Thanks man! I can post the physics engine right now- the AI I haven't even started writing, but if you can port it to assembly I will definitely make one. You can ignore the graphical stuff- here's the code:
ClrDraw
Line(10,20,75,20 //This just draws a progress bar to show the progress
Line(10,22,75,22 //of the calculations, you can ignore this
Pt-On(9,21 //ignore
Pt-On(76,21 //ignore
dim([A])->L1ÂÂÂ
"You're very clever, young man, but it's turtles all the way down!"
For(D,2,dim([A])(1)-1
For(C,2,dim([A])(2)-1
If [A](D,C)!=35 //if the object scanned is not blank (i use tile 35 for
Then //emtpy space
[A](D,C)->W
D-iPart(10fPart(W))+iPart(10fPart(10fPart(10fPart(W))))->F
C+iPart(10fPart(10fPart(W)))-iPart(10fPart(10fPart(10fPart(10fPart(W)))))->E
0->[A](D,C)
W->[A](F,E)
End
End
End
"You're very clever, young man, but it's turtles all the way down!"
Well instead of /join #tcpa you could just pm me with: /query tr1p1ea ?
I was just wondering about something if you move an element in the matrice to another position within the loop then it will be calculated again if it moves further down in the matrice than the current loop x,y ... do you get what i mean?
You would have to store the updated element in a temp matrice then copy it over after the loop or something?
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."
Hey you're right, I didn't think about that. Actually, maybe you should wait until I get that fixed. Oh, I know how I can do it- that's right, I could just have a temporary matrix. So when an object is moved, it gets put into the temporary matrix, until all the moving is finished, then the temp matrix overwrites the first matrix. Only problem is, that severely cuts down the amount of free RAM. I'm using a 32x24 matrix right now, and it takes nearly 7k, and I've got less than 5k free. I think a better way to do it would be to copy to three lists- one for element data, the other two for x and y coordinates within the matrix. That should compress it considerably, especially considering that most of a map in this game is going to be empty space. Also, I can make all non speed dependent programs (menus, etc) archived and run with Flash Gordon.
"You're very clever, young man, but it's turtles all the way down!"
Guess what? New Screenshot! I had to go back a build yesterday and lost two days of work due to corruption, but that's okay- I was motivated by that to work even harder. May, I say, PTI rocks! I used it to take this screenie:
Tr1p1ea, I am almost done with fixing the physics engine. I have made it so it stores to a temp list. The sad part about this is that it puts a limit on the total number of ships per map: but since I think this will be fifty or more, It's not really a problem. I don't know if it would be better for your assembly program to store the temporary data into a TI-OS list or an assembly array?
"You're very clever, young man, but it's turtles all the way down!"
That looks great, what's PTI? And in the ingame menu (with the Resume, About, and what is probably Andrew's head) it looks like there's and issue with it "A" in GAME...