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Messages - shmibs

Pages: 1 ... 79 80 [81] 82 83 ... 126
1201
Ash: Phoenix / Re: Ash: Phoenix
« on: February 15, 2011, 08:18:16 pm »
phantasmic!
i second that request for a release of the editors, although it may take some doing to adapt them for standard usage.

1202
Blaster Master / Re: Blaster Master!
« on: February 15, 2011, 08:11:37 pm »
it was indeed for debugging purposes :P

another minor update: the tank can now fire one bullet at a time and destroy a target that is randomly inserted into the map. once i implement multiple bullets i'll be sure to stick another screeni/demo up here.

1203
General Calculator Help / Re: map compression
« on: February 15, 2011, 07:54:56 pm »
oh wow, you meant a tree for the actual Huffman algorithm used by computers and such o.0?
sorry, usually when i've heard people talking about Huffman around this community it was in reference to "an algorithm that simply encodes more common values with smaller strings of bits and less common values with larger strings of bits," without using the full on complex method simply because the size of the code required for compressing/decompressing such a thing in relation to the data to be compressed (as well as the variety present in the source data), didn't merit it.

i am now very excited to see if you can pull this off =D!

1204
The Axe Parser Project / Re: Axe Parser
« on: February 14, 2011, 09:26:12 pm »
/\hellz yes! they've already shaved 67 bytes off of blaster master.

1205
Art / Re: TAO: Main menu screenshot contest!
« on: February 14, 2011, 09:09:06 pm »
that looks a bit corrupted
also, it's not exactly a title screen, but if you ever have need of it for this project here are sprites for a rotating tao symbol(it's not a full 360 rotation, but the others can easily be filled in by rotating the existing sprites 90 degrees)

1206
General Calculator Help / Re: map compression
« on: February 14, 2011, 08:10:33 pm »
/\as builder said five months ago(earlier in this topic), the only way to know for sure if there will be any size improvements is to test it out.

as for ralphdspam's question:
i'm not entirely sure what it is you're asking (and i'm sure that somebody else will likely have a question about other things at some point), so ima just go through a quick explanation of huffman.



   Simple Huffman compression is very easy to read and write. Firstly go through the data you wish to compress and determine, in order, the number of times each byte value appears(this can be done with two+ byte numbers as well, I suppose, but you aren't likely to gain any space from it). Once you have these values, store them in a lookup table which will be accessed by your compressor/decompressor later on.

Reading and writing are then very simple, if you choose to use the quick and easy method:

each of your byte values will be stored in your compressed data, not as fixed length chunks, but as variable length, null-terminated strings of bits. This means that, to your decompressor

10

will read as byte value number one in your look-up table,

110

will read as the second,

1110

as the third, and so on.



   Now, this works very well for data which isn't very diverse in values, chunk number one taking only ¼ of the original space, number two taking 3/8, number 3 ½, and so on. However, any value past number 7 in the lookup table will begin to take up more space than the original, meaning that more complex data sets will, very possible, be increased in size when run through the compressor. A way to remedy this is to use a more complex pattern for squishing data into sub-byte chunks like the one below with double null-terminated strings:

100
1100
10100
11100
101100
110100
111100
1011100
1101100
1110100
10111100
11011100
etc...

which continues saving space up through value number 10 and is on par for 4 more after that. even more complex patterns can be used, but keep in mind that, the more complexity one adds, the more difficult defining rules for the compressor/decompressor becomes, and the more code/time it will take to carry out it's tasks.



   If you're really looking to save some space on redundancies in your data then it's possible to use these methods alongside Run Length Encoding (like builder hinted at [also five months ago XD]) which appends after each value a second value which tells how many values afterwards are the same. Therefore, using full bytes:
00000001 11111111, or 01 FF
would be read by a decompiler as string of 255 0's.

In order to use this concept alongside Huffman compression, one can apply the same concept but, instead of using byte sized chunks, using Huffman-style varying strings:

110 1110

for example, when using the quick and easy patter from above, would be translated as 3 consecutive 'value # 2's from your look-up table.

11110 110

would be 2 'value # 4's,

111110 1111110

would be 6 'value #5's, and so on...

Have fun playing around with data!

1207
Ash: Phoenix / Re: Ash: Phoenix
« on: February 14, 2011, 06:09:35 pm »
hey, cool!
the water could do with some fixing and the forest grass seems a little too orderly and flat (i should have tried that one out in a repeating pattern before posting). i like the way the others turned out on calc, though.

i also really like the look of your laboratory. how are you managing map switching?

1208
Web Programming and Design / Re: jBasic OS
« on: February 14, 2011, 01:31:50 am »
looking spiffy!
things i noticed:
when more than one of the "test app" was opened at once they refused to close. i have replicated this, but it doesn't seem to be consistent.
opening more apps than can fit on the top status bar at once starts adding them below the bar(where the x button doesn't work). this seems more like an "i haven't written the code for that yet" than a bug, though :P
here's a screenie of eeem's pretty transparencies for you non-firefox people.

1209
Axe / Re: Full-Byte Tilemapping
« on: February 14, 2011, 01:07:34 am »
herp-a-derp :P
post edited because i made the same mistake he did(although in a different spot).
thanks, builder

1210
Axe / Re: Full-Byte Tilemapping
« on: February 14, 2011, 12:54:09 am »
your X and Y are switched in the {} section.

here's how i would write this bit of code
:ClrDraw
:19While -1->X
:13While -1->Y
:Pt-On(X*5,Y*5,{X-1*18+Y-1+L1}*16+Pic1
:XEnd
:YEnd
:StorePic
:Return

EDIT: this time the code should actually work (although you should look below for runer's faster method)

1211
Blaster Master / Re: Blaster Master!
« on: February 14, 2011, 12:46:12 am »
in the dust toy i cheated and used a fixed length array into which particles were inserted at random (if the space wasn't already occupied, that is). i actually like the way that turned out, though, as it made the particle movements less uniform and more realistic.
however, after a bit of work, i think i now have a system for dealing with bullets:

there definitely won't be this many bullets on the screen at a time, but i figured: why not?

now on to the hard part: scripting enemy movements and determining when they have been struck in order to inflict damage and make bullets disappear simultaneously  :crazy:

1212
Math and Science / MOVED: I failed at my math test. Why?
« on: February 13, 2011, 03:43:48 pm »
This topic has been moved to Randomness.

http://ourl.ca/9183

1213
Art / Re: TAO: Main menu screenshot contest!
« on: February 13, 2011, 03:16:27 pm »
icwutudidthar, builder XD
it looks very nice, but the bottom half of the screen being static with so much noise up above is a little odd...
i can think of two things that may help: swapping the top and bottom halves (flipping the PEC section to hang from the top of the screen instead of sticking up from the bottom), or maybe make black "flames" drip from the top of the screen instead of white moving up(although the lettering would have to be black, then, which may not work that well).

1214
TI Z80 / Re: IWBTG for Ti-84
« on: February 13, 2011, 03:08:35 pm »
i know this game =D
it took me half an hour to get through the first room =D

it's probably not a good idea to try and port this to calc (it might be possible, but would require months of effort). i do like the idea of a sort of "ultimate gamer's challenge," though.

1215
TI Z80 / Re: Polarizer
« on: February 13, 2011, 03:04:46 pm »
for a first project, this most definitely merits it's own thread. i can't say i'm a huge fan of the sprite set, but it's definitely consistent(which is difficult to manage). if you're worried about things being too massive you could always post source and ask people about how to go about optimising.

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