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Metroid Pi
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Topic: Metroid Pi (Read 9072 times)
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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
«
Reply #45 on:
September 03, 2007, 01:56:00 pm »
cool to hear. I hope to be able to integrate celtic II to Metroid II: Evolution, because the insane amount of subroutine is what make the entire game run very slow, especially on the 83+. If it's the total memory usage that cause problem then I can't do much though
. Still, taking down the 300 8x12 maps in Metroid II from about 3-40 subroutines to 5 would pwn, same if i manage to have the programs copied to XTEMPxxx all merged together and just recall the part of code i need for my routine
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JonimusPrime
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Rating: +25/-5
Metroid Pi
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Reply #46 on:
September 04, 2007, 05:08:00 am »
will it have different graphics or will it still be ASC II?
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"Always code as if the person who will maintain your code is a maniac serial killer that knows where you live" -Unknown
"If you've done something right no one will know that you've done anything at all" -Futurama
"Have a nice day, or not, the choice is yours." Tom Steiner
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Metroid Pi
«
Reply #47 on:
September 04, 2007, 05:49:00 am »
I would stick with dual layer ASCII, it looked pretty neat to me. Else, then I would move to xLIB
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Harrierfalcon
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Metroid Pi
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Reply #48 on:
September 04, 2007, 04:21:00 pm »
Well so far, here's what I'm planning:
Dual-layer ASCII graphics, with more graphics manipulation
Extensive use of Basic's subprograms and my new relatively fast dynamic subroutine system.
Plenty more powerups--missiles, energy tanks, Space jump, hi jump, beam stacking
A couple of wavering powerups; morph ball and suits.
3 worlds, with X number of rooms each (although my limit per world is 18*18, that should tell you something).
Obviously, a way longer gameplay time.
Speed! I did some major testing, Metroid Pi runs much faster when the parser doesn't have to go through all the hard-coded stuff. Therefore, combining subroutines with the ability to change themselves to suit, say, a new beam, or missiles, will be very beneficial. And, not quite so dependent on variables, but rather on constants
.
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nitacku
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Posts: 300
Rating: +30/-1
ni-ta-ku ^_^
Metroid Pi
«
Reply #49 on:
September 04, 2007, 06:48:00 pm »
Maybe part of your engine could be incorporated into the secret project, or vise versa. The tile routine works pretty fast
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Harrierfalcon
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Metroid Pi
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Reply #50 on:
September 05, 2007, 12:30:00 am »
I'll tell you that it involves Celtic2 and prgmZASSEMB1. (That's one of the subprograms of the OTBP assembler).
That program takes the program whose name is in Ans as a string, and returns that entire program as a string. Complete with newline tokens that appear as spaces.
Combined with the program manipulation abilities of Celtic2, it works well and pretty fast.
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