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Messages - calc84maniac

Pages: 1 ... 180 181 [182] 183 184 ... 197
2716
ASM / Re: ASM help
« on: May 14, 2009, 09:32:58 am »
Aren't you limited to 8.x KB of executable code when using Ion?
It's worse in nostub though, because there are two copies of the program in memory, and TI even makes it error if the program is over 8.x KB.

2717
ASM / Re: ASM help
« on: May 13, 2009, 10:51:54 pm »
Well I started (re)learning ASM today, and I was actually understanding most of it, but I had one question: Is there a way to store a variable (for example: a hi score) without using an appvar?
Well, if you're coding for an ION-compatible shell, all changes to your program during execution are saved. If you're going no-stub, you can always locate the original copy of your program in memory and save the bytes there (when running nostub, your program's name is in OP1, ready for lookup).

2718
Project M (Super Mario) / Re: Project M Reboot
« on: May 13, 2009, 12:00:38 am »
Yeah, it's not supposed to look better (as I said in my previous post, it will be of reduced quality). At any rate, are you sure you disabled everything, such as the grayscale interrupt (if you're using one) and your just doing straight one-layer black-and-white for the background with no overhead other than your tilemapper? For some reason I was thinking that you should at least get a minimal decrease in the number of milliseconds it takes to render. Even 1 to 2 milliseconds will increase the FPS by 1 in 6 MHz mode.
It was simply a switch from alternating the mask every frame to leaving the mask the same every frame. There's no fancy interrupts or anything.

2719
Project M (Super Mario) / Re: Project M Reboot
« on: May 12, 2009, 09:46:48 pm »
You mean like this?

I don't think it looks all that much better, plus there's no speed increase whatsoever. I'm thinking I may have the option to disable the background, i.e. use the old tilemapper. It would be nice to switch if your game is lagging, at any rate.

Edit:
Actually, it might be possible to fix the grayscale+scrolling... making a slight change made the up/down motion much smoother.

Edit2: Fixed

2720
Project M (Super Mario) / Re: Project M Reboot
« on: May 12, 2009, 05:44:52 pm »
Minor update - got the app version running. I've supplied a screenshot, at 6MHz this time for some variety.


2721
Project M (Super Mario) / Re: Project M Reboot
« on: May 12, 2009, 02:10:23 pm »
Well, with MEDIT, it was really annoying to have to switch back and forth between the programs... also, if it's within the APP, I won't have to make extra copies of all the graphics and the routines and junk.

Also, running from an APP means more RAM with which to do your editing. :D When playing the game, the maps can be copied one at a time directly from archive, but you can't really go in the reverse direction for editing, so the whole level set needs to be in RAM.

2722
Project M (Super Mario) / Re: Project M Reboot
« on: May 12, 2009, 01:52:54 pm »
Is a level editor still planned when the entire game will be finished? Also, do you plan to add a feathre item? Are warp pipes still gonna be in the game?
Oh, I'm hoping there will be enough room in the APP to incorporate a level editor, possibly with instant testing of levels. ;D Warp pipes are still planned. I don't think I'll have the feather, but I'll have the leaf instead. (Raccoon Mario is win.)

2723
Project M (Super Mario) / Re: Project M Reboot
« on: May 12, 2009, 01:38:51 pm »
Haha, I think you've got that project covered, Iambian. ;) I probably couldn't do it as well as you, or at least not as incredibly quickly.

By the way, one thing I failed to mention about the new tilemapper is that it now supports heights that aren't powers of 2. :D It'll be much more flexible for people's levels.

2724
Project M (Super Mario) / Re: Project M Reboot
« on: May 11, 2009, 04:35:42 pm »
Yeah, grayscale is pretty important so the background doesn't intrude on the main tilemap. I've tried it with just black-and-white and it really gets in the way.

2725
Project M (Super Mario) / Project M Reboot
« on: May 11, 2009, 04:19:27 pm »
I decided that Project M's code was getting way too messy and was heading in a direction I didn't want. So, I am starting again from scratch. Well, I actually have the old code on hand in case I want to borrow some stuff from it, plus I still have all of the graphics data.

And starting fresh isn't all bad... it can allow for things like nSpire support, or making it an APP. And yes, I think it should be an APP.

It can also let me do graphics upgrades which I rejected before, like so:


That would be the new tilemapper. Shiny, eh? :D
Just for the record, the screenshot is running at 15MHz.
It goes at about 26 FPS in 6MHz, and 65 FPS in 15MHz. I don't think frame rate will be too much of an issue in this game, anyway.

More updates aren't very likely this week because of finals and junk like that.

2726
Actually, I take this back. I just looked at the documentation, and the list of different save sizes is 2KB, 8KB, 32KB, and 128KB (128KB won't be supported for obvious reasons). I guess a 2KB save would, obviously, be in a 2KB appvar... but the 8KB and 32KB are what should be affected by this poll.

2727
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: Poll: Saved Games
« on: April 30, 2009, 11:02:29 pm »
the reason why i would go with 4 KB is because with 8 KB, for games which savefiles are only 4 KB, you would waste 4 KB on the calculator. That's unless for smaller save files, you make it an exception and save into a 4 KB appvar instead of 8, though
I know I didn't mention this before, but save data in all games is a multiple of 8KB. ;)

2728
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: Poll: Saved Games
« on: April 30, 2009, 10:02:09 pm »
i said 4KB because, first off, like others said, you dont need as much RAM free, and second, with smaller appvars, you could organize save info alot more, like one appvar just for your character stats and name and what-not, like all the semi-permanent stuff, and another for your position and current equipment and all the stuff like that, for all the temporary stuff that you need to save right before you exit the game
Well, I have no way of knowing what is where in the save RAM. :P I leave that to Nintendo or whatever developer made the game.

2729
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: Poll: Saved Games
« on: April 30, 2009, 03:01:11 pm »
Heh, I just changed the poll so people can change votes. :P Just because I can.

2730
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: Poll: Saved Games
« on: April 30, 2009, 12:30:20 pm »
true, but what difference would it make if you were using 4KB AppVars, but still needed 8KB of save memory...you'd still need 8KB of RAM regardless of which size you chose.
That's where "archive as needed" comes in. ;) I can create a 4KB appvar, archive it, and create another. In any case, this method will be necessary for 32KB saves.

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