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Metroid Pi 2
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Topic: Metroid Pi 2 (Read 8214 times)
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Harrierfalcon
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Metroid Pi 2
«
on:
September 09, 2007, 02:07:00 pm »
I've talked myself into it. But, don't expect this to be done within 2 weeks, or even 2 months. My coding time has decreased dramatically due to family issues.
After careful consideration, I've decided that Metroid Pi
2
will be much faster and much longer. As of now, and probably for the final as well, it will only use 2 ASM programs--both used for program manipulation. (I'll let you guess what one of them is
)
This program manipulation will increase it's dependency on subroutines, but will also mean that there will be minimal code for it to parse--hence, the faster. (And the subroutines will be dynamic--beam stacking, anyone?)
The manipulation also means that I
will be able to
can read maps from archive--hence, the longer.
This means it will be faster, longer, and probably have some more spiced-up graphics. Hence, the better.
The subroutines I'm using are a little slow, so going from map-to-map might be a smidge slower than Metroid Pi. But, it will also be extremely consistent, since loading each map differs in no way, except for code that might be executed for specific rooms.
So, here's some features I'm looking at right now:
Beam Stacking--!
Missiles
Save Stations, Recharge Rooms (actual rooms, not just powerups)
More varieties of enemies?
3 worlds--! (Maybe a fourth, but there's 9 programs for maps already)
Same dynamic character appearance
Hi-Jump, Space Jump
Interactive blocks
Energy Tanks! Everyone loves energy tanks!
Suggestions? Comments? Complaints?
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Metroid Pi 2
«
Reply #1 on:
September 09, 2007, 03:52:00 pm »
wow awesome, I hope lot of maps wont slow down game too much tho, but i dont think it will if you put them in one or two programs. I'm glad you're starting this project
Metroid I was fun!
Sorry to hear about your family issues tho
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Speler
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Posts: 857
Rating: +6/-2
Metroid Pi 2
«
Reply #2 on:
September 09, 2007, 03:56:00 pm »
Awesome! I still haven't had the chance to try the first one though, *blushes*.
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Xphoenix
Guest
Metroid Pi 2
«
Reply #3 on:
September 09, 2007, 04:19:00 pm »
:bounce:
:bounce:
:bounce:
:bounce:
:bounce:
:bounce:
*
Xphoenix
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Metroid Pi 2
«
Reply #4 on:
September 09, 2007, 04:24:00 pm »
for some reasons I was sure this last post was bfr's for a few secs
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Xphoenix
Guest
Metroid Pi 2
«
Reply #5 on:
September 09, 2007, 04:27:00 pm »
I hacked your computer's monitor. Then, when you blinked, I switched it back.
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Harrierfalcon
Guest
Metroid Pi 2
«
Reply #6 on:
September 11, 2007, 02:29:00 pm »
Thanks guys! The first part of the level is coming along nicely, although I'm going to spend a day or so optimizing the physics engine.
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Metroid Pi 2
«
Reply #7 on:
September 11, 2007, 06:16:00 pm »
Cool! Do you think you will have a screenie of the first area soon? Btw are the tiles gonna be the same? I liked the dual layer ascii you used for some reasons
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Harrierfalcon
Guest
Metroid Pi 2
«
Reply #8 on:
September 12, 2007, 12:37:00 pm »
Tiles are probably going to be somewhat the same, I like the Finance N and O for some reason. But it'll change from world to world
.
The first area is being worked on--just the maps, not the powerups (yet). It's similar to Metroid II:Evolution
.
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dinhotheone
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Super Member (Next: 500)
Posts: 410
Rating: +2/-1
Metroid Pi 2
«
Reply #9 on:
September 12, 2007, 02:43:00 pm »
whats dual layer ascii?? how can you have 2 layers on a game that uses the homescreen?
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Speler
LV8
Addict (Next: 1000)
Posts: 857
Rating: +6/-2
Metroid Pi 2
«
Reply #10 on:
September 12, 2007, 02:44:00 pm »
You can't. It's on the graphscreen.
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kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
Metroid Pi 2
«
Reply #11 on:
September 12, 2007, 04:30:00 pm »
QuoteBegin-dinhotheone+12 Sep, 2007, 20:43-->
QUOTE
(dinhotheone @ 12 Sep, 2007, 20:43)
whats dual layer ascii?? how can you
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Insanity
Guest
Metroid Pi 2
«
Reply #12 on:
September 12, 2007, 05:03:00 pm »
QUOTE
whats dual layer ascii?? how can you have 2 layers on a game that uses the homescreen?
I was going to [try to] write an ASM program that lets you store and recall the homescreen to appvars or something.
Haven't got around to that, but I've already a homescreen cursor that doesn't destroy anything.
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Metroid Pi 2
«
Reply #13 on:
September 12, 2007, 05:54:00 pm »
Insanity zapi actually does that, this is what allowed me to do all those animations in dark link quest with home screen maps
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Harrierfalcon
Guest
Metroid Pi 2
«
Reply #14 on:
September 19, 2007, 12:53:00 pm »
*bump*
After getting sidetracked once again, I've discovered a much faster, smaller, and more effective way of creating my dynamic subroutines.
Hats off to Insanity, for having prgmSTR2PROG in PyroEdit 4 (which, I must say, is much better than Artistic).
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