Author Topic: In-Program Sub-Routines  (Read 7438 times)

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Offline ztrumpet

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Re: In-Program Sub-Routines
« Reply #15 on: January 23, 2010, 08:54:31 pm »
Thank you for posting that.  I'm glad you are showing this, as it's very nice.
I think it might have been in the long lost Portal 2 thread.  But yeah, this has been really usefull in the past :)
I found it there a long time ago (before I was a member here) and started using it often.  If you look through the Escape code, you can find my first attempts of using this method.  I will be using it in the battle code for Elmgon.

Thanks for posting this!
« Last Edit: January 23, 2010, 08:56:14 pm by ztrumpet »

Offline Builderboy

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Re: In-Program Sub-Routines
« Reply #16 on: January 24, 2010, 12:25:05 am »
Mmmm yeah good catch.  I fixed it.  I actually never had the problem keep happening after the for loop had finished, but it is a strange error/glitch and definitely should be avoided.

Offline Silver Shadow

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Re: In-Program Sub-Routines
« Reply #17 on: January 24, 2010, 11:53:13 am »
At least I won't need to create hundreds of subprograms!
DJ, you said that the glitch causes the calc to run at half speed, but are you talking about the method in the 1st post or just about memory leakage?
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Offline ztrumpet

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Re: In-Program Sub-Routines
« Reply #18 on: January 24, 2010, 12:20:08 pm »
At least I won't need to create hundreds of subprograms!
DJ, you said that the glitch causes the calc to run at half speed, but are you talking about the method in the 1st post or just about memory leakage?
He's talking about If s (No Then) in For( loops without closing brackets on the For loop.
http://tibasicdev.wikidot.com/for Check a little under optimization.
« Last Edit: January 24, 2010, 12:20:34 pm by ztrumpet »

Offline DJ Omnimaga

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Re: In-Program Sub-Routines
« Reply #19 on: January 24, 2010, 02:51:19 pm »
I wish XCOPY/Resource existed or that Flash Gordon was more reliable when I did Zelda, it would have maybe 45 subprograms at most instead of 200 x.x

Offline TIfanx1999

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Re: In-Program Sub-Routines
« Reply #20 on: January 24, 2010, 05:34:53 pm »
Your Zelda had about 200 subprograms? O_o

Offline DJ Omnimaga

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Re: In-Program Sub-Routines
« Reply #21 on: January 24, 2010, 05:46:31 pm »
Around that or maybe 210. That was because I had so extreme limited RAM that I had to split every small routine into their own program even if they were repeated only twice in the entire game. Same fashion as the TI-81 Illusiat


Zelda DLQ was just created 6 months too early
« Last Edit: January 24, 2010, 05:46:52 pm by DJ Omnimaga »

Offline Galandros

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Re: In-Program Sub-Routines
« Reply #22 on: January 24, 2010, 05:57:15 pm »
I wish XCOPY/Resource existed or that Flash Gordon was more reliable when I did Zelda, it would have maybe 45 subprograms at most instead of 200 x.x
How is it possible to follow the code? I couldn't handle that code without quitting for sure...
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Offline DJ Omnimaga

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Re: In-Program Sub-Routines
« Reply #23 on: January 24, 2010, 05:59:56 pm »
well each routines are pretty small. The problem is that there are so many that it can become hard to remember what they were.


Note that I was very lucky with Zelda DLQ. When I finished it I found no bug in it afterward, so no need to debug or anything.

Offline cooliojazz

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Re: In-Program Sub-Routines
« Reply #24 on: January 25, 2010, 12:14:36 am »
Wait, you created a bug free program, ON THE FIRST TRY?!?!?!
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Offline DJ Omnimaga

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Re: In-Program Sub-Routines
« Reply #25 on: January 25, 2010, 12:24:11 am »
Yea, basically the beta tester team I hired prior release wouldn't even have to report anything. Not that anyone got able to play the game, though, thanks stupid TI for releasing a TI-Connect build supporting a different 8xg format