Author Topic: Motherload  (Read 53358 times)

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Offline Happybobjr

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Re: Motherload
« Reply #135 on: March 17, 2011, 08:33:23 pm »
Ya, probably :/
My guess is that it is for solid (uneditable during game) maps however.
I would think there would be some easy compression though.
X and Y location don't cost any memory because are marked as location in the ram.  Then we could use 1 nibble (16 choices) per block.  This gives us 2 blocks per byte.
So on an extreme side, of 10K byte map (easy enough with a map generator)
We could have a 25 by 800 quickly and efficiently ;)
I hate using 666 as it just feels bad to me. (religious reasons that I won't push upon anyone)
« Last Edit: March 17, 2011, 08:35:13 pm by Happybobjr »
School: East Central High School
 
Axe: 1.0.0
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SirCmpwn

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Re: Motherload
« Reply #136 on: March 17, 2011, 09:16:46 pm »
Hey, I know what I'm doing.  I do have good ideas occasionally :P besides, it will be open source, so if you don't like my approach, you can always change it.

Offline Happybobjr

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Re: Motherload
« Reply #137 on: March 17, 2011, 09:19:57 pm »
Hey, I know what I'm doing.  I do have good ideas occasionally :P besides, it will be open source, so if you don't like my approach, you can always change it.

Opps, I missed your posts. :/ sorry but I am on my desktop, which is very laggy.
I didn't mean to offend you or anything.
I didn't realize someone had taken this up.

Edit: I had to gtg earlier because I felt a crash might be coming.
« Last Edit: March 17, 2011, 09:20:31 pm by Happybobjr »
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
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SirCmpwn

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Re: Motherload
« Reply #138 on: March 17, 2011, 10:33:06 pm »
No problem :P it is my project after all.  I've been looking for something to do with Axe.

Offline leafy

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Re: Motherload
« Reply #139 on: March 17, 2011, 10:55:09 pm »
Oh, so you're porting the paid version?
Cool. The most annoying thing for me was the gas pockets that you hit pretty far down. Also, hit 0 to teleport to Natas, and fly up and up to meet mr. Dog.
In-progress: Graviter (...)

Offline Builderboy

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Re: Motherload
« Reply #140 on: March 18, 2011, 01:24:10 am »
i still think it would be epic for this game to be ported :D

Offline aeTIos

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Re: Motherload
« Reply #141 on: March 18, 2011, 09:13:59 am »
Yes, actually I did a try 2 months ago, but it was epic fail ;D
I'm not a nerd but I pretend:

SirCmpwn

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Re: Motherload
« Reply #142 on: March 18, 2011, 09:15:20 am »
I think I can manage a 25x1000 map.  I'll let you guys know more as I go along.

Offline DrDnar

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Re: Motherload
« Reply #143 on: March 18, 2011, 04:07:23 pm »
>< This game is, indeed, addicting.

There are 10 collectible minerals, 3 types of bonuses, 2 types of hazard, and filled/unfilled. That's 17 different states for each square. If you remove a type of bonus (or make it so that one only appears above a certain depth, and the other below), that's 16 states, and you can store two squares per byte.

You could also store the map in flash, possibly copying the current section of the level into RAM. (BrandonW has routines for creating variables directly in flash.) Then, if you make the "empty" state 0000b, you can mark each square that been cleared as empty by overwriting it. And for earthquakes, you could copy the entire flash sector to the swap sector up until the point(s) where the map data is. Then, skip the map data, and finish copying anything that is after it (which should be nothing, if you do it right.) Next, use the map data in the original sector as the template for shuffling the level. Finally, erase the first sector and mark it as the swap sector; don't bother copying the map data back, because that can wait until the next earthquake. Of course, this would be slow. But if you copy all the code needed for shops, avoiding any OS or app routines, you could do this in the background when the player surfaces. . . . Well, just because you can do this doesn't mean you should.
"No tools will make a man a skilled workman, or master of defense, nor be of any use to him who has not learned how to handle them, and has never bestowed any attention upon them. . . . Yes, [] the tools which would teach men their own use would be beyond price."—Plato's The Republic, circa 380 BC

SirCmpwn

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Re: Motherload
« Reply #144 on: March 18, 2011, 04:09:58 pm »
I'll probably only allow randomly generated maps in RAM for now.  Could someone do me a favor and get me a quick list of every kind of mineral you'd like to see, and every powerup, etc.  Just a simple list will do.

Offline turiqwalrus

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Re: Motherload
« Reply #145 on: March 18, 2011, 04:11:43 pm »
power-up:
plastic explosive-clears large area
TNT-clears small area
quantum teleporter(unsafe)-teleports to surface
matter transmitter(safe)-teleports Directly to surface
fuel pack
repair pack
« Last Edit: March 18, 2011, 04:14:43 pm by turiqwalrus »

Offline DrDnar

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Re: Motherload
« Reply #146 on: March 18, 2011, 04:30:20 pm »
Code: [Select]
Item           Mass (kg)  Value ($)

treasure                  5 000
martian                  10 000
artifact                 50 000

ironium          10          30
bronzium         10          60
silverium        10         100
goldium          20         250
platinium        30         750
einsteinium      40       2 000
emerald          60       5 000
ruby             80      20 000
diamond         100     100 000
amazonite       210     500 000

fuel              0       2 000
repair            0       7 500
dynamite          0       2 000
plastic explosive 0       5 000
quantum teleport  0       2 000
matter transport  0      10 000

Edit: fixing masses

Edit: Also, each block is 12 feet. People say the boss appears at 6666 ft, so that means you only have to go up to 556 blocks high.
« Last Edit: March 18, 2011, 04:43:20 pm by DrDnar »
"No tools will make a man a skilled workman, or master of defense, nor be of any use to him who has not learned how to handle them, and has never bestowed any attention upon them. . . . Yes, [] the tools which would teach men their own use would be beyond price."—Plato's The Republic, circa 380 BC

SirCmpwn

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Re: Motherload
« Reply #147 on: March 18, 2011, 05:34:37 pm »
How about one (unspecified unit of distance) per bock, keep it at 1,000 blocks deep?

Offline DrDnar

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Re: Motherload
« Reply #148 on: March 18, 2011, 06:13:15 pm »
FYI, the original is 44 blocks wide. Personally, I'd try to keep the gameplay as close to the original as possible, but it's your project.
"No tools will make a man a skilled workman, or master of defense, nor be of any use to him who has not learned how to handle them, and has never bestowed any attention upon them. . . . Yes, [] the tools which would teach men their own use would be beyond price."—Plato's The Republic, circa 380 BC

Offline willrandship

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Re: Motherload
« Reply #149 on: March 18, 2011, 07:17:10 pm »
Who says it has to be mr natas anyways? It could be at 1000 blocks and be cthulu. :P

What about being able to place the dirt blocks you dig up? Not for Motherload itself, but....2D minecraft ;)
« Last Edit: March 18, 2011, 07:18:00 pm by willrandship »