Author Topic: BASIC movement  (Read 12237 times)

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Offline chattahippie

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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

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« Last Edit: February 18, 2012, 06:42:59 pm by chattahippie »

Offline saintrunner

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Re: BASIC movement
« Reply #46 on: February 18, 2012, 02:21:26 pm »
By the way I like your avatar
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Offline DJ Omnimaga

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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....
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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

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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?
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Offline DJ Omnimaga

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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

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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 :)
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Offline DJ Omnimaga

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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

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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
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Offline chattahippie

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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

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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


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Offline DJ Omnimaga

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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.