Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI Z80
»
[Contest] Illusiat 11 Grammer Port
« previous
next »
Print
Pages:
1
...
3
4
[
5
]
6
7
8
Go Down
Author
Topic: [Contest] Illusiat 11 Grammer Port (Read 18853 times)
0 Members and 1 Guest are viewing this topic.
Yeong
Not a bridge
LV12
Extreme Poster (Next: 5000)
Posts: 3739
Rating: +278/-12
Survivor of Apocalypse
Re: [Contest] Illusiat 11 Grammer Port
«
Reply #60 on:
January 13, 2013, 11:41:48 am »
yes. Also, I forgot to mention that i excluded pic file from that 800 bytes
EDIT: now defining map only takes 5 variables! Yay
«
Last Edit: January 13, 2013, 07:46:01 pm by Yeong
»
Logged
Sig wipe!
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: [Contest] Illusiat 11 Grammer Port
«
Reply #61 on:
January 14, 2013, 01:47:48 pm »
The only issue with pics is that there can only be 1 event tile per 16x8 area and its location is hard-coded with if/then/else in a program depending of where you are on the dungeon map. Would this be a problem with scrolling maps? (the program was executed everytime you reached the egde of a map, while in your case it might need to be executed everytime you walk around and require large if conditions
)
Logged
Yeong
Not a bridge
LV12
Extreme Poster (Next: 5000)
Posts: 3739
Rating: +278/-12
Survivor of Apocalypse
Re: [Contest] Illusiat 11 Grammer Port
«
Reply #62 on:
January 14, 2013, 02:16:40 pm »
of course the events will be hardcoded but it wont be a problem with scrolling map since all the locations are numbered just like how i handled event in dat rol3 port thingy. so event handling will be quite fast because all i have to do is if number=variable:do something
Logged
Sig wipe!
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: [Contest] Illusiat 11 Grammer Port
«
Reply #63 on:
January 14, 2013, 02:18:52 pm »
Ah ok. I was more worried about a massive speed loss or something due to checking every single frame. Also what about the river?
Logged
Yeong
Not a bridge
LV12
Extreme Poster (Next: 5000)
Posts: 3739
Rating: +278/-12
Survivor of Apocalypse
Re: [Contest] Illusiat 11 Grammer Port
«
Reply #64 on:
January 14, 2013, 02:19:41 pm »
Err I'm thinking about that. probably a list of pathway will do.
Logged
Sig wipe!
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: [Contest] Illusiat 11 Grammer Port
«
Reply #65 on:
January 14, 2013, 02:21:03 pm »
Yeah you might need to do like I did or what people would do for NPCs in a RPG, like the pathway you mention. If I remember, my way of doing it was ridiculously huge, though.
Logged
Yeong
Not a bridge
LV12
Extreme Poster (Next: 5000)
Posts: 3739
Rating: +278/-12
Survivor of Apocalypse
Re: [Contest] Illusiat 11 Grammer Port
«
Reply #66 on:
January 14, 2013, 04:41:10 pm »
It seems like my program is running slower and slower
If this continue, I might have to kiss ti-83+ support goodbye '^' (battle engine started to flicker a lot)
Logged
Sig wipe!
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: [Contest] Illusiat 11 Grammer Port
«
Reply #67 on:
January 14, 2013, 06:46:49 pm »
Does it get slower as you add new subprograms and data? TI-BASIC has this problem when the VAT gets cluttered. I hope that isn't the same for Grammer. >.<
Or could you maybe switch to 3 level grayscale for dungeons?
Logged
Yeong
Not a bridge
LV12
Extreme Poster (Next: 5000)
Posts: 3739
Rating: +278/-12
Survivor of Apocalypse
Re: [Contest] Illusiat 11 Grammer Port
«
Reply #68 on:
January 14, 2013, 07:08:36 pm »
so far I think i have only 5 subroutines (programs were getting too long to scroll O.o )
I havent worked on greyscale tilemap yet, even though it'll be really easy to apply once I have the sprites.
«
Last Edit: January 14, 2013, 07:08:48 pm by Yeong
»
Logged
Sig wipe!
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: [Contest] Illusiat 11 Grammer Port
«
Reply #69 on:
January 14, 2013, 07:59:30 pm »
Ok but what do you think is slowing down the game more and more? In Metroid II, I was adding absolutely nothing to the walking engine over the development, yet the game was running 2x slower once finished than when I first started. Illusiat 13 had a similar problem but not as bad.
Logged
Yeong
Not a bridge
LV12
Extreme Poster (Next: 5000)
Posts: 3739
Rating: +278/-12
Survivor of Apocalypse
Re: [Contest] Illusiat 11 Grammer Port
«
Reply #70 on:
January 14, 2013, 10:12:23 pm »
Uhh... apparently calling one more labl causes massive slowdown lol
Logged
Sig wipe!
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: [Contest] Illusiat 11 Grammer Port
«
Reply #71 on:
January 15, 2013, 08:19:55 pm »
Hmm I wonder if this is a Grammer bug... it seems weird >.<
Well good luck
Logged
Yeong
Not a bridge
LV12
Extreme Poster (Next: 5000)
Posts: 3739
Rating: +278/-12
Survivor of Apocalypse
Re: [Contest] Illusiat 11 Grammer Port
«
Reply #72 on:
January 15, 2013, 10:51:23 pm »
No, I just have to optimize more but I don't want to think about it until I'm pretty much done with the program.
(The code is VERY long)
Logged
Sig wipe!
Xeda112358
they/them
Moderator
LV12
Extreme Poster (Next: 5000)
Posts: 4704
Rating: +719/-6
Calc-u-lator, do doo doo do do do.
Re: [Contest] Illusiat 11 Grammer Port
«
Reply #73 on:
January 15, 2013, 11:17:45 pm »
Yeah, we discussed on IRC what was causing the slow down. The way Yeong was doing it was due to lack of variables, so I pointed him in the direction of a command to backup or restore the current 54 variables all at once >.> This way, he can use the preferred method which is probably a few thousand times faster.
«
Last Edit: January 15, 2013, 11:18:05 pm by Xeda112358
»
Logged
My pastebin
|
Pokémon Amber
|
Grammer Programming Language
|
BatLib Library
|
Jade Simulator
|
Zeda's Hex Opcodes
|
FileSyst Library
|
CopyProg
|
TPROG
|
GroupRead
|
Lbl Read/Write
|
Z80 Floating Point Routines
(
z80float on GitHub
)|
Z80 Optimized Routines Repository
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: [Contest] Illusiat 11 Grammer Port
«
Reply #74 on:
January 15, 2013, 11:46:36 pm »
Hmm I am not sure if I understand but oh well. Hopefully it's solved soon
Logged
Print
Pages:
1
...
3
4
[
5
]
6
7
8
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI Z80
»
[Contest] Illusiat 11 Grammer Port