Author Topic: Ash: Phoenix  (Read 106316 times)

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Offline ztrumpet

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Re: Ash: Phoenix
« Reply #285 on: February 20, 2011, 08:14:08 pm »
That looks great!  Wonderful job, squidgetx. ;D

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Re: Ash: Phoenix
« Reply #286 on: February 20, 2011, 10:04:49 pm »
ooh, shiny.
you made it an external program? does that mean programs can be jumped to and returned from during app execution?!

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Re: Ash: Phoenix
« Reply #287 on: February 20, 2011, 10:09:04 pm »
From App Execution it's easy, its doing it from another program that is the difficult part.  If you are in an App, its just a matter of calling a few BCALLs if i remember correctly.

Offline jnesselr

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Re: Ash: Phoenix
« Reply #288 on: February 20, 2011, 10:12:09 pm »
I don't know how you are maintaining that under 16kb.  I'm trying to keep it under 32kb for TAO.  Granted I don't want any external programs, though.  Graphics take up so much memory, methinks.  It looks very nice, though.

Offline squidgetx

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Re: Ash: Phoenix
« Reply #289 on: February 21, 2011, 05:19:52 pm »
Ah, the app itself is 16kb, but I have close to 200kb of appvars that accompany the app. :P I'm working on compression now though, so hopefully that will go down a lot, as it is currently completely uncompressed. Also yeah, its easy from an app. I should link that in the tutorials thread...

Offline yunhua98

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Re: Ash: Phoenix
« Reply #290 on: February 21, 2011, 05:23:55 pm »
what do you have in those appvars?  :o
also, since when did Axe support multi-page apps?  (sorry if this question was answered elsewhere)

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Offline squidgetx

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Re: Ash: Phoenix
« Reply #291 on: February 21, 2011, 05:27:22 pm »
Axe doesn't.

The appvars...
M1 holds the map data
MaD holds more map data
The 6 An appvars take up the most space, each being 7k (move animations)
ItD items
MoD moves
ND NPC data
ND2 NPC offset table
FsD cutscene stuff/title screen
AES enemy sprites
EnD enemy data
AnD character sprites and other random stuff.
And then a few external programs disguised as appvars

Offline yunhua98

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Re: Ash: Phoenix
« Reply #292 on: February 21, 2011, 05:31:27 pm »
oh, wait, for some reason, 16kb registered to me as multi-paged.  :P
I'm just used to 8, I suppose.  ;)

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Offline ztrumpet

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Re: Ash: Phoenix
« Reply #293 on: February 21, 2011, 05:34:46 pm »
oh, wait, for some reason, 16kb registered to me as multi-paged.  :P
That's because 32 is.  It's 2 pages. ;)

Graph's making that App in pure Asm. :)
« Last Edit: February 21, 2011, 05:49:51 pm by ztrumpet »

Offline yunhua98

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Re: Ash: Phoenix
« Reply #294 on: February 21, 2011, 05:46:33 pm »
no, I meant squidgetx's Ash:Phoenix, its 16kb, which is one-page

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Offline squidgetx

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Re: Ash: Phoenix
« Reply #295 on: February 23, 2011, 03:47:38 pm »
Been slowly chipping away at the mountain of data to be entered. Finished up a few tilesets, and I've been working on the story a bit as well. The next village is almost done, just have to add the NPC convos.

Also, optimized 150 more bytes off the main app, and the amount of free RAM required is about to take a dip as well :D
« Last Edit: February 23, 2011, 06:20:44 pm by squidgetx »

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #296 on: February 26, 2011, 02:29:04 pm »


O.O that looks too great! It really reminds me BBtD title screen but with your image it has an even better effect. Nice job. Also glad to see more progress since I last checked last week. :D
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Re: Ash: Phoenix
« Reply #297 on: February 26, 2011, 03:19:54 pm »
Wow, simply amazing squidgetx. This will be a contender for POTY for sure :)
/e

Offline squidgetx

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Re: Ash: Phoenix
« Reply #298 on: March 02, 2011, 04:40:37 pm »
Thanks everyone.

I'm currently working on the NPC conversation editor...(which was what gave me the idea for Notepad...). The editing part works fine, but I can't get it to save the data properly...

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Re: Ash: Phoenix
« Reply #299 on: March 03, 2011, 03:09:45 pm »
Cool. TOo bad saving doesn't work yet. Hopefully you can fix it soon. I personally always had troubles with saving stuff when trying to create editors in Axe. X.x
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