Author Topic: In-Program Sub-Routines  (Read 7439 times)

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Offline Builderboy

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In-Program Sub-Routines
« on: January 23, 2010, 01:31:57 am »
So this is a small bit of code that takes advantage of Memory leaks in order to run 'Sub-Routines' that you can place within your programs!  This can be advantageous for people who want to compile their games into a single program to clear up Program menus

Code: [Select]
Goto M                        //Start of Subroutine section.  We want it to be at the top of the program, as all subroutines are accessed via lables
                              //This code is skipped due to the Goto M statement
Lbl A                         //Subroutine A
Disp "This is a fun sub"
Disp "Its over 9000"
End

Lbl M

Disp "Main program foo'!"     //This is where normal program execution starts

For(F,-1,0)                   //The tricky bit.  The first time the for loop loops, F=-1 and the if statement is true.  Goto A
If F                          //Once the sub is executed, it reaches an End which it THINKS is the same end that ends the For loop
Goto A                        //since the loop is still looping, control jumps [i]back into the for loop[/i]
End                           //F is now 0 and the condition is false.  Exit for loop :)

The code works by exploiting the fact that the TiOS cannot tell the difference between individual End's, and that jumping using Goto's does not clear Loop stacks.  Whenever the OS encounters an End, it will automatically assume that the End is paired with the most recent loop, and act accordingly.  
« Last Edit: January 24, 2010, 12:23:59 am by Builderboy »

Offline DJ Omnimaga

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Re: In-Program Sub-Routines
« Reply #1 on: January 23, 2010, 01:36:00 am »
I believe I saw another thread about this somewhere here but I totally forgot the name, thanks for posting this tho ^^

Offline Builderboy

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Re: In-Program Sub-Routines
« Reply #2 on: January 23, 2010, 01:44:55 am »
I think it might have been in the long lost Portal 2 thread.  But yeah, this has been really usefull in the past :)

Offline tifreak

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Re: In-Program Sub-Routines
« Reply #3 on: January 23, 2010, 05:40:46 am »
Another method I use for the same thing is using While loops. It can get really complex, so it is important to write it out on paper or on the computer so you can keep an eye on how many Whiles to Ends there are, but the idea is fast.

The idea is to have your master loop, and have the rest of your loops inside that. You don't even have to make them all Whiles, you can use If as well.

Quote from: BASIC Code
:ClrDraw
:1→W:0→F
:" →Str1
:0→Xmin:0→Ymin
:94→Xmax
:62→Ymax
:AxesOff
:GridOff
:While W=1
:25→A
:Text(‾1,0,10,"SPRITE-2-HEX
:Text(25,25,"NEW SPRITE
:Text(31,25,"EDIT SPRITE
:Text(37,25,"ABOUT
:Text(43,25,"QUIT
:2→W
:While W=2
:Text(A,20,">
:getKey→K
:If max(K={25,34:Text(A,20,"   
:A-6((K=25)(A>25)-(K=34)(A<43→A
:If max(K={21,105:Then
:If A=43:Then
:DelVar ADelVar WDelVar KClrDraw
:ClrHome
:Return:End
:If A=37:Then
:ClrDraw
:Text(‾1,0,10,"SRITE-2-HEX
:Text(13,0,"THIS PROGRAM CONVERTS
:Text(19,0,"8X8, 16X16, and 32X32
:Text(25,0,"SPRITES INTO HEXADECIMAL
:Text(31,0,"TO BE USED WITH THE
:Text(37,0,"HEX-2-SPRITE PROGRAM.
:Text(47,0,"SEND QUESTIONS TO:
:Text(53,0,"TIFREAK8XHOTMAIL.COM
:Pause
:ClrDraw
:1→W
:End
:If A=31:Then
:length(Str4
:Ans/(2+2(Ans>16)+4(Ans>64
:If min(Ans≠{8,16,32
:Then
:ClrDraw
:Text(0,0,"NO SPRITE IN MEMORY
:Pause
:ClrDraw
:1→W
:End
:If max(Ans={8,16,32:Then
:ClrDraw
:3→W:2→F
:End:End
:If A=25:Then
:ClrDraw
:Text(‾1,0,10,"SPRITE-2-HEX
:Text(15,1,"PLEASE SELECT SPRITE SIZE
:Text(30,25,"8X8
:Text(36,25,"16X16
:Text(42,25,"32X32
:Text(48,25,"BACK
:30→A
:4→W
:End:End
:While W=4
:Text(A,20,">
:getKey→K
:If max(K={25,34:Text(A,20,"   
:A-6((K=25)(A>30)-(K=34)(A<48→A
:If max(K={21,105:Then
:If A=48:Then
:ClrDraw
:1→W:End
:If A=30:8→Z
:If A=36:16→Z
:If A=42:32→Z
:If A<48:3→W
:End:End
:While W=3
:ClrDraw
:If Z=8:Then
:Line(40,31,40,38
:Line(41,30,48,30
:Line(49,31,49,38
:Line(41,39,48,39
:End
:If Z=16:Then
:Line(36,27,36,42
:Line(37,26,52,26
:Line(53,27,53,42
:Line(37,43,52,43
:End
:If Z=32:Then
:Line(28,19,28,50
:Line(29,18,60,18
:Line(61,19,61,50
:Line(29,51,60,51
:End
:Horizontal(7
:Text(56,0,"EXPORT                                                      QUIT
:If F=2:Then
:length(Str4
:Ans/(2+2(Ans>16)+4(Ans>64→Z
:If Z=8:Then
:41→I:24→J:End
:If Z=16:Then
:37→I:20→J:End
:If Z=32:Then
:29→I:12→J:End
:I→C:J→U
:For(B,1,length(Str4
:inString("123456789ABCDEF",sub(Str4,B,1
:If 7<Ans
:Pxl-On(U,C
:If 3<8fPart(Ans/8
:Pxl-On(U,C+1
:If 1<4fPart(Ans/4
:Pxl-On(U,C+2
:If fPart(Ans/2
:Pxl-On(U,C+3
:C+4→C
:U+(C=I+Z→U
:If C=I+Z:I→C:End
:End
:45→M:35→N:6→W
:StorePic Pic4
:End
:While W=6
:Pt-Change(M,N
:getKey→K
:If max(K={24,25,26,34
:Then
:Pt-Off(M,N
:RecallPic Pic4
:M-(((K=24)((Z=8)(M>41)+(Z=16)(M>37)+(Z=32)(M>29))-((K=26)((Z=8)(M<48)+(Z=16)(M<52)+(Z=32)(M<60→M
:N-(((K=34)((Z=8)(N>31)+(Z=16)(N>27)+(Z=32)(N>19))-((K=25)((Z=8)(N<38)+(Z=16)(N<42)+(Z=32)(N<50→N
:End
:If K=21
:Then
:RecallPic Pic4
:Pt-On(M,N
:StorePic Pic4
:End
:If K=31:Then
:RecallPic Pic4
:Pt-Off(M,N
:StorePic Pic4
:End
:If K=15:Then
:DelVar W
:ClrDraw:ClrHome
:End
:If K=11:Then
:Pt-Off(M,N
:RecallPic Pic4
:If Z=8:Then
:41→S:48→T
:24→Q:31→R
:End
:If Z=16:Then
:37→S:52→T
:20→Q:35→R
:End
:If Z=32:Then
:29→S:60→T
:12→Q:43→R
:End
:For(A,Q,R
:For(B,S,T,4
:8pxl-Test(A,B)+4pxl-Test(A,B+1)+2pxl-Test(A,B+2)+pxl-Test(A,B+3)→C
:Pxl-On(A,B
:If C=0:Str1+"0"→Str1
:If C>0
:Str1+sub("123456789ABCDEF",C,1)→Str1
:End:End
:sub(Str1,2,length(Str1)-1)→Str4
:DelVar Str1
:ClrDraw
:Text(0,0,"YOUR SPRITE HAS BEEN
:Text(6,0,"CONVERTED, PASTE Str4
:Text(12,0,"INTO A PROGRAM TO USE
:Pause
:0→W
:End:End:End:End
Generated by SourceCoder, © 2005 Cemetech

That is an example of the set up. I managed to get everything in one program without using a single Lbl or Goto. And if you close off each While correctly, you get no memory leaks. :p
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline JoeyBelgier

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Re: In-Program Sub-Routines
« Reply #4 on: January 23, 2010, 06:31:25 am »
Yeah well, I think I'm going with Builderboy's method, I can actually understand it :p

Offline jsj795

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Re: In-Program Sub-Routines
« Reply #5 on: January 23, 2010, 01:32:47 pm »
I usually use Repeat loop to do these things XD


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
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Smart boss + dumb employee = production
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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.
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A successful woman is one who can find such a man.
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To be happy with a man, you must understand him a lot and love him a little.
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Married men live longer than single men do, but married men are a lot more willing to die.
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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 Builderboy

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Re: In-Program Sub-Routines
« Reply #6 on: January 23, 2010, 01:37:23 pm »
Yeah, note that this method is really only used when you have a large chunk of code that needs to be used in many different places over the span of your program, and trying to reorganize your entire engine around that limiting factor would be either a hassle or downright impossible.  Obviously if you only ever call the routine once in your program it would be faster and easier to just recall the code to that spot :P

Offline DJ Omnimaga

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Re: In-Program Sub-Routines
« Reply #7 on: January 23, 2010, 03:10:49 pm »
One issue to consider when using Goto is to never use them when the Lbl is completly at the bottom of a massive program. It takes a long while to load.

Offline Builderboy

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Re: In-Program Sub-Routines
« Reply #8 on: January 23, 2010, 04:37:57 pm »
Right, thats why i suggest that you put the subroutines at the top, to preserve speed :)

Offline miotatsu

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Re: In-Program Sub-Routines
« Reply #9 on: January 23, 2010, 04:40:08 pm »
ohhh this is much better than abusing recursion (eats up ram real fast that way) which is what piworld uses, i am definitely going to modify it to use this strategy instead

Offline Builderboy

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Re: In-Program Sub-Routines
« Reply #10 on: January 23, 2010, 04:41:29 pm »
Yeah, i used recursion in one of my old games, and it ended up running really slow.  x.x

Offline tifreak

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Re: In-Program Sub-Routines
« Reply #11 on: January 23, 2010, 06:40:16 pm »
I usually use Repeat loop to do these things XD

Problem with Repeat is that it always runs that loop at least once, before checking to see if it is true, while checks when it sees a while command. That is the difference.

And not trying to force this on anyone, just popping it out there that this works too :p
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Builderboy

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Re: In-Program Sub-Routines
« Reply #12 on: January 23, 2010, 06:44:19 pm »
Well there are certain scenarios where Repeat is more usefull than while.  The simplest example that comes to mind is this

While 1

Repeat Ans
GetKey->K
End

...


End

Repeat is actually better than while in this situation because we DO want it to enter the loop, regardless of what ans was in the first place.  Using while, we would have to make sure that ans was not 0 before we enter.

Offline miotatsu

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Re: In-Program Sub-Routines
« Reply #13 on: January 23, 2010, 07:00:54 pm »

Code: [Select]
Goto M                        //Start of Subroutine section.  We want it to be at the top of the program, as all subroutines are accessed via lables
                              //This code is skipped due to the Goto M statement
Lbl A                         //Subroutine A
Disp "This is a fun sub"
Disp "Its over 9000"
End

Lbl M

Disp "Main program foo'!"     //This is where normal program execution starts

For(F,-1,0                    //The tricky bit.  The first time the for loop loops, F=-1 and the if statement is true.  Goto A
If F                          //Once the sub is executed, it reaches an End which it THINKS is the same end that ends the For loop
Goto A                        //since the loop is still looping, control jumps [i]back into the for loop[/i]
End                           //F is now 0 and the condition is false.  Exit for loop :)

make sure the For( loop is closed tho because of the glitch with only one If statement, after the sub program is ran it returns to the For loop but the condition is false and if i remember correctly from the glitches thread a For( loop with a single If statement that is false can cause havoc, in that particular case it doesn't matter since you exit out after its done but if used in a big program it should be closed i would think :{o

Offline DJ Omnimaga

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Re: In-Program Sub-Routines
« Reply #14 on: January 23, 2010, 07:30:59 pm »
The glitch will actually cause the entire game to run at like half the speed (or close) until you press ON in some cases. If that doesn't happen, there will still be a considerable slowdown during For loop, though
« Last Edit: January 23, 2010, 07:31:27 pm by DJ Omnimaga »