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Author Topic: Gateways: Portals of Time -  (Read 3323 times) Bookmark and Share
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Runer112
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« Reply #15 on: 09 January, 2011, 01:17:57 »
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Axe has a maximum allowance of 150 labels and static pointers by the way.
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yunhua98
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« Reply #16 on: 09 January, 2011, 01:18:28 »
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thanks, and also, its 12960.  Tongue

EDIT:  aww...  Sad
« Last Edit: 09 January, 2011, 01:18:45 by yunhua98 » Logged


Spoiler for =====My Projects=====:
Minor setback due to code messing up.  On hold for Contest.

On hold for Contest.


Spoiler for ===Staff Memberships===:






Have you seen any good news-worthy programs/events?  If so, PM me with an article to be included in the next issue of CGPN!
The Game is only a demo, the code that allows one to win hasn't been done.
To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
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« Reply #17 on: 09 January, 2011, 01:19:28 »
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thanks, and also, its 12960.  Tongue

lol, I knew I did something wrong.
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My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.
yunhua98
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« Reply #18 on: 09 January, 2011, 03:49:16 »
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Axe has a maximum allowance of 150 labels and static pointers by the way.

also, is it 150 static pointers and labels together or each?
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Spoiler for =====My Projects=====:
Minor setback due to code messing up.  On hold for Contest.

On hold for Contest.


Spoiler for ===Staff Memberships===:






Have you seen any good news-worthy programs/events?  If so, PM me with an article to be included in the next issue of CGPN!
The Game is only a demo, the code that allows one to win hasn't been done.
To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
Signature Last Updated: 12/26/11

FinaleTI
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« Reply #19 on: 09 January, 2011, 03:52:24 »
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Together. After that, it's the MAX SYMBOLS error.
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So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
Being worked on. Nothing really new to put here, but it's being worked on.

Spoiler for Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack.

Spoiler for Nostalgia Origins: Sky's Story:
Currently on hold. I am unsure of whether this will remain DCS7 Hybrid BASIC or if it will use Batlib, Grammer or perhaps Axe.
This may see more progress once a demo of Nostalgia is released.
yunhua98
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« Reply #20 on: 09 January, 2011, 03:54:05 »
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darn...  What if you displayed the pic without a pointer?  like Pt-on(0,0,[FFFFFFFFFFFFFFFF])?
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Spoiler for =====My Projects=====:
Minor setback due to code messing up.  On hold for Contest.

On hold for Contest.


Spoiler for ===Staff Memberships===:






Have you seen any good news-worthy programs/events?  If so, PM me with an article to be included in the next issue of CGPN!
The Game is only a demo, the code that allows one to win hasn't been done.
To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
Signature Last Updated: 12/26/11

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« Reply #21 on: 09 January, 2011, 03:55:44 »
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That doesn't count as a symbol. Smiley
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FinaleTI
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« Reply #22 on: 09 January, 2011, 03:58:02 »
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Yep, that's the way around the MAX SYMBOL error.
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So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
Being worked on. Nothing really new to put here, but it's being worked on.

Spoiler for Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack.

Spoiler for Nostalgia Origins: Sky's Story:
Currently on hold. I am unsure of whether this will remain DCS7 Hybrid BASIC or if it will use Batlib, Grammer or perhaps Axe.
This may see more progress once a demo of Nostalgia is released.
squidgetx
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« Reply #23 on: 09 January, 2011, 05:02:51 »
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I hate that error. You think, oh, 150 is a pretty big number. It's not lol, especially with a large game like an rpg. Good luck yunhua; I can't wait to see what comes of this Smiley
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Read my webcomic! | My SoundCloud
Projects:

Check out the demo now!- Current progress: battle engine and stuff
Proud author of: Cuberunner | SpaceDash | The Psyche | XXEdit | AxeSynth | StickNinja | Gravity Guy | Embers:Phoenix | Zombie Gun
Axe: Need help optimizing?
User of Axe | zStart | TokenIDE | CalcGS | MirageOS
FinaleTI
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« Reply #24 on: 09 January, 2011, 05:30:42 »
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It's 153 now, but still.
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So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
Being worked on. Nothing really new to put here, but it's being worked on.

Spoiler for Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack.

Spoiler for Nostalgia Origins: Sky's Story:
Currently on hold. I am unsure of whether this will remain DCS7 Hybrid BASIC or if it will use Batlib, Grammer or perhaps Axe.
This may see more progress once a demo of Nostalgia is released.
Deep Thought
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« Reply #25 on: 09 January, 2011, 12:49:55 »
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darn...  What if you displayed the pic without a pointer?  like Pt-on(0,0,[FFFFFFFFFFFFFFFF])?

It doesn't count as a symbol, but you still might want to avoid that (it's a lot easier to optimize if you don't use inline data). Having contiguous blocks of data is the easiest way to get around the MAX SYMBOLS error, since Str0+8 is exactly the same size as Str08 and is only one more keypress Cheesy

yeah, it doesn't do that on the calc, but I've been trying to find a way to slow it down.  Wink

Set the number of grays in Wabbit to six. It usually works out the best for me. And why nnot Pause NUM to slow it down?

Anyway, this looks great! How far are you into the engine?
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yunhua98
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« Reply #26 on: 09 January, 2011, 16:24:36 »
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Well, I'm probably going to make a separate program for each world, and paurse number messes up grey
« Last Edit: 12 January, 2011, 23:47:00 by yunhua98 » Logged


Spoiler for =====My Projects=====:
Minor setback due to code messing up.  On hold for Contest.

On hold for Contest.


Spoiler for ===Staff Memberships===:






Have you seen any good news-worthy programs/events?  If so, PM me with an article to be included in the next issue of CGPN!
The Game is only a demo, the code that allows one to win hasn't been done.
To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
Signature Last Updated: 12/26/11

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