Author Topic: Metroid Chozo Mission  (Read 92478 times)

0 Members and 1 Guest are viewing this topic.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Metroid Chozo Mission
« Reply #120 on: November 26, 2010, 07:24:26 pm »
I don,t mind large programs either, as long as the large size is justified. Example, I will not appreciate if I download a 60 KB large RPG only to find out there are only 4 rooms in it (that are one screen large). Just make sure to not go overboard and it should be fine.

Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: Metroid Chozo Mission
« Reply #121 on: November 26, 2010, 08:10:33 pm »
Yeah, the only problem with large programs is that if you're in Axe/assembly, there is a size limit on code :( Is this Axe, assembly, or hybrid BASIC?..I forget but I seem to remember that it's Axe, right?

edit: right, it's Axe
« Last Edit: November 26, 2010, 08:11:06 pm by squidgetx »

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Metroid Chozo Mission
« Reply #122 on: November 26, 2010, 09:15:06 pm »
There's also the fact large programs are harder to install, but I think it can be worth it sometimes. Just make sure your install process got as least steps as possible. Example: an archive and RAM folder, not 8 or 9 folders to send one by one and running install programs.
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline jnesselr

  • King Graphmastur
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2270
  • Rating: +81/-20
  • TAO == epic
    • View Profile
Re: Metroid Chozo Mission
« Reply #123 on: November 26, 2010, 11:04:42 pm »
Yeah, the only problem with large programs is that if you're in Axe/assembly, there is a size limit on code :( Is this Axe, assembly, or hybrid BASIC?..I forget but I seem to remember that it's Axe, right?

edit: right, it's Axe
Technically, you can circumvent both by using apps.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Metroid Chozo Mission
« Reply #124 on: November 27, 2010, 01:04:04 pm »
Except that you're still limited to 16 KB. That said, I could fit Metroid II Evolution in 15 KB of code, approximately, and a lot of stuff was hard-coded, like bosses. Granted, there was xLIB that didn't count in that, but I am sure I could have done less hard-coding and fit it in smaller size.

Otherwise, there's always the BASIC launcher+XCOPY+multiple Axe sub-programs solution, though
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

ASHBAD_ALVIN

  • Guest
Re: Metroid Chozo Mission
« Reply #125 on: November 27, 2010, 01:05:27 pm »
yeah, 15K code is enough more most things.  Things that takes away like 4K of that space?  fancy titles and menus.

Pyyrix is 9K without titles, 13.5K with.  And those are crap titles/menus.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Metroid Chozo Mission
« Reply #126 on: November 27, 2010, 01:08:27 pm »
Menus are quite large most of the time. The Reign of Legends 4 was gonna have a dynamic menu system, but it was still in the 3 KBs because of all the stuff that had to be hard-coded. For a RPG you also got the battle engine, events, walking engine, map loading, title screen, etc. In some extreme cases, you may be forced to put the menu and battles in a totally different program.
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

ASHBAD_ALVIN

  • Guest
Re: Metroid Chozo Mission
« Reply #127 on: November 27, 2010, 01:11:16 pm »
yep, like I think I'll do in trio and niko, the battle system/menus are kinda complex.  Menus are killer on space, escpecially in Axe.  They just seem to swell up when compiled.

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: Metroid Chozo Mission
« Reply #128 on: November 27, 2010, 01:12:27 pm »
Menus are quite large most of the time. The Reign of Legends 4 was gonna have a dynamic menu system, but it was still in the 3 KBs because of all the stuff that had to be hard-coded. For a RPG you also got the battle engine, events, walking engine, map loading, title screen, etc. In some extreme cases, you may be forced to put the menu and battles in a totally different program.

A menu is large? My menus, both for basic and Axe are the smallest part of the code, but that's because they're number based.

You may be right, menus with cursor can be very long and larg

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: Metroid Chozo Mission
« Reply #129 on: November 27, 2010, 01:18:22 pm »
Menus aren't too bad if you make a generic menu subroutine; that's only like 500 bytes or less in Axe, but you still have to hardcode all the different options which could take up a lot more space :x

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: Metroid Chozo Mission
« Reply #130 on: November 27, 2010, 01:40:40 pm »
Menus aren't too bad if you make a generic menu subroutine; that's only like 500 bytes or less in Axe, but you still have to hardcode all the different options which could take up a lot more space :x

If you look at my Racer3D: Replay menu... It's a number-based menu, very short, but it's not THAT functional, since I can only have 9 options (as there are 9 algarisms). I could have 10, but I don't want the 0.

However, Metroid Chozo Mission is already a large game, so he might be looking for a really small menu in order for the game not to be too large.

Offline Ti-DkS

  • Project Author
  • LV4 Regular (Next: 200)
  • ****
  • Posts: 143
  • Rating: +21/-1
  • In retro, we trust !
    • View Profile
Re: Metroid Chozo Mission
« Reply #131 on: November 27, 2010, 04:32:00 pm »
Dont worry about that I'm not coding menus and M.C.M will certainly be an app (to preserve ram for maths ;D )
I'm coding ennemies yet but I crashed my calculator many times searching to make them walking around room's walls :(
Does anybody have algorithms ? maybe Ashbad ? :D

ASHBAD_ALVIN

  • Guest
Re: Metroid Chozo Mission
« Reply #132 on: November 27, 2010, 04:41:34 pm »
#cough# what?

well, you see, start by making a list with let's say, one element with 6 bytes per element in saferam (so a 6 byte list for now)

the values being L+0 = x, L+1 = y, L+2 = sub x (not position in tilemap but rather that value used to make movement smooth between x positions), L+3 = sub y, L+4 = hp, L+5 = max hp.

then, in a routine executed every time the main loop well, loops, (or an interrupt if you like that style) check if the enemy is within the screen ocupied by samus.  if so, draw the enemy using those coordinates.  BUT, first check if the monster has any hp.  If not, then don't draw it.  Also, to make it move, check to see where the wall is next to it.  If the wall is on it's right, do Y+1 -> Y.  If it's above, make x-1 -> x.  But, only do that if it has hp ;)

the max hp is so that it has a hp to start with, so then it doesn't start with some random value like 54000 and go down by one every shot :)

if you need code examples, I'll be glad to provide, just ask in a later post. ;)

Offline Ti-DkS

  • Project Author
  • LV4 Regular (Next: 200)
  • ****
  • Posts: 143
  • Rating: +21/-1
  • In retro, we trust !
    • View Profile
Re: Metroid Chozo Mission
« Reply #133 on: November 27, 2010, 05:27:11 pm »
Okay thanks ! I've already done list, but changing XandY values isn't too easy because arriving direction must be seen in way to do that :( and it is very long to code !
ps : I succeeded in that way 5 minutes ago and I done half of the work on it ;D

Offline FinaleTI

  • Believe in the pony that believes in you!
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: Metroid Chozo Mission
« Reply #134 on: November 27, 2010, 06:35:35 pm »
Menus are quite large most of the time. The Reign of Legends 4 was gonna have a dynamic menu system, but it was still in the 3 KBs because of all the stuff that had to be hard-coded. For a RPG you also got the battle engine, events, walking engine, map loading, title screen, etc. In some extreme cases, you may be forced to put the menu and battles in a totally different program.

A menu is large? My menus, both for basic and Axe are the smallest part of the code, but that's because they're number based.

You may be right, menus with cursor can be very long and larg
Menus can become evilly large. My in-game menu for Nostalgia is about 9500 bytes and I still haven't implemented everything.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

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

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.