Author Topic: Metroid BASIC 83+ (for lack of a better name)  (Read 19956 times)

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dysfunction

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Metroid BASIC 83+ (for lack of a better name)
« Reply #120 on: January 16, 2006, 09:37:00 am »
Ouch... I got off lucky with the update to real(2, since I have one subroutine which draws the map, so I only had to change that...

CDI

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Metroid BASIC 83+ (for lack of a better name)
« Reply #121 on: January 16, 2006, 12:29:00 pm »
Hmm, yeah, but wadda gonna do? meh it's all good in the end

Offline kalan_vod

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Metroid BASIC 83+ (for lack of a better name)
« Reply #122 on: January 16, 2006, 03:41:00 pm »
QuoteBegin-CDI+15 January 2006, 16:12-->
QUOTE (CDI @ 15 January 2006, 16:12)
Fantastico!

El Sal en xLIB extro numer et "real(2". Si!

Je n'aime pas life.

In other news! since the real(2 command has another ver in it I need to edit all of my Metroid code... delays delays  

 You mean the 16x16 tile maping etc. option? If you do you don't need to update it, just keep it the same.

CDI

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Metroid BASIC 83+ (for lack of a better name)
« Reply #123 on: January 16, 2006, 11:53:00 pm »
real(2,1,Yoff,Xoff,1,1,D-1,D,C-1,C,1,3,0

That is the way mine where in accordance with v0.5, now when I do it it updates the screen because it sees the "0" as the option for 8x8 or 16x16 (and rounds to the nearest one I belive) so it updates the screen when I don't want it to...

dysfunction

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Metroid BASIC 83+ (for lack of a better name)
« Reply #124 on: January 17, 2006, 09:02:00 am »
Yeah it needs the extra argument even if you don't use the 16x16 tilemapper.

Offline kalan_vod

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Metroid BASIC 83+ (for lack of a better name)
« Reply #125 on: January 17, 2006, 01:54:00 pm »
QuoteBegin-dysfunction+17 January 2006, 15:02-->
QUOTE (dysfunction @ 17 January 2006, 15:02)
Yeah it needs the extra argument even if you don't use the 16x16 tilemapper.  

 Well with the current beta .601b I don't have that argument.

CDI

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Metroid BASIC 83+ (for lack of a better name)
« Reply #126 on: January 18, 2006, 12:15:00 am »
@kalan - Do you ever NOT update the screen? (i.e. have a 0 for "Update_LCD")?

Offline kalan_vod

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Metroid BASIC 83+ (for lack of a better name)
« Reply #127 on: January 18, 2006, 02:06:00 am »
QuoteBegin-CDI+18 January 2006, 6:15-->
QUOTE (CDI @ 18 January 2006, 6:15)
@kalan - Do you ever NOT update the screen? (i.e. have a 0 for "Update_LCD")?  

 That I don't, I always update (Have you tried just changing the don't updates?) that would save you a little space :Pblah.gif.

dysfunction

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Metroid BASIC 83+ (for lack of a better name)
« Reply #128 on: January 18, 2006, 06:46:00 am »
QuoteBegin-kalan_vod+17 January 2006, 19:54-->
QUOTE (kalan_vod @ 17 January 2006, 19:54)
QuoteBegin-dysfunction+17 January 2006, 15:02-->
QUOTE (dysfunction @ 17 January 2006, 15:02)
Yeah it needs the extra argument even if you don't use the 16x16 tilemapper.

Well with the current beta .601b I don't have that argument.  

 Actually that's right, nvm. When I first tried the version with the 16x16 tilemapper, it didn't work right, and I thought that was because I didn't include the extra argument, but even when i did it still didn't work right. Turned out I forgot about pic0 now being 10, but after remedying that I kept thinking the tilemap routine needed the extra argument.

Offline kalan_vod

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Metroid BASIC 83+ (for lack of a better name)
« Reply #129 on: January 18, 2006, 09:34:00 am »
QuoteBegin-dysfunction+18 January 2006, 12:46-->
QUOTE (dysfunction @ 18 January 2006, 12:46)
QuoteBegin-kalan_vod+17 January 2006, 19:54-->
QUOTE (kalan_vod @ 17 January 2006, 19:54)
QuoteBegin-dysfunction+17 January 2006, 15:02-->
QUOTE (dysfunction @ 17 January 2006, 15:02)
Yeah it needs the extra argument even if you don't use the 16x16 tilemapper.

Well with the current beta .601b I don't have that argument.

Actually that's right, nvm. When I first tried the version with the 16x16 tilemapper, it didn't work right, and I thought that was because I didn't include the extra argument, but even when i did it still didn't work right. Turned out I forgot about pic0 now being 10, but after remedying that I kept thinking the tilemap routine needed the extra argument.  

 So it doesn't need the extra argument for the current version. I don't use the don't update lcd option for tile mapping, but with sprites I do and I don't add the extra arugment there.

CDI

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Metroid BASIC 83+ (for lack of a better name)
« Reply #130 on: January 18, 2006, 10:31:00 am »
for the version I have the 16x16 option (acually you have ether 8 or 16 or any number then it's rounded) takes place of the update LCD option and if I updated the LCD every time I used a real(2 option (wich I've tried for fun :Pblah.gif) I end up getting a VERY flickery game with the character appearing for about 1/2 second

Offline kalan_vod

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Metroid BASIC 83+ (for lack of a better name)
« Reply #131 on: January 18, 2006, 11:05:00 am »
Is it .601b? If so I tested the update lcd screen deal and it seems if you don't do "don't update lcd" option then you will not need the extra argument (you just need it if you wish not to update the lcd). I have asked tr1p. about  this and he said something about how I shouldn't depend on not useing the extra argument as it may not always work (something like that...go ask him :Dbiggrin.gif).

CDI

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Metroid BASIC 83+ (for lack of a better name)
« Reply #132 on: January 18, 2006, 11:10:00 am »
exactally, the thing is that it's not the editing my update LCD ones (I think I have 2 in the entire engine) but my nonupdate ones (like 40)

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Metroid BASIC 83+ (for lack of a better name)
« Reply #133 on: January 19, 2006, 02:21:00 am »
updating the LCD everytime cause games to run slower actually

Offline kalan_vod

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Metroid BASIC 83+ (for lack of a better name)
« Reply #134 on: January 19, 2006, 08:03:00 am »
QuoteBegin-xlibman+19 January 2006, 8:21-->
QUOTE (xlibman @ 19 January 2006, 8:21)
updating the LCD everytime cause games to run slower actually  

 In res I use the tilemap once every level and it just updates, I can't see how it would make my game slow :Dbiggrin.gif.