Author Topic: YAMGT  (Read 97094 times)

0 Members and 2 Guests are viewing this topic.

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Tio
« Reply #195 on: February 11, 2011, 07:00:33 pm »
Ok thanks ;D
I'll *try* to learn from it/understand it.
Wow, normal speed...

@scout
It's possible that I could make it an option to change whether the bottom is floor or instant death, tho it would necessitate a format change b/c the bottom row isn't poart of the level data.
Another thing.   These friends of yours (that decided upon things in the editor), see if they could like to contribute.  So far, i have one non-developer-made level (ashbad's) but a level pack of just one level isn't a lot...an editor's built in, they might want to make some of their own. ;)


EDIT: ERR:PARENTHESIS when I try to compile...methinks it's stuck at the realloc thing ???
EDIT2: changed
Code: [Select]
#Realloc(12,to
Code: [Select]
#Realloc(12) and it worked fine, except for the menu
« Last Edit: February 12, 2011, 12:32:12 am by Darl181 »
Vy'o'us pleorsdti thl'e gjaemue

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: Tio
« Reply #196 on: February 11, 2011, 11:08:44 pm »
Btw I already changed the level format to include the bottom row. The big thing that I changed that gave us such speed was changing all the collision stuff to memory reads instead of Pxl tests

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Tio
« Reply #197 on: February 12, 2011, 12:30:56 am »
Yeah, about that.  It doesn't seem to detect the bottom row, the character just falls through it ??? nvm had to delete the old appvar, size is different now
Also, how significant is the #Realloc(12) ?  It seemed to break the main menu (I made them comments, disabling them, and it worked fine)
btw check edit2 above

Just noticed, the loops go to 360, which is 24*15.  I'll try changing that to 384, 24*16 and I'll see if it detects the bottom row then. see above
« Last Edit: February 12, 2011, 12:12:02 pm by Darl181 »
Vy'o'us pleorsdti thl'e gjaemue

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Tio
« Reply #198 on: February 12, 2011, 02:30:10 am »
The Realloc() rearranges the variables in memory doesn't it? o.O Seems like that could mess up lots of stuff

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Tio
« Reply #199 on: February 12, 2011, 02:31:14 am »
So I guess there's >52 bytes free after byte 12...at least hopefully :P
Vy'o'us pleorsdti thl'e gjaemue

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Tio
« Reply #200 on: February 12, 2011, 02:31:58 am »
byte 12?  That seems like... a bad place to put your variables?  Isn't the RAM at 12 not RAM at all but part of the OS?  Or am I misunderstanding how Realloc() works?
« Last Edit: February 12, 2011, 02:32:29 am by Builderboy »

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Tio
« Reply #201 on: February 12, 2011, 02:35:48 am »
IDK, you'd have to ask squidgetx :P
I took it out and it works fine...
This is the way he put it in, IDK if a comma works different .
Vy'o'us pleorsdti thl'e gjaemue

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Tio
« Reply #202 on: February 12, 2011, 02:37:52 am »
Hmmm yeah taking it out sounds like it would make things work better, although what happens if you put in say Realloc(L4) or something of the like?

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Tio
« Reply #203 on: February 12, 2011, 02:39:19 am »
I'm not sure, I don't want to take any risks on hardware right now (not with Tio coming this far and fast), and I don't have my flash drive with wabbitemu on...
Vy'o'us pleorsdti thl'e gjaemue

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Tio
« Reply #204 on: February 12, 2011, 02:40:37 am »
ah gotcha, thats understandable, just play it safe for now, at least until you have a backup of everything :)

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Tio
« Reply #205 on: February 12, 2011, 02:41:55 am »
Well, I have msd8x but still x.x
Anyway, it seems to work fine w/o it.
Vy'o'us pleorsdti thl'e gjaemue

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Tio
« Reply #206 on: February 12, 2011, 02:42:51 am »
yeah, it sounds to me like he was trying to use the realoc() command to make the menu not screw with the same variables as the game or something

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Tio
« Reply #207 on: February 12, 2011, 02:44:30 am »
I guess so, but the way I wrote it any variable pretty much to E or something gets recycled continuously :P
You could call Tio environmentally friendly I guess XD
Vy'o'us pleorsdti thl'e gjaemue

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: Tio
« Reply #208 on: February 12, 2011, 08:03:32 am »
Did I put a ReAlloc in? I didn't mean to at all.... ??? Did the file get corrupted or something?

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Tio
« Reply #209 on: February 12, 2011, 11:59:59 am »
I don't know, there were two of them, both saying #Realloc(12, ...
I guess that settles it :P
Do you know what was supposed to be in it's place?  There was one on like the second line and one just before the menu, each one the same.

A question about the tile detection.  Before, all the player had to do was touch a bouncy block with even a pixel and the character would jump.  Is there an optimized way to do that?  The same was for the finish and enemy blocks.

Quote
so that if I try to draw a certain type of block over the same type of block, the one below won't be deleted?
So, you mean nothing would happen, it would just skip over it?

And take out the wraparound, I can do that.  Maybe when I split the game and level editor apart, I can make an options menu for each or something.

Actually, come to think of it, in the next release i can put comments in the source telling what part does what, say instead of If X>>24:0→X:End it would be If X>>24:24→X:End

Yeah, skip it would be perfect!

I also think that we could be able to make maps without the black blocks below. Not sure if others agree, though. What I think is, if you fall, you die.

Also, the wrapping around would be perfect too.
If I take out the bottom row, is there a way for it to detect if it's on the ground, Y=60?  Before, the bottom row was needed for pixel testing, but now...
Actually, The level stores in L1 right? If it does that, i can just add ones (floor blocks) or sixes (enemy blocks) to the end of it...nvm ;D
« Last Edit: February 12, 2011, 12:06:58 pm by Darl181 »
Vy'o'us pleorsdti thl'e gjaemue