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Shazane Koronova

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A question
« on: January 19, 2007, 03:03:00 pm »
I have a truly epic project in mind, and have the basics of the engine coded on Basic with Xlib.  But I'm not sure if it's the best way to go, or if I shouldn't use any calc based language for this.  Xlib certainly improves the speed of basic, but if I complicate it further it may become unbearably slow.  Also, the 83+ has a pathetic amount of RAM which will almost certainly not contain the entire game.

I have a basic understanding of ASM, and could probably master it with a little time.  So what language do you think I should use for this game?

Offline DJ Omnimaga

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A question
« Reply #1 on: January 19, 2007, 03:09:00 pm »
with 83+ xlib you can copy ram programs from archive temporarly. in other word, you have 163840+24389 bytes of memory avaliable to run the game
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Offline trevmeister66

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A question
« Reply #2 on: January 19, 2007, 03:23:00 pm »
yeah, what he said!  
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Delnar_Ersike

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A question
« Reply #3 on: January 19, 2007, 06:51:00 pm »
Also, there are many interesting tricks in BASIC even people like me who have more than a year of experience don't know (I just learned one today). Once you have most of the code done, run it by Weregoose on UnitedTI: he's a master at these tricks.

You can also use external ASM libraries to compress some of your programs.

Shazane Koronova

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A question
« Reply #4 on: January 20, 2007, 06:11:00 am »
QUOTE
with 83+ xlib you can copy ram programs from archive temporarly. in other word, you have 163840+24389 bytes of memory avaliable to run the game


How do you do it?  I wasn't able to access anything that was archived, and I really need to use archive memory, a matrix I used for a tilemap took up over 15000 bytes of RAM!

Offline trevmeister66

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A question
« Reply #5 on: January 20, 2007, 06:15:00 am »
well you can have the matrix archived and xLIB will automaticaly call from it for a tilemap, but the only problem is you can't do hit detection(at least the way i'm doing it) so i have to have it unarched anyways (mine is 12845 bytes)

Unless someone can tell me how to do hit detection with it archived, i don't think you'll be able to do anything about the matrix.

As for programs being unarched and arched, i think it's in the tutorial or readme or something.
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A question
« Reply #6 on: January 20, 2007, 08:17:00 am »
check for real(10 function in xLIB APP
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Offline trevmeister66

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A question
« Reply #7 on: January 20, 2007, 04:15:00 pm »
I'm guessing thats for arching and unarching?
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Delnar_Ersike

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A question
« Reply #8 on: January 20, 2007, 05:13:00 pm »
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Offline trevmeister66

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« Reply #9 on: January 20, 2007, 05:22:00 pm »
But is there any way with any known ASM library that lets you call from a matrix if it's archived?
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Shazane Koronova

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A question
« Reply #10 on: January 20, 2007, 06:38:00 pm »
For me it doesn't even show the tilemap if the matrix is archived, and I cant move without getting the error.

On an unrelated note, is there any way for Xlib to use greyscale?

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« Reply #11 on: January 20, 2007, 06:42:00 pm »
yeah you can, i think you would need 2 matrixes that use the real(2 command back to back. You would also need 2 of each tile that vary a little to make the gs

example:

real(2,[A],*rest of syntax*
real(2,,*rest of syntax*

i think, I THINK, that's how it would work, but i don't know since i'm new to xLIB.

and i don't know what's wrong with your matrix thing.
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A question
« Reply #12 on: January 21, 2007, 04:56:00 am »
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Shazane Koronova

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A question
« Reply #13 on: January 21, 2007, 12:57:00 pm »
ok, real(10) can archive and unarchive a matrix, but how do you do it with a program and a picture?

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A question
« Reply #14 on: January 21, 2007, 02:29:00 pm »
i didn't knew real(10 could copy/erase/archive(?) something else than programs o.oblink.gif
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