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[Contest] Illusiat 11 Grammer Port
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Topic: [Contest] Illusiat 11 Grammer Port (Read 18138 times)
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Yeong
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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
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DJ Omnimaga
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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
)
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Yeong
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Re: [Contest] Illusiat 11 Grammer Port
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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
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DJ Omnimaga
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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?
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Yeong
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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.
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DJ Omnimaga
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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.
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Yeong
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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)
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DJ Omnimaga
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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?
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Yeong
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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
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DJ Omnimaga
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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.
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Yeong
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Re: [Contest] Illusiat 11 Grammer Port
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Reply #70 on:
January 14, 2013, 10:12:23 pm »
Uhh... apparently calling one more labl causes massive slowdown lol
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DJ Omnimaga
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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
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Yeong
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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)
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Xeda112358
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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
»
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DJ Omnimaga
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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
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[Contest] Illusiat 11 Grammer Port