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Posted: Fri 10 Feb, 2006 12:23 am
by DJ_O
Lbl/goto arent reliable, sure you can get fast speed with them with no mem leak sometimes, but when the goto instruction is encountered there is always a delay before it find the lbl. When they are at the bottom of prgm you can get 0.5 secs loading per goto, which isnt reliable. I recommend for(, while, repeat

Posted: Fri 10 Feb, 2006 2:19 am
by necro
well, I guess I understand what you mean...but I think that It'd realy depend on how many 'events' you had. I don't understand why a collison isn't an event but a dialouge opportunity is, but it doesn't realy matter.

to be neat, you COULD make animated vector characters which actualy move as there "joints" move in your battle engine. Or not, I just think that'd be the shiz.

Posted: Fri 10 Feb, 2006 2:44 am
by DJ_O
dysfunction wrote:And it's almost as fast even though they were in ASCII :shock:
well I meant ROL3, sry I didnt specified it :P

and #tcpa isnt Maxcoderz channel, its a general TI calc channel, altough there are some trolls who hang here. I would recommend #unitedti channel on irc://unitedti.org or #omnimaga on the efnet server

Posted: Fri 10 Feb, 2006 8:51 pm
by DarkAuron
It seems JavaMan is somewhat right. He figured out if you Return from a program, the RAM used for block tracing is flushed out, thus I can defy proper syntax without having a crash. At least, that's what I'm hoping. I modified my Number testing program and it exceeded 8000 without any slowdown at all, so I threw this logic into TILEDATA, and what do you know? It runs almost 3x faster.

So if you'd like this enhancement, download the updated TILEDATA program and enjoy! The character even moves faster since his data is in there.

Download!

Posted: Fri 10 Feb, 2006 9:07 pm
by kalan_vod
Yeah he told me last night on tcpa, really good job! So no garbage collecting needed! :D. Good job java/DA I will test it later tonight!

Posted: Sat 11 Feb, 2006 2:26 am
by JavaMan
DarkAuron, you should make an update link in your first post too, so that new guys don't get your old one. :)

Posted: Sat 11 Feb, 2006 2:24 pm
by DJ_O
wow I notice a speed difference indeed, nice work. Do you think you can make the lil dude movement faster as well?

Posted: Sat 11 Feb, 2006 3:26 pm
by necro
quite interesting

Posted: Mon 13 Feb, 2006 3:43 am
by DarkAuron
New concept shots, not necessarily the items/equipment/exact stats that will be used though:

Image
Image
Image

Posted: Mon 13 Feb, 2006 3:49 am
by necro
how big is the file size now, and will we see magic?

Posted: Mon 13 Feb, 2006 3:55 am
by kalan_vod
They look really nice DA, I hope to try it out soon when they are programmed.

Posted: Mon 13 Feb, 2006 3:55 am
by DarkAuron
They're concept shots right now and I'll be working on magic concept screens next. I just need something to work with that I can easily transfer without killing off my calc batteries.

Posted: Mon 13 Feb, 2006 3:57 am
by necro
you could always write it on calc and send it to debugger and save your calc from all suffering

Posted: Mon 13 Feb, 2006 11:34 am
by dysfunction
I've never noticed too great a drain on my calc's batteries, and I send images to it all the time- I constantly re-arrange my sprite sheets to save space, and update the images on calc, and my batteries still ususally last 4-6 months.

Posted: Mon 13 Feb, 2006 2:20 pm
by DJ_O
that look nice, reminds me Illusiat 6 when menus are closed but graphical :)