Author Topic: Asylum  (Read 7801 times)

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Offline Freyaday

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Asylum
« on: March 29, 2011, 11:08:19 am »
One of the things I am working on is a text adventure in Axe by the name of Asylum. It's meant to give you the creeps, by the way, something that is aided by the fact that it runs in inverse text mode. There are two problems with it, however: There is no text parser, and, far, far, worse, The program is almost 5k compiled, and it's barely even started.
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Offline squidgetx

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Re: Asylum
« Reply #1 on: March 29, 2011, 03:19:24 pm »
No text parser? What part of it is giving you problems? The one I wrote in Ash:Phoenix is pretty complex, I think I can help you there

What's making the file so large? Sounds cool by the way :)

Offline Freyaday

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Re: Asylum
« Reply #2 on: March 29, 2011, 03:54:22 pm »
I have no Idea what's making it so big. I don't think it's the fact that each line of text has to go all the way to the edge of the screen, because when I changed the program to use the graphscreen instead of the homescreen, it got almost 2kB larger. I only have Axe 0.4.7, so there's no built in string equality check, which is what's flummoxing me on the text parser. I did figure out a way to chop up the input though: loop through the input and change every space into a null, that way Axe sees a bunch of separate strings to check instead of one long one.
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Offline squidgetx

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Re: Asylum
« Reply #3 on: March 29, 2011, 03:58:43 pm »
Woah, you're wordwrapping? Nice.
Anyway, the way that mine works is something like this....
Code: [Select]
"This is"[01]"text data"->Str1

Run loop for length of Str1
Keep track of the "current character"
If current character is displayable (>32) display it. Then advance the cursor over by 1. If you're at the end of the line newline and reset cursor X

Else
If character=1
do stuff
End
DispGraph
End
Something along those lines...
So like you could write code for the parser so that every time it sees a 1 the program will do something or other, every time it sees a 2 it can do something else...
« Last Edit: March 29, 2011, 03:59:53 pm by squidgetx »

Offline Munchor

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Re: Asylum
« Reply #4 on: March 29, 2011, 04:01:28 pm »
I have no Idea what's making it so big. I don't think it's the fact that each line of text has to go all the way to the edge of the screen, because when I changed the program to use the graphscreen instead of the homescreen, it got almost 2kB larger. I only have Axe 0.4.7, so there's no built in string equality check, which is what's flummoxing me on the text parser. I did figure out a way to chop up the input though: loop through the input and change every space into a null, that way Axe sees a bunch of separate strings to check instead of one long one.

I'd recommend you to use a subroutine made by, IIRC, souvik, but I'm not sure, check the Axe subroutines, it's CS, Compare String, you use it like:

Code: [Select]
sub(CS,"HEY","HELLO

To check if two strings are equal:

Code: [Select]
"HEY"->Str1
If sub(CS,"HEY",Str1
.This will be executed since "HEY" == "HEY"
End

But you have to include Lbl CS (get it from Axe subroutines topic) in your code, meaning larger side.
« Last Edit: March 29, 2011, 04:01:59 pm by Scout »

Offline DJ Omnimaga

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Re: Asylum
« Reply #5 on: March 29, 2011, 04:01:37 pm »
Text tends to end up pretty large quick so that might explain it. In Illusiat 13, I think 30% of the code is just text.
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Re: Asylum
« Reply #6 on: March 29, 2011, 04:03:10 pm »
Text tends to end up pretty large quick so that might explain it. In Illusiat 13, I think 30% of the code is just text.

Yeah, text can be really a PITA >.< though if you don't use anything past the letter 'Z' then you can compress it somewhat to 3/4 it's size ;)

Offline Freyaday

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Re: Asylum
« Reply #7 on: March 29, 2011, 05:08:24 pm »
That might be it. Any ideas on compression? And does anybody know why it gained 2kB when I put it on the graphscreen?
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Offline Freyaday

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Re: Asylum
« Reply #8 on: April 12, 2011, 11:32:44 pm »
Here's the ASM of what I have of Asylum so far. It's meant to be run on a ~15Mhz calc, btw, and up/down to move the cursor (it's the one that's blinking) and Enter to select/continue. If you wind up back at the beginning screen of inverse text, that means you've fallen comatose again and have to start over. The solution? Choose a different option next time. Also, there is no way to exit the game other than to reach the current end of the story, so if you wanna quit before reaching the end of the game, you're gonna have to do a battery pull. I'm still working on that. Note: Meant to be scary, with the odd dash of humor in it.
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Offline Munchor

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Re: Asylum
« Reply #9 on: April 13, 2011, 04:42:01 am »
Here's the ASM of what I have of Asylum so far. It's meant to be run on a ~15Mhz calc, btw, and up/down to move the cursor (it's the one that's blinking) and Enter to select/continue. If you wind up back at the beginning screen of inverse text, that means you've fallen comatose again and have to start over. The solution? Choose a different option next time. Also, there is no way to exit the game other than to reach the current end of the story, so if you wanna quit before reaching the end of the game, you're gonna have to do a battery pull. I'm still working on that. Note: Meant to be scary, with the odd dash of humor in it.

Nice! Can you make it go to 6MhZ if the calculator is a 83+ or another non-15MhZ-able class though?

Offline Freyaday

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Re: Asylum
« Reply #10 on: April 13, 2011, 08:18:12 am »
I will eventually, because all I have to do for that is adjust the timing. What do you think of the writing?
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Offline Munchor

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Re: Asylum
« Reply #11 on: April 13, 2011, 09:05:22 am »
Perhaps a screenshot of the program...

I liked it, especially your writing, you write very well! Super adjectives!

EDIT: 4000 posts!!!
« Last Edit: April 13, 2011, 09:05:38 am by Scout »

Offline Freyaday

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Re: Asylum
« Reply #12 on: April 13, 2011, 11:29:04 am »
* Freyaday is lost for words.
Uhh, Grazie mille, signore!
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Offline BrownyTCat

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Re: Asylum
« Reply #13 on: April 13, 2011, 11:31:31 am »
It's funny because you could do it in BASIC. But it would be a tad slower... And not as fast or good visuals.

EDIT: And crappy.
« Last Edit: April 16, 2011, 12:53:44 am by BrownyTCat »

Offline Stefan Bauwens

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Re: Asylum
« Reply #14 on: April 13, 2011, 11:53:19 am »
It looks nice. Thanks for the screenshot Scout, I can't play this game, but now I can see it.


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