Author Topic: The Mighty Jill Off  (Read 22993 times)

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Offline DJ Omnimaga

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Re: The Mighty Jill Off
« Reply #30 on: March 22, 2011, 04:12:54 pm »
HOLY SHIT! This is just awesome! O.O I saw it the other day but didn't reply until now. It looks pretty nice and I like the idea so far. I hope you finish this. :)
« Last Edit: March 22, 2011, 04:13:03 pm by DJ_O »

Offline aeTIos

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Re: The Mighty Jill Off
« Reply #31 on: March 22, 2011, 04:18:41 pm »
Woo this is just woo
I'm not a nerd but I pretend:

Offline Deep Toaster

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Re: The Mighty Jill Off
« Reply #32 on: March 22, 2011, 04:23:11 pm »
You still can't access the pointer to it, though.




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Re: The Mighty Jill Off
« Reply #33 on: March 22, 2011, 05:23:52 pm »
If you're making it a program, the entire program should be under 8811 bytes. This is because Axe puts its own routines after the data, so things still get run at the very end. There are ways to get around this and put the data after that, however.
I haven't tried this myself, but try disassembling the executable once as it is, then using TI-Coder or a similar utility to move all of the data to the end of the source, then dissassemble the final source. I would like to see if that puts all of the data at the end. If you don't want to scroll down to the bottom of the source to edit your data, include it in an Axe Library and put the reference at the bottom.

that's actually  great way to turn a 1 page axe app into a 2 or more page one.  TJOPTT will do that, but I must caution you leafiness that if you try that approach, I would look at appendix A/B in hot dog's asm tutorial to get the gist of how page turning works.

Offline leafy

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Re: The Mighty Jill Off
« Reply #34 on: March 22, 2011, 06:17:36 pm »
Well, I'm aiming to not make this an app.
Wasn't there a way to stick all the data at the beginning of a program to not make it count in the 8801 byte limit?
In-progress: Graviter (...)

Offline ztrumpet

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Re: The Mighty Jill Off
« Reply #35 on: March 22, 2011, 09:18:51 pm »
Well, I'm aiming to not make this an app.
Wasn't there a way to stick all the data at the beginning of a program to not make it count in the 8801 byte limit?
Nope, not at the beginning.

This looks amazing.  Great job! ;D

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Re: The Mighty Jill Off
« Reply #36 on: March 22, 2011, 09:21:33 pm »
at the end, you can -- In fact this is what I think castlevania by qazz does, which is why it's so large -- but only a 128 byte save var ;)

how big are the levels bytewise?  I can only assume that they're around maybe 200-220 bytes, so if you can keep the code below 8.8K, then you might be able to fit as many as a full app page's worth of levels into it as well O.o

EDIT: w00ps, wrong topic -- I must've glued my feet and assumed that this was for graviter :P
« Last Edit: March 22, 2011, 09:22:28 pm by Ashbad »

Offline leafy

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Re: The Mighty Jill Off
« Reply #37 on: March 22, 2011, 11:16:56 pm »
Estimated release date has been set to less than five weeks from now.
Progress coming along good.
Maybe somebody can help me figure out the data after I finish the entire map.
In-progress: Graviter (...)

Offline DJ Omnimaga

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Re: The Mighty Jill Off
« Reply #38 on: March 23, 2011, 03:43:42 pm »
You might want to ask in the Axe subforum for a faster response, though. Anyway I'm glad to see this is coming along nicely.

Offline Happybobjr

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Re: The Mighty Jill Off
« Reply #39 on: March 23, 2011, 05:31:09 pm »
Estimated release date has been set to less than five weeks from now.
Progress coming along good.
Maybe somebody can help me figure out the data after I finish the entire map.

What do you mean, "figure out the data"
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Ashbad

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Re: The Mighty Jill Off
« Reply #40 on: March 23, 2011, 05:38:00 pm »
I think he means he needs an efficient and easy to access way to store/retrieve data.

Offline leafy

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Re: The Mighty Jill Off
« Reply #41 on: March 24, 2011, 02:37:56 am »
I am now roughly 1/5 to 1/6 done mapping. Yay!
Also, is there any way to make "solid" white pixels without using Pt-Off? Like, they don't get covered up if something's underneath using Pt-On
In-progress: Graviter (...)

Ashbad

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Re: The Mighty Jill Off
« Reply #42 on: March 24, 2011, 02:05:07 pm »
you can try a method using Pt-Mask(

« Last Edit: March 24, 2011, 02:05:16 pm by Ashbad »

Offline Happybobjr

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Re: The Mighty Jill Off
« Reply #43 on: March 24, 2011, 02:14:28 pm »
you can try a method using Pt-Mask(
Pt-mask is an os routine so it will be very slow.
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Re: The Mighty Jill Off
« Reply #44 on: March 24, 2011, 03:11:44 pm »
...it is?  I don't believe it is -- the OS doesn't support good sprite routines as far as I know -- just the really slow Bitmap command which draws it directly to the screen and updates the screen no matter what right afterwards.
« Last Edit: March 24, 2011, 03:12:04 pm by Ashbad »