Author Topic: Metroid in xLIB... yet again...  (Read 12179 times)

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Offline DJ Omnimaga

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Metroid in xLIB... yet again...
« on: June 07, 2006, 06:46:00 am »
Ok I'm giving this a shot again... in xLIB now

for those who didnt knew, back in early 2005 I worked on a metroid style game called Diortem, but never finished it. It's avaliable at ticalc.org here http://www.ticalc.org/archives/files/fileinfo/367/36789.html . 6 months later CDI worked on his own metroid game and was the first one to release a finished graphical metroid game for TI calcs and kinda inspired me for remaking diortem. However I never started working on it since then. Now I am giving it a shot.

It will be kinda a sequel to CDI's metroid game, kinda similar in some ways but it will have different maps and will use the old samus sprites made by CDI but were never used in his metroid game. As for the bosses I only plan to have kraid for now, the problem is that the old Diortem game needs to be entirely rewritten, and on top of that it used Omnicalc so I need to convert everything to xLIB. >.<

Right now I have the walking physics done, but it run at 2 fps, which is kinda slower than the original diortem. The reason why it run slower is because I added a lot more physics, as you can see in this screenshot:

user posted image

So I might need help optimizing it a bit. Here is the code. If you find any stuff I could optimise for speed (not for size) let me know ;)wink.gif

c1-->
CODE
ec1AxesOff
ClrDraw
DispGraph
real(0
real(7,0
7→A
8→B
0→E
1→G
0→H
0→M
prgmAC
While 1
real(3,3,0,0
real(1,8B-8,8A-8,1,8,2,9+M,32H,3,.5-.5G,1
real(8
Ans→Z
If Z=1 or Z=5 or Z=6:2→M
If M=0 and (Z=7 or Z=8 or Z=4) and 22<[A](A+1,B:Then:8→E:If Z=7 or Z=8:1→M:End
If [A](A,B)<22 and M=2 and (Z=4 or Z=7 or Z=8:0→M
1-(E=0)-2(E>0→C:E-1→E
If 24<[A](A-1,B:-1→E
If 24<[A](A+C,B:Then:0→C:If M=1:0→M:End
A+C→A
If Z≠4:(Z=6)+(Z=8)+(Z=3)-(Z=5)-(Z=2)-(Z=7→D
If D=0 and M=1:G→D
If D:D→G
If D or M:not(H→H
If 24-2(M≠2)<[A](A,B+D:0→D:B+D→B
If A≤1 or A≥8 or B≤1 or B≥12 or Z=54:prgmAB
Endc2
ec2

EDIT: also I found a bug with xlib that cause y= vars over 30 KB huge to be created so let's pray so I dont accidentally hit the Y= key while programming the game otherwise its all gone >.<

I have regular backups but I dont backup every seconds or so, more like every 2-3 hours or so

Zeromus

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Metroid in xLIB... yet again...
« Reply #1 on: June 07, 2006, 07:25:00 am »
yayayayayayayayayayayayayayayayayayayayay I never thought Metroid 2 would be made ^^ now, to see who will make Metroid 3 XDsmiley.gif maybe I should start now to keep up ^^

Krid

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Metroid in xLIB... yet again...
« Reply #2 on: June 07, 2006, 07:27:00 am »
Awesome Kevin! I will definitely keep an eye on this :)smile.gif

Offline DJ Omnimaga

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Metroid in xLIB... yet again...
« Reply #3 on: June 07, 2006, 07:39:00 am »
thanks guys, and CDI your metroid kinda inspired me again to make a new metroid or finish diortem ;)wink.gif


Now I need a map editor though because I hate having to switch back and forth from xLIB to Omnicalc just to edit maps (my map editor use Omnicalc) and I dont feel like making a new one :(sad.gif

Offline Radical Pi

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Metroid in xLIB... yet again...
« Reply #4 on: June 07, 2006, 09:40:00 am »
Splendid! (I always wanted to say that :P)
I never played Diortem, but I did CDI's Metroid; until the room with the glitch, I never decided to redownload it.

I would help with optimizing, but I only do size, and I'm not very good at that either. :(
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crzyrbl

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Metroid in xLIB... yet again...
« Reply #5 on: June 07, 2006, 10:38:00 am »
cool.  plz dont use the same jump method though. pressing right to go over a pit THEN up to start the jump was kinda of weird.

Offline DJ Omnimaga

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Metroid in xLIB... yet again...
« Reply #6 on: June 07, 2006, 10:59:00 am »
Well now with xLIB getkey routine I got it to jump much more easier. You can jump while walking and you can even jump in diagonal when not walking because the key routine allow multiple arrow keypresses ;)wink.gif

Its much more easier to jump off the cliff now

I dunno what other method I could use tho, basically that one is more flexible for movements

katmaster

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Metroid in xLIB... yet again...
« Reply #7 on: June 07, 2006, 03:28:00 pm »
c1-->
CODE
ec1AxesOff
ClrDraw
DispGraph
real(0
real(7,0
7

Zeromus

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Metroid in xLIB... yet again...
« Reply #8 on: June 08, 2006, 05:03:00 am »
but is it FASTER??

Offline DJ Omnimaga

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Metroid in xLIB... yet again...
« Reply #9 on: June 08, 2006, 05:10:00 am »
I might try this, thanks ^^ I hope it runs faster tho o.oblink.gif

well now you can go back and forth from moprh ball to samus while walking anymore, it wasnt that necessary and wasted speed :Ptongue.gif

Alex

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Metroid in xLIB... yet again...
« Reply #10 on: June 08, 2006, 11:53:00 am »
Great to see you sink your teeth in coding once again :)smile.gif All the best with your project Kevin!

- Alex

Offline necro

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Metroid in xLIB... yet again...
« Reply #11 on: June 08, 2006, 05:28:00 pm »
I hope to see some good progress on this, great to see you working on games again kevin
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Offline Ranman

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Metroid in xLIB... yet again...
« Reply #12 on: June 09, 2006, 01:19:00 am »
As Necro said, it is good to see you working on a major project once again.
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Offline DJ Omnimaga

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Metroid in xLIB... yet again...
« Reply #13 on: June 10, 2006, 02:48:00 am »
thanks for the support guys, this time I really hope to finish it >.< I started working on this in early 2005 but dropped the project in april 2005 due to lack of motivation. The code went kinda bulky as well. However CDI's metroid convinced me Metroid could be done in BASIC (with/without asm libs) and seeing Diortem speed considering it was running something slower than xlib it motivated me enough to revive the project, and now I am making this a sequel to one of (if not my) favourite calc game

Updates are underway, map editor converted to xlib and improved, hatches, shooting works (I made the first weapon like the original NES metroid), now I have to update some broken maps since some tiles were moved around

Dragon__lance

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Metroid in xLIB... yet again...
« Reply #14 on: June 10, 2006, 06:05:00 am »
great to see this project! And great progress, keep it up! :)smile.gif Could u maybe explain your code, cause it's kinda confusing to read, not knowin what all the variables are, the only thing i see right now for optimisations are wat Katmaster pointed out, using not( and Delvar, otherwise great coding! I'm assuming that the screenshot is for SE's though, i wonder the speed on regular 83+'s...