Author Topic: PokePurple, progress  (Read 18438 times)

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Dragon__lance

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PokePurple, progress
« Reply #15 on: August 16, 2006, 06:42:00 am »
Whoohoo! Faster loading times! yay,great job! Wow,when i timed it on my 83+, i got about 30 sec's. Great to see you improve the code! However, I still don't understand what you mean that the string has to be hardcoded? Can't the string be recalled into the program like a matrix?

Offline tifreak

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PokePurple, progress
« Reply #16 on: August 16, 2006, 09:02:00 am »
The mapping system:

If O=1:Then
If P=1
"8x16 map area->Str#
If P=2
"8x16 map area->Str#
etc

That is my map data. :)smile.gif

And as to the time, it was approx. I just know that there is a definite speed improvement. :)smile.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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PokePurple, progress
« Reply #17 on: August 16, 2006, 10:19:00 am »
glad to hear, keep up the good work!


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In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF


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elfprince13

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PokePurple, progress
« Reply #18 on: August 16, 2006, 12:19:00 pm »
QuoteBegin-Dragon__lance+Aug 16 2006, 12:42 PM-->
QUOTE (Dragon__lance @ Aug 16 2006, 12:42 PM)
Whoohoo! Faster loading times! yay,great job! Wow,when i timed it on my 83+, i got about 30 sec's. Great to see you improve the code! However, I still don't understand what you mean that the string has to be hardcoded? Can't the string be recalled into the program like a matrix?  

 it can be, but that is still hard-coded into the program. ;)wink.gif

Dragon__lance

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PokePurple, progress
« Reply #19 on: August 16, 2006, 03:08:00 pm »
ahhh i see. My map editor fully supports 8*16 maps, and they can be hardcoded! :Dbiggrin.gif

Offline tifreak

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PokePurple, progress
« Reply #20 on: August 17, 2006, 06:12:00 am »
Anyways, I have decided up on two optimizations that might take up to 16k off the sprite data.

1) for every 00000000 in the string data, I am replacing with "G", which means it will simply skip a row of pixels.

2) After that last pixels are put up there, any 0 beyond it is deleted.

This will decrease the time it takes to get done drawing the sprite, and will decrease the amount of space it will take up, allowing for more stuff to be better able to fit into the game. :)smile.gif


Edit:

After going through and "optimizing" prgmZPM1, I noticed a 35% drop in size. Originally, the program was 6678 bytes in size, now it is 4363 bytes in size. :)smile.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline kalan_vod

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PokePurple, progress
« Reply #21 on: August 17, 2006, 04:28:00 pm »
QuoteBegin-tifreak8x+Aug 17 2006, 12:12 PM-->
QUOTE (tifreak8x @ Aug 17 2006, 12:12 PM)
Edit:

After going through and "optimizing" prgmZPM1, I noticed a 35% drop in size. Originally, the program was 6678 bytes in size, now it is 4363 bytes in size. :)smile.gif

 Looking nice there, I hope you can keep it up! I love the progress of these updates !

elfprince13

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PokePurple, progress
« Reply #22 on: August 18, 2006, 12:54:00 am »
great work Tifreak. what percentage of the total sprites are saved in ZPM1?

Offline tifreak

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« Reply #23 on: August 18, 2006, 01:00:00 am »
There are only 25 sprites per program, and I managed to get all of them optimized, so 100% of them are optimized. ;)wink.gif At least for that program anyways.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline kalan_vod

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« Reply #24 on: August 18, 2006, 02:21:00 am »
QuoteBegin-tifreak8x+Aug 18 2006, 07:00 AM-->
QUOTE (tifreak8x @ Aug 18 2006, 07:00 AM)
There are only 25 sprites per program, and I managed to get all of them optimized, so 100% of them are optimized. ;)wink.gif At least for that program anyways.  

 Haha, nice! I thought you were saying you pulled a all nighter and finished all the sprite programs :lol:bounce2.gif , I understand now :supersayan:superguerrier.gif ....better get to work! ;)wink.gif

Offline tifreak

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« Reply #25 on: August 18, 2006, 08:01:00 am »
heh, I wish I had the energy for that. No matter, they will get done soon enough. I probably won't post anything else about them until they are complete, and I can post the data sizes and percentage changes.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Halifax

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« Reply #26 on: August 18, 2006, 08:55:00 am »
Great job tifreak and I hate all nighters cause then I just end up missing a day of programming but you get a lot done because you have no
There are 10 types of people in this world-- those that can read binary, and those that can't.

Offline tifreak

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« Reply #27 on: August 18, 2006, 10:10:00 am »
Well, I might try to get some more done tonight, though I will throw some of my concentration toward getting my site updated...

I really wish I had clones... :(sad.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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« Reply #28 on: August 18, 2006, 10:14:00 am »
QuoteBegin-tifreak8x+Aug 18 2006, 11:10 PM-->
QUOTE (tifreak8x @ Aug 18 2006, 11:10 PM)
I really wish I had clones... :(sad.gif

 Me not. *Spellshaper

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« Reply #29 on: August 18, 2006, 11:05:00 am »
wow nice tifreak8x I hope you wont give up on this project ;)wink.gif

I wish I could stay up late :(sad.gif
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF


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