Author Topic: Phoenix: Axe Version  (Read 17051 times)

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Offline Quigibo

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Re: Phoenix: Axe Version
« Reply #15 on: May 09, 2010, 12:00:51 pm »
Find a variable you aren't using and try this:

If Z=0->Z
<Sprite drawing>
DispGraph
End

It will only render the sprites every other frame yet all the movement is done every frame so it appears to be twice as fast.

I lol'ed at the lobsters by the way!  This looks nice so far.
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_player1537

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Re: Phoenix: Axe Version
« Reply #16 on: May 09, 2010, 12:03:55 pm »
hmm, that is a good trick I'll use that.  Right now it does a big For(Z,0,1) loop around all the enemy moving, bullet shooting code.  Then the rest of it (moving) only does it every other time.  Oh and thanks :)
« Last Edit: May 09, 2010, 12:04:47 pm by _player1537 »

Offline DJ Omnimaga

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Re: Phoenix: Axe Version
« Reply #17 on: May 09, 2010, 02:52:29 pm »
Sorry I am unsure how to explain in more details. Anyone else care to explain what I mean?

Offline meishe91

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Re: Phoenix: Axe Version
« Reply #18 on: May 09, 2010, 07:41:17 pm »
Lets see if I can. I think DJ is saying instead of updating the screen every time something happens you update it after two movement calculations. So instead of doing:

Calculate
Update Screen


you would do:

Calculate
Calculate
Update Screen


I have no idea if this is right. If it isn't please tell me.
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_player1537

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Re: Phoenix: Axe Version
« Reply #19 on: May 09, 2010, 09:50:00 pm »
hmm, that sounds like it would be fairly easy to add in, I'll try it in a few, until then I have a new beta.  it should be a little less laggy with more people, but idk I haven't comapared it to the other one.  I decresed some math needed to draw the tilemap, and added a shield thing (nothing to make it drop from the enemies yet).  If anyone wants to make a screenshot for this one (although it is pretty much the same for now) go for it.  (also thanks to KermM for telling me phoenix is spelled with the 'O' before the 'E') 

Offline calc84maniac

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Re: Phoenix: Axe Version
« Reply #20 on: May 09, 2010, 10:16:29 pm »
Yeah, for F-Zero I'm doing Calc\Calc\Update for 6MHz and Calc\Update\Calc\Update for 15MHz :D
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

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Re: Phoenix: Axe Version
« Reply #21 on: May 09, 2010, 10:18:31 pm »
oh, that sounds good, although I think that's what it is kinda right now @15 mhz mode.  this game should be run on a 15 mhz calc, yet it is still pretty slow, so I will update it soon for calc\cald\update

Offline DJ Omnimaga

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Re: Phoenix: Axe Version
« Reply #22 on: May 09, 2010, 11:02:47 pm »
Lets see if I can. I think DJ is saying instead of updating the screen every time something happens you update it after two movement calculations. So instead of doing:

Calculate
Update Screen


you would do:

Calculate
Calculate
Update Screen


I have no idea if this is right. If it isn't please tell me.
In pseudo code, it would more be:

Move your ship two pixels in the direction you pressed the arrow key for
Move all enemy ships two pixels in the direction they're supposed to be
Move all bullets down by two pixels
Update screen

Instead of

Move your ship one pixel in the direction you pressed the arrow key for
Move all enemy ships one pixel in the direction they're supposed to be
Move all bullets down by one pixel
Update screen


In other words, everything moves twice faster. Updating the LCD every two loop iteration could also work, though. This is what I do for Axe Tunnel when in high speed.

_player1537

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Re: Phoenix: Axe Version
« Reply #23 on: May 09, 2010, 11:09:39 pm »
hmm, what I think I might do is to...well I'd have to reorganize all my code first off (probably source code for that), then use Quigibo's method of 'if Z=0-->Z' but have that in a lot of places, then have my movement code move by...probably 2, but that might mess something up...unless I set it to: you move 3 spaces every 4 bullets/enemy movements.  I'll work on that soon.  Thanks for the help so far :)

Offline DJ Omnimaga

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Re: Phoenix: Axe Version
« Reply #24 on: May 09, 2010, 11:18:36 pm »
No problem, glad to help ^^

Gonna try your new version soon too

Offline meishe91

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Re: Phoenix: Axe Version
« Reply #25 on: May 09, 2010, 11:33:04 pm »
Lets see if I can. I think DJ is saying instead of updating the screen every time something happens you update it after two movement calculations. So instead of doing:

Calculate
Update Screen


you would do:

Calculate
Calculate
Update Screen


I have no idea if this is right. If it isn't please tell me.
In pseudo code, it would more be:

Move your ship two pixels in the direction you pressed the arrow key for
Move all enemy ships two pixels in the direction they're supposed to be
Move all bullets down by two pixels
Update screen

Instead of

Move your ship one pixel in the direction you pressed the arrow key for
Move all enemy ships one pixel in the direction they're supposed to be
Move all bullets down by one pixel
Update screen


In other words, everything moves twice faster. Updating the LCD every two loop iteration could also work, though. This is what I do for Axe Tunnel when in high speed.

Oh ok, ya that makes sense. Sorry about that.
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Offline DJ Omnimaga

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Re: Phoenix: Axe Version
« Reply #26 on: May 10, 2010, 12:02:22 am »
No problem ^^

but yeah your method could work too.

Offline meishe91

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Re: Phoenix: Axe Version
« Reply #27 on: May 10, 2010, 12:17:06 am »
Well now that I think about my method, it would all depend on what takes longer: updating the screen or doing the calculations.
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_player1537

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Re: Phoenix: Axe Version
« Reply #28 on: May 10, 2010, 12:20:11 am »
updating the screen would.  calculating takes very little time, its just mainly conditionals "if M=1:O+1-->O:End"

Offline meishe91

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Re: Phoenix: Axe Version
« Reply #29 on: May 10, 2010, 12:27:09 am »
Ah, ok. Then ya, my method could possibly work too. I would test it but I'm not very good with Axe, yet.
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