Author Topic: [aodr] Possible update  (Read 3695 times)

0 Members and 1 Guest are viewing this topic.

Offline tifreak

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
[aodr] Possible update
« on: March 30, 2006, 09:12:00 am »
I am thinking about integrating the hex-2-sprite prog into this game, and see how much faster the game loads a map. This wouldn't take terribly long, and it also allows my AOD topic to stay here... ^_^
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline kalan_vod

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2715
  • Rating: +10/-0
    • View Profile
    • kalanrock.us
[aodr] Possible update
« Reply #1 on: March 30, 2006, 09:42:00 am »
Hehe, sounds like a plan dan (:Dbiggrin.gif).

Offline tifreak

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
[aodr] Possible update
« Reply #2 on: March 30, 2006, 09:45:00 am »
It is such a shame that the calc that had all the cool updates for that game had a RAM clear. And just out of the blue too, as I had no other program on it, just AODR. The only thing was it had sit for probably 3 weeks...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline kalan_vod

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2715
  • Rating: +10/-0
    • View Profile
    • kalanrock.us
[aodr] Possible update
« Reply #3 on: March 30, 2006, 09:53:00 am »
Just now or recently? Hope it works out for you.

Offline tifreak

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
[aodr] Possible update
« Reply #4 on: March 30, 2006, 10:07:00 am »
Oh, it was arount September when that happened... And it also had a life bar on the map, to take care of the last 6 or 7 empty pixels at the end of the screen...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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
[aodr] Possible update
« Reply #5 on: March 30, 2006, 10:19:00 am »
oh yeah I remember u said that on tifreakware forums that sucked :(sad.gif
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline tifreak

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
[aodr] Possible update
« Reply #6 on: March 30, 2006, 10:33:00 am »
Yeah, it was a major bummer... I also had changed the mapping system over to strings, and gotten rid of the matrices...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline tifreak

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
[aodr] Possible update
« Reply #7 on: April 04, 2006, 05:53:00 am »
Well, I have managed to convert around 10 of the tiles into hex, with many more hopefully... I also found some of the documentation that had things translated into strings, so I might be able to even redo that. :)smile.gif

Now if I can remember exactly how I did the life bar, things would be back up again...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline kalan_vod

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2715
  • Rating: +10/-0
    • View Profile
    • kalanrock.us
[aodr] Possible update
« Reply #8 on: April 04, 2006, 06:17:00 am »
Cool, glad that your hex->sprite converter came to use outside of pokemon!

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
[aodr] Possible update
« Reply #9 on: April 04, 2006, 06:38:00 am »
sound cool the maps will load faster ^^
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline tifreak

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
[aodr] Possible update
« Reply #10 on: April 04, 2006, 07:54:00 am »
They should, and at any rate, it will allow me to have more sprites, and not use nearly as much space storing them! right now, it is a bunch of 0 and 1 in a string...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%