Author Topic: VVVVVV  (Read 80299 times)

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Offline DJ Omnimaga

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Re: VVVVVV
« Reply #285 on: February 19, 2014, 02:14:09 am »
Hmm even at 1% speed in WabbitEmu with motion blur disabled it's still a little hard... O.O

btw suggestion: You need to put the source files in a separate folder or something, because the data appvar was with the source file and at first I thought it was missing  >.<
« Last Edit: February 19, 2014, 02:15:46 am by DJ Omnimaga »

Offline pimathbrainiac

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Re: VVVVVV
« Reply #286 on: February 19, 2014, 07:26:12 am »
Will do, DJ!

I'm working on more tilemaps and bugfixing/documenting custom maps. Expect more within a week!
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Offline Hayleia

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Re: VVVVVV
« Reply #287 on: February 22, 2014, 03:54:10 am »
I started to optimize your source, and for now, I saved 901 bytes. I didn't optimize all files, and I didn't optimize everything in each file I read so there is still work to do. I gave stupid names to the routines I created, feel free to rename them :P

But what struck me in your code isn't the lack of optimization (Pokemon Topaze at its beginnings was not much better in terms of optimizations), but the organization of your program.

For example, in VVVVSRC, you put your routines in the main loop and put a "If (0)" around it. First of all, the parentheses around the 0 are useless, second of all, you can put a Goto instead of a "If 0", and most of all, you can (must ?) put routines outside the loop. It's a lot more readable and logical.
Same in VVMENU, you put "prgmVVVCSRC" and "prgmVVVVSRC" at the beginning of your program, and those program both start with "Goto EndOfThatProgram", so they are skipped at execution. Well, same story as with the "If (0)", first of all, you can just put "Goto Skip:prgmVVVCSRC:prgmVVVVSRC:Lbl SKIP" to save one Goto, and most of all, you can put those "sub programs" at the end of your program, after the "main" Return so you don't even need any Goto.

Another thing that struck me and prevented me from optimizing sometimes (didn't feel like making your code readable before optimizing) was the (ab)use of unnecessary parentheses, as in "If (({((X+3)/8)+(((Y-1)/8)*12)+GDB1}=2) or ({((X+3)/8)+(((Y+8)/8)*12)+GDB1}=2)".


So, source is attached, try it and tell me what I broke so I find a way to fix it :P
But don't tell me "that part of the game doesn't work", that won't help me. You have to figure out which part of the code doesn't work, because I didn't try to understand every bit of your code ;)
« Last Edit: February 22, 2014, 05:28:09 am by Hayleia »
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #288 on: February 22, 2014, 08:46:06 am »
Thanks for the help!
I'm going to try this in a bit!
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Offline Hayleia

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Re: VVVVVV
« Reply #289 on: February 24, 2014, 02:19:10 am »
Collision detection fixed (for real this time :P).
Outline drawing fixed.
« Last Edit: February 24, 2014, 02:24:52 am by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #290 on: March 05, 2014, 05:42:41 pm »
This:



Also: expect an update within a week.
Also also: I'm back! (If you didn't know that already :P)
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Offline aeTIos

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Re: VVVVVV
« Reply #291 on: March 05, 2014, 05:49:20 pm »
Congrats on the feature! You can now say that you have surpassed the 87 1/3.14 % of the community who never got a feature. :P
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Offline Sorunome

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Re: VVVVVV
« Reply #292 on: March 06, 2014, 08:05:26 pm »
Congrats for the feature!
This program is awesome :)

THE GAME
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Offline DJ Omnimaga

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Re: VVVVVV
« Reply #293 on: April 03, 2014, 02:49:04 pm »
I'm late, but congrats on the feature for this. I tried the game but only on an emulator. I need to install it on my calc at one point (I only had Flappy Bird clones before I did a full reset lol)

Offline pimathbrainiac

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Re: VVVVVV
« Reply #294 on: May 05, 2014, 09:50:45 pm »
So I was unable to make Hayleia's code work at this point due to a bug with vertical filp-lines. That said, many bugfixes in the custom maps as well as custom maps documentation!


YAYGIMMIEGIMMIE!!!


No screenies atm, because there are no new levels. This will be uploaded to ticalc later in the week.


Zip attached, as always. Enjoy!
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Offline Hayleia

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Re: VVVVVV
« Reply #295 on: May 06, 2014, 01:45:52 am »
Sorry about that bug. I may have been a bit care-free when optimizing :P
I think it's more that I didn't know all the features and what part of the code was producing which feature so I could not test thoroughly enough when optimizing (so I made basic tests and saw that the game was mostly working :P).
However, I don't know if you completely went back to your old code, but I think that at least basic optimizations (the ones that don't change the number/order of lines in the main code) are appliable with little risk :)
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #296 on: May 15, 2014, 05:41:36 pm »
I went completely back, sadly. I will make most of those optimizations before the next release, though.

Announcement time!
I have set a deadline for finishing this project: August 1st. It will be done before then, I promise. Next week is my last week of the school year, and I will get it done before school starts next year :D
Thanks for the support so far. Update soon, I promise!
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Offline Streetwalrus

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Re: VVVVVV
« Reply #297 on: May 15, 2014, 06:03:53 pm »
Ah lucky you. Still 1.5 month left for me. :/

Offline pimathbrainiac

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Re: VVVVVV
« Reply #298 on: May 17, 2014, 03:03:01 pm »
Made a few optimizations, and it's much faster and harder >:D
More optimizations to follow (trying to reduce on size next, so I don't have to use Crabcake)!
Also: MOS and Ion versions available again!


Screenie proof:


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Offline ClrDraw

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Re: VVVVVV
« Reply #299 on: May 17, 2014, 05:57:38 pm »
I love this game, good work!
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