That
This sounds more and more awesome, I only hope the speed will be better than Diortem's on regular 83.
It might not... but I've found out that even with how... not fast it is dosen't make it less fun, or hard! (acually with the more speed on the 83+SE I tend to die more often)
i had this problem with Diortem on the SE
QuoteBegin-xlibman+14 January 2006, 11:4-->QUOTE (xlibman @ 14 January 2006, 11:40) |
i had this problem with Diortem on the SE |
Well I tested the Nov. one around thanksgiving on my 83+ and it was slower than dirtem, but I am sure the code has been optimized since then.
Yes, but not much... I don't think I have much wiggle room... and keep in mind that MB83+ has moving enemies on all screens... If I made them stationary that'd hurt the gameplay :(
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
O_O
oh noes, well at least the update will be worth it ;)
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...
Hmm, yeah, but wadda gonna do? meh it's all good in the end
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.
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...
Yeah it needs the extra argument even if you don't use the 16x16 tilemapper.
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.
@kalan - Do you ever NOT update the screen? (i.e. have a 0 for "Update_LCD")?
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 :P

.
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.
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.
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 :P
) I end up getting a VERY flickery game with the character appearing for about 1/2 second
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 :D
).
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)
updating the LCD everytime cause games to run slower actually
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 :D

.
Okay, I've switched all the real(2 commands (currentally in there at least) optimized a bit, and now I'm working on the map program, after that I've got to do some options, cheats, password systems, final boss, final sequence, and maybe some other things
nice I guess the demo is approaching even more now? %)
Yums, can'ts waits for Metroids...
Nope, no demo... COMPLETED GAME! w00t w00t w00t
Liazon Cheers!!!
how many enemy kinds?
awesome!!!!cant wait to play!!!! :D
:D
:D