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ASM / Re: Learning z80 ASM
« on: October 29, 2013, 01:57:13 pm »
DCS7 lets you do it too, just not from the homescreen.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 196
ASM / Re: Learning z80 ASM« on: October 29, 2013, 01:57:13 pm »
DCS7 lets you do it too, just not from the homescreen.
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Gaming Discussion / Re: best sonic the hedgehog game« on: October 29, 2013, 03:18:22 am »
Did you even do the awesome paths? Shadow android was the stupid ending.
Also, this is compared to the Sonic storylines (tails gets chaos emerald with infinite power, keeps for himself for a plane. Nice guy there) 198
ASM / Re: Learning z80 ASM« on: October 29, 2013, 12:21:21 am »
Mimas isn't as featureful, though, and has the same problems with program corruption Axe does. Not their fault, but be careful when you only have source files on one volatile device.
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TI-BASIC / Re: Should string comparisons and other operations be considered O(1) or O(n)?« on: October 28, 2013, 06:37:00 pm »
^ this for TI-BASIC in particular. No way does the z80 have any fancy string comparison stuff in its hardware.
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TI-BASIC / Re: Should string comparisons and other operations be considered O(1) or O(n)?« on: October 28, 2013, 05:41:08 pm »
Why are we talking about complexity in TI-BASIC? This is a case where actual runtime speed makes far more difference than complexity. I would take an n^2 algo that is twice as fast for low n over an n log n.
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Gaming Discussion / Re: best sonic the hedgehog game« on: October 28, 2013, 05:34:11 pm »
Shadow is the best sonic, IMO. It has a much better storyline, and lots of gameplay that isn't all just running to the exit. Similar for Heroes, minus the good story.
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TI-BASIC / Re: Should string comparisons and other operations be considered O(1) or O(n)?« on: October 28, 2013, 05:32:07 pm »
That implementation varies between compilers and between architectures.
Oh wait, TI-BASIC sub 203
TI-BASIC / Re: Should string comparisons and other operations be considered O(1) or O(n)?« on: October 28, 2013, 05:31:02 pm »
That depends on your implementation of string comparison. The complexity is based on actual runtime.
If you have some fancy hardware hasher or comparison generator, then it would be O(1), but it's O(n) most of the time. 204
Gaming Discussion / Re: best sonic the hedgehog game« on: October 28, 2013, 02:07:48 pm »
The atari 2600 version isn't on the list
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TI Z80 / Re: [contest 2013 / BASIC] Toy Wars - Willrandship« on: October 26, 2013, 05:03:46 pm »
Thanks!
I got the HP bug worked out (I forgot the =0 on an if(something=0) so it was running in reverse ![]() Now I'm working on the AI. It's using a simple scoring system for each direction, and taking the best. Using shelters to heal is above attack, which is above being able to move (which is random in score from 0 to 4 to avoid predictability). Proximity algorithms would be much slower, so I'll avoid them if I can. The AI is very simple, since it only has to return a single value from 0 to 4 each time it is called. As of Right now, the AI appears to be functioning. ![]() I think I won't add any other stuff, at least not for the contest entry version. I'll try to polish up the graphics, and I still need to do Code commenting for the submission. 206
TI Z80 / Re: [contest 2013 / BASIC] Toy Wars - Willrandship« on: October 26, 2013, 07:31:06 am »
Screenshot update! This shows off the order system, turns between players, and the animation subsystem. (the current animations are pretty mild, mostly text, but CAN be anything you want, including short, nonlooping animations.)
There's a new bug in my combat code: Now units don't take damage >.< 207
TI Z80 / Re: [contest 2013 / BASIC] Toy Wars - Willrandship« on: October 26, 2013, 04:36:36 am »
The part I'm working on atm is the most important part: The turn processor. It takes the orders for any given tile and processes them to a buffer matrix, writing the result back when done. It also calls the effects engine, which is done but has no actual effects in it
![]() I made the editor significantly faster on tile changes, assuming you're editing the upper part of the map. It will also make turn changes faster. Why doesn't BASIC have a mod function? fpart is all well and good, but I need it so often that it would be far more convenient. BTW, currently all the subprograms come to about 3400 bytes. However, the game uses matrices A-E at 1226 bytes each, so running the program takes more memory than storing it. A map consists of A and B. C is the current orders for each tile, and D and E are the buffers for type and HP. In other words, to run the game takes a little over 10K of RAM. 208
Introduce Yourself! / Re: ClrDraw« on: October 20, 2013, 11:21:32 pm »
I don't think auto-compilation for Axe is a particularly useful feature. It takes quite a bit of time, and there's no need to open up a launcher shell when it's just as fast to open Axe directly.
Developers generally release precompiled programs anyway, both for code obfuscation and to avoid version issues. Axe has been highly volatile as far as backwards compatibility goes (for good reason) Executing other languages, like Grammer, could be valuable. You should also aim for support for Headered programs. DCS, MOS and ION programs all have small headers that, while helping the shell function, prevent normal asm execution. Welcome to the community! 209
TI Z80 / Re: [contest 2013 / BASIC] Toy Wars - Willrandship« on: October 20, 2013, 07:49:38 pm »
So, the todo list on this so far is:
Write the order menu for player input Write the order processing subsystem (ie make a turn happen) Add in the other field items, often with their own subprograms. Write the AI, which is called for each unit to determine its orders Write the "effect" program, which is run by the order processing subsystem. I'm running out of time. ![]() 210
TI Z80 / Re: [contest 2013 / BASIC] Toy Wars - Willrandship« on: October 17, 2013, 02:09:47 pm »
On zStart it actually patches the old fonts out. Even asm programs use the new font, if they use the system font.
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