Author Topic: Chip's Challenge  (Read 42018 times)

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Offline calc84maniac

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Re: Chip's Challenge
« Reply #90 on: December 13, 2008, 04:53:59 pm »
I seriously have no idea why I gave up before starting on my 8-level GS Chip's Challenge... ;D Ah well, probably better for my other projects this way... assuming I work on them... which I don't... and long run-on sentences are fun... yeah.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline DJ Omnimaga

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Re: Chip's Challenge
« Reply #91 on: December 13, 2008, 04:59:12 pm »
great stuff Simplethinker :)

@calc84 well i was getting worried about the future of F-Zero and Mario from time to time as progress slowed down and when you left for about 2 weeks not so long ago so I would be worried if you started a 3rd project lol x.x

you should finish F-Zero/Mario at least first :P

Offline dinhotheone

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Re: Chip's Challenge
« Reply #92 on: December 28, 2008, 06:35:25 pm »
classic game, i remember i couldnt beat a level with like thousands of chips and tons of those dudes that chase after you.

i got a question though,

are the levels going to be the same as in the pc game?
ifso how big wil this be? i remember there were like hundreds of very large levels.

Offline simplethinker

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Re: Chip's Challenge
« Reply #93 on: December 28, 2008, 07:12:15 pm »
I'm trying to get as many of the original levels (there are 150) as possible.  The enemies pose the biggest problem if I want decent speed.  Of the first 90 levels, there are only 30 I know can be done and another 23 that might be possible.

As for size, the engine is currently 1496 bytes, and I'm estimating no more than 1000 on top of that.  Except for the early levels, each level is 32x32 tiles wide, so the matrix will take up 9kb of RAM during gameplay.  Each level's data is currently occupying it's own program, which is ~3.5kb, but depending on how I implement the enemies (if I ever do) it could add more, though I'm not sure how much.  If the proportion of levels I can do is about the same for higher levels, the game will be around 180kb with 50 levels.

Right now, I'm taking a small break to learn Asm and write some supplementary programs to either speed-up or simplify/stream-line level loading and a little display.  They're essentially xLIB and Celtic 2/3 with some tweaking and should hopefully cut the program size down.  One of the Asm programs is for copying one pic to another without altering the Graph Screen, which will save me 2301 bytes of RAM while running (the way I have the wall-toggle switches working involves some extra pics that are redundant).  Another will store a string into a matrix (every 2 tokens will be the hex value of the tile's number for the xLIB tilemapper) with the added feature that an extra copy of the matrix won't be in Ans (since I would need over 18kb of free RAM otherwise).  The fact that it's converted from a string means each level's map data will be no more than 2048 bytes.  I'm also contemplating writing something similar (but more specific to my game) to Celtic2's readline function to stream-line level loading.

Learning Asm (and my current play-through of FF III spurred by a random discussion on IRC) is the reason why there have been few updates the last week or so two weeks (it's been longer than I thought :o), so in case anyone's wondering: I'm still working on this ;D
« Last Edit: December 28, 2008, 08:21:36 pm by simplethinker »
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Chip's Challenge: ħ%

Offline DJ Omnimaga

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Re: Chip's Challenge
« Reply #94 on: December 28, 2008, 07:41:33 pm »
I was a bit worried about lack of progress but I thought it was christmas. Are you planning to rewrite this in ASM or stick to BASIC? I think you should do the latter and maybe once it's done if you want you can make an enhanced version in ASM with more enemies

Offline simplethinker

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Re: Chip's Challenge
« Reply #95 on: December 28, 2008, 07:49:50 pm »
I was a bit worried about lack of progress but I thought it was christmas. Are you planning to rewrite this in ASM or stick to BASIC? I think you should do the latter and maybe once it's done if you want you can make an enhanced version in ASM with more enemies
I'll be sticking with BASIC.  What I am writing in Asm are just slight modifications of functions I was using with xLIB/Celtic 2 (or what I would be using if Celtic III were finished hint hint).  After I finish, I might rewrite it in Asm as practice, and adding enemies in sounds like a great idea!  But, I'll stick to one thing at a time as my Asm skills are still severely lacking and I don't multitask well :D
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline DJ Omnimaga

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Re: Chip's Challenge
« Reply #96 on: December 28, 2008, 08:07:15 pm »
true, and with 7.5 years watching the TI community grow I never seen any project starting as BASIC then being converted to ASM halfway through completion be finished. Most people saw too big and thought if they could do such projects in BASIC that immediately after moving to ASM they would be able to do it. That, or the lot of time spent on learning ASM after stopping the BASIC version of their project made them get bored of the project and they eventually did something else

Offline dinhotheone

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Re: Chip's Challenge
« Reply #97 on: January 11, 2009, 12:07:33 am »
so being that this is a port, how are you gona store all those levels from the computer game. i plaed this game alot. and i just remember getting discouraged because the levels were like really hard but they just kept coming. idk thats just what i thought of when i read about this game. anyway i think is  a great idea, this game seems perfect for the calc. good luck

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Re: Chip's Challenge
« Reply #98 on: January 11, 2009, 12:33:17 am »
I think he's not really porting every single levels, since they may not even fit one one calc (apparently there are a whole lot), so it's probably be a stripped down version with only the best levels for now, unless he decides to make it SE only

Offline kalan_vod

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Re: Chip's Challenge
« Reply #99 on: January 11, 2009, 01:14:43 pm »
There is 149 levels in the original level pack, and there are lots of different level packs..

Offline simplethinker

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Re: Chip's Challenge
« Reply #100 on: January 12, 2009, 03:38:06 pm »
so being that this is a port, how are you gona store all those levels from the computer game. i plaed this game alot. and i just remember getting discouraged because the levels were like really hard but they just kept coming. idk thats just what i thought of when i read about this game. anyway i think is  a great idea, this game seems perfect for the calc. good luck

From my post above:
Quote
I'm trying to get as many of the original levels (there are 150) as possible.  The enemies pose the biggest problem if I want decent speed.  Of the first 90 levels, there are only 30 I know can be done and another 23 that might be possible.

Currently (this might change in the near future) each level will be in its own program.  The data it contains will be the map data, starting location, number of chips, time limit, some extra information needed for teleports and trap switches, and, if I implement monsters, the data for monsters.

For the actual map data, I'm writing an Asm utility (this is the reason for the hold up on progress, but it's almost done) to help with the size of data in the programs and also reduce the amount of free RAM needed, since something like "[[1,2][3,4]]→[A]" will also store a copy of the matrix in Ans, thus doubling the amount of free RAM needed.  The data will be a string of the elements (plus size) in hexadecimal, and the program will convert and store this directly into a matrix.  (an example would be "0203FFF0010200AA" becomes [[255,240,1][2,0,176]])


This project isn't dead, and as soon as I finish that Asm program (I'm almost done) I'll resume working on the main project ;D (if for some reason I'm not back to work by next week, please feel free to hit me, kick me, send PMs to remind me, etc...)
« Last Edit: January 12, 2009, 09:09:40 pm by simplethinker »
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline Madskillz

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Re: Chip's Challenge
« Reply #101 on: January 12, 2009, 08:56:48 pm »
sounds great, We'll be sure to keep you updating us!

Offline DJ Omnimaga

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Re: Chip's Challenge
« Reply #102 on: January 13, 2009, 01:48:44 am »
Oooh I see you are learning ASM. Halo 83+ coming soon then? (>^.^)>

jk doN't give up and keep up the good work :)

Offline simplethinker

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Re: Chip's Challenge
« Reply #103 on: January 13, 2009, 11:06:55 am »
Oooh I see you are learning ASM. Halo 83+ coming soon then? (>^.^)>

jk doN't give up and keep up the good work :)
Yep :), then nope :D.  Around winter break has been my yearly failed attempt at learning Asm, but for some reason this year I failed at failing and it finally clicked in my brain ;D
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline DJ Omnimaga

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Re: Chip's Challenge
« Reply #104 on: January 13, 2009, 03:50:02 pm »
That's good, I wish I would have done the same, but I think it's a combination of factors such as not liking the ASM code structure, having been used to TI-BASIC style for a long while and having serious troubles changing or getting used to new stuff