Author Topic: Age of culture II  (Read 47299 times)

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Offline DJ Omnimaga

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« Reply #225 on: August 11, 2007, 01:05:00 pm »
oooh yeah i remember seeing this on mc somewhere. this looked cool, only downside is that you still need to build the cable. :(sad.gif

Delnar_Ersike

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Age of culture II
« Reply #226 on: August 11, 2007, 09:50:00 pm »
DJ, I don't think you need to build a cable for 4 players: you can easily have 1 human players and 3 AI, or 2 human players and 2 AI (one AI "hosted" on each calc). Of course, that might result in some complex AI functions because of the need for AI's to communicate with the players and/or with each other.

Liazon

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« Reply #227 on: August 12, 2007, 05:36:00 am »
that's a good point.

Offline bfr

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« Reply #228 on: August 12, 2007, 06:18:00 am »
"even in assembly 2v2 would be impossible, unless you manage to get wi-fi connection to your calc or a special cable you make yourself, because the only link cable they have would only allow 1v1" -> Two players on one calculator, two players on another calculator.  :)smile.gif

Offline lolje

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« Reply #229 on: August 12, 2007, 06:33:00 am »
QUOTE
final release?

That will take a while...

Since there was a problem with memory-errors, I just optimized the whole system by splitting ZAOC into ZAOC and ZAOCBLD and calling the battle mode from the launcher.
Now it runs very little faster and doesn't need that much RAM:

Maximum RAM-use before optimizations: ~18000
Maximum RAM-use  after  optimizations:  ~13000

Secondly, I made the battle mode AI less predictable. Now the AI units don't always walk to the left, but also to the right or straight to your castle.



p.s.: Can you see the 'Secondly' bold??? The tags don't seem to work for me anymore...
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Offline DJ Omnimaga

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« Reply #230 on: August 12, 2007, 06:19:00 pm »
wow thats big optimisation, and yes i saw the secondly in bold. Nice job so far on the game lolje

Delnar_Ersike

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« Reply #231 on: August 12, 2007, 09:00:00 pm »
Congrats on the optimizations lolje, 5kB optimized off of your programs is a lot! Now, if your programs were a bit more readable, we might be able to help you optimize even more...

Offline DJ Omnimaga

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« Reply #232 on: August 13, 2007, 02:03:00 am »
QuoteBegin-Delnar_Ersike+13 Aug, 2007, 4:0-->
QUOTE (Delnar_Ersike @ 13 Aug, 2007, 4:00)
Now, if your programs were a bit more readable  

 uhm, do you imply his programs are not? Because if it's the case I can give it a try when its out :paf:tripaf.gif because mines are this way too :Dbiggrin.gif

tama

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« Reply #233 on: August 14, 2007, 01:32:00 am »
The tags don't seem to work in the signatures ?

The final release doesn't seem that far
(-54125+Age of culture II_______80%) ?

Offline DJ Omnimaga

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« Reply #234 on: August 14, 2007, 03:51:00 am »
Tags were disabled in signatures because people put huge pics or aniamtions that take ages to load and slow down pages in them, and whenever i removed them they put the images back again so i just disabled all code in signatures

Offline Halifax

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« Reply #235 on: August 14, 2007, 07:58:00 pm »
QuoteBegin-bfr+12 Aug, 2007, 12:18-->
QUOTE (bfr @ 12 Aug, 2007, 12:18)
"even in assembly 2v2 would be impossible, unless you manage to get wi-fi connection to your calc or a special cable you make yourself, because the only link cable they have would only allow 1v1" -> Two players on one calculator, two players on another calculator.  :)smile.gif

 It *is* possible to make a multi-connection game with the TI-84+. This would take mad handling skills though for passing data. A sane number of players to support for multi-connection would be 4 to me.

Anyways it is possible with GetCalc( to choose between the I/O port and the USB port for which one you would like to send data over. This means you could have something like this.


TI 84+ -> TI 84+ -> TI 84+
  |
  V
TI 84+

Which means one calculator has two calculators hooked up to it. And the others use the remaining port to chain on another calculator. It *is* possible as I stated above and I have always wanted to try it, but I don't have that many calculators :(sad.gif
There are 10 types of people in this world-- those that can read binary, and those that can't.

Delnar_Ersike

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« Reply #236 on: August 14, 2007, 08:05:00 pm »
QuoteBegin-Halifax+15 Aug, 2007, 8:58-->
QUOTE (Halifax @ 15 Aug, 2007, 8:58)
QuoteBegin-bfr+12 Aug, 2007, 12:18-->
QUOTE (bfr @ 12 Aug, 2007, 12:18)
"even in assembly 2v2 would be impossible, unless you manage to get wi-fi connection to your calc or a special cable you make yourself, because the only link cable they have would only allow 1v1" -> Two players on one calculator, two players on another calculator.

Offline lolje

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« Reply #237 on: August 14, 2007, 11:23:00 pm »
Progress News

I fixed the bug with the key detection problem after wars
(You couldn't move because after the war the program always returns to the point the battle mode was executed - that could be on the map as well as in some buildings.
The problem here is that when the program returns to a building, it won't display the menu, so you seem to be on the map again, but without a cursor  ('WTF, I can't move!')

Now the battle mode is always executed from the launcher prgmAOC2,
so that bug is fixed as well
(Also a part of the RAM-optimizations)
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Offline DJ Omnimaga

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« Reply #238 on: August 15, 2007, 02:05:00 am »
glad you fixed it, can't wait to hear more progress :)smile.gif

Delnar_Ersike

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« Reply #239 on: August 15, 2007, 06:27:00 am »
Me too, one more step to a bugfree AOC2...