from another one and any BASIC file has to be under 22 KB large or so to even launch at all. Even with Noshell, DCS, Mirage, etc, you'll still get an ERR:ARCHIVED error.
« Last Edit: February 18, 2012, 02:26:33 pm by DJ_O »

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: BASIC movement
« Reply #50 on: February 18, 2012, 02:28:15 pm »
wow! it would be that big! well, I don't think if I made a BASIC game, I would use that many maps anyways :P And even if I did make a BASIC game, I doubt it would be ANY where close to how AMAZING your games are! You are my BASIC hero :)
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: BASIC movement
« Reply #51 on: February 18, 2012, 02:37:22 pm »
Lol thanks. But yeah most of my games ended up pretty big since in the past so many other games were too short. D: (they usually used one pic per map)
« Last Edit: February 18, 2012, 02:37:38 pm by DJ_O »

Offline Yeong

  • Not a bridge
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3739
  • Rating: +278/-12
  • Survivor of Apocalypse
    • View Profile
Re: BASIC movement
« Reply #52 on: February 18, 2012, 03:53:25 pm »
My code (and Yeong's "fixed" code :P ) had a small bug
I only fixed your sub( stuff :P
Sig wipe!

Offline chattahippie

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 358
  • Rating: +27/-0
  • Super Member! :D
    • View Profile
Re: BASIC movement
« Reply #53 on: February 18, 2012, 04:05:44 pm »
My code (and Yeong's "fixed" code :P ) had a small bug
I only fixed your sub( stuff :P

lol I know, I was joking, I know it was my fault

Offline jsj795

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1105
  • Rating: +84/-3
    • View Profile
Re: BASIC movement
« Reply #54 on: February 18, 2012, 09:43:44 pm »
be careful with making string-based map, because as the string gets longer, the more "bottom" you're in a map, the slower it gets since BASIC checks from the beginning of the string to the end of the string for the sub( routine


Spoiler For funny life mathematics:
1. ROMANCE MATHEMATICS
Smart man + smart woman = romance
Smart man + dumb woman = affair
Dumb man + smart woman = marriage
Dumb man + dumb woman = pregnancy
2. OFFICE ARITHMETIC
Smart boss + smart employee = profit
Smart boss + dumb employee = production
Dumb boss + smart employee = promotion
Dumb boss + dumb employee = overtime
3. SHOPPING MATH
A man will pay $2 for a $1 item he needs.
A woman will pay $1 for a $2 item that she doesn't need.
4. GENERAL EQUATIONS & STATISTICS
A woman worries about the future until she gets a husband.
A man never worries about the future until he gets a wife.
A successful man is one who makes more money than his wife can spend.
A successful woman is one who can find such a man.
5. HAPPINESS
To be happy with a man, you must understand him a lot and love him a little.
To be happy with a woman, you must love her a lot and not try to understand her at all.
6. LONGEVITY
Married men live longer than single men do, but married men are a lot more willing to die.
7. PROPENSITY TO CHANGE
A woman marries a man expecting he will change, but he doesn't.
A man marries a woman expecting that she won't change, and she does.
8. DISCUSSION TECHNIQUE
A woman has the last word in any argument.
Anything a man says after that is the beginning of a new argument.

Girls = Time * Money (Girls are a combination of time and money)
Time = Money (Time is money)
Girls = Money squared (So, girls are money squared)
Money = sqrt(Evil) (Money is also the root of all evil)
Girls = sqrt(Evil) squared (So, girls are the root of all evil squared)
Girls = Evil (Thus, girls are evil)
*Girls=Evil credit goes to Compynerd255*

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: BASIC movement
« Reply #55 on: February 18, 2012, 11:40:56 pm »
Yeah true that's an issue too. I recommend splitting the maps in 128 character chunks or something. Smaller strings are easier to work with anyway since the PRGM editor is 16x7, so you don't need a map editor at all.