Sounds cool might I suggest xlib instead of codex much more stable.Yeah I do prefer xLIB, but I don't need all the extras of xLIB, and it takes a bit of space up (even though it's an app and in the Archive). CODEX just fits what I need to do and it's pretty small.
Couldn't you use the 8xp version of xLIB instead? It's still in the download sections at Omnimaga. It has tilemapping and displaying tiles/sprites, so you won't get 40 second map loading with 0.75 fps on regular 83+ models when your game will be bigger. A prime example is The Reign Of Legends 3. The 0.1a version of xLIB is a bit smaller than Codex I think. For archiving/unarchiving needs there's Resource, which does it better (prevents most garbage collections)Right now it's not going to be that graphical, It'll just be ASCII art. But maybe I'll change programs.
I'm happy to see you're back into TI coding though :)
My only complaint about that is that I will confuse this game with Noahbaby94's all the time if both gets released under their current title :DHaha you don't have to worry about that happening. Once I create the plot, I'll come up with a better title. But right now I don't have a plot, so I just put that as a filler title.
1->X
1->U ::Will end up being total # of items
1->T :: don't know how to explain this var; EDIT: item counter
12->W :: Row to display text
If 3<length(Str5 ::Makes sure there is actually an item in Str5 (Str always has a blank space first)
Then
If not(P :: If this menu hasn't been called before
Then
32 :: total # of items possible
Ans->dim(L1
Ans->dim(L2
Fill(0,L1
Fill(0,L2
1->P :: so the program knows it has run this part before
Repeat X=length(Str5 :: go through the entire string
X+1->X
X->V :: beginning location of item; will be stored in L2
Repeat sub(Str5,X,1)="." :: goes until it finds "." in Str5
X+1->X
End
X->L1(U :: stores end point of item in L1(Item #)
V->L2(U :: stores beginning point of item in L2(Item #)
U+1->U :: moves onto the next item; ends up being total number of items
End
End
U+(P=2->U :: I had a problem with this when I was calling sub program, so I had to add this in
Text(W,42,sub(Str5,L2(T),L1(T)-L2(T
T+1->T
W+8->W
End
If L1(T) or L2(T :: After the first 6 items are displayed, if there is a value in L1(T or L2(T, it will display a "v"
Text(53,88,"v
End
End
I have an idea on a good way to do this.Heh I haven't even thought of the total number of items in the game, but how many do you think would be the max with your idea?
But... it might be limited to how many items (total items in the game period) you have in the game and, more importantly, character limit of item names.
I have a routine idea that works off of 10 character long names.
But I can mostly likely tailor it to your needs. (and I'm going to be doing pure basic on the graph screen for this)
Haha! Cool.Definitely by tomorrow night. Im gonna design it on paper like you guys said and see what I come up with first and then integrate it with my menu system.
Hope to see progress soon then.
Enjoy the arcade while the fun lasts. =P
I just discovered the arcade areaStarcraft
if you're gonna have a visible inventory with icons though it might be a good idea to use a matrix. much more simplified to navigate around in, but if you're using something like final fantasy's inventory system then yeah a list works wonders.It's not going to be visual. I'm try to make this as small as possible so I can put more space/stuff into the battle/map/story line. I just want something simple for the item system.
if you're gonna have a visible inventory with icons though it might be a good idea to use a matrix. much more simplified to navigate around in, but if you're using something like final fantasy's inventory system then yeah a list works wonders.
Well I just programmed what AP suggested, and all I can say is WOW. It is so much faster and smaller than what I had before, I can't even imagine ever going back. Also, using lists makes future selling/dropping items really easy. I'll post a ss when I get back home tomorrow of the new item selection menu.Haha, thanks!
Heh yeah your system fits in perfectly with what I had in mind for handling items. Now that I think about it, I don't know how I was going to do this same thing with my old system O.OWell I just programmed what AP suggested, and all I can say is WOW. It is so much faster and smaller than what I had before, I can't even imagine ever going back. Also, using lists makes future selling/dropping items really easy. I'll post a ss when I get back home tomorrow of the new item selection menu.Haha, thanks!
You have no idea how good that makes me feel. (added on to helping out Drak) =D
Can't wait to see a screenshot. =P
I was scared at first while reading I thought you were gonna say then my ram cleared x.x. I can't wait for screenieHaha no; no ram clear. And I'm backing up all the time, so we don't have to worry about that ;)
Very sweet menu trev! Will you be adding the inverse of the "Stats, Equip, Items, Optn" (like when you are selecting which to be on)? To help show which menu you are on.Hmm I don't quite know what you mean. Like after you select whichever tab? Because right now if you select, for example "Item", it gets rid of the marker on the top, and goes straight to the scrolling selection.
Good move imho. CODEX was good at the time, but archiving/unarchiving over and over can wear down the flash rom and drain batteries like crazy, and it's very slow compared to the apps libsHeh I wasn't even using that feature.. :D I was going to use Resource to take the place of archiving/unarchiving. Now Celtic III can do that and more. I plan to make it MUCH more graphical (with real sprites...maybe) once I figure out how to do the binary tile map thing-a-ma-jig that Celtic III can do.
Good choice. Codex is REEEEAAALLY old and outdated. Not to mention Celtic III is so much sexier! ;DYeah I agree. Heh that is mostly why I'm switching over.
Psh, the only problem I've had with Celtic III is the fact that you can't use xLIBs draw function to draw boxes smaller than 8x8 on certain parts of the screen.
Other than that, it's flawless.
Celtic III | xLIB |
(http://xlib.mtv-music-generator.com/projectomegaceltic.gif) | (http://xlib.mtv-music-generator.com/projectomegaxlib.gif) |
(http://xlib.mtv-music-generator.com/met2expceltic.gif) | (http://xlib.mtv-music-generator.com/met2expxlib.gif) |
(http://xlib.mtv-music-generator.com/met2bceltic.gif) | (http://xlib.mtv-music-generator.com/met2bxlib.gif)<-wait 'til rising acid sequence begins |
Yes, I know it's messed up when you go to the class selection menu. I'm not sure why it's doing that, and I'm going to try and fix it later today after I do more code converting.It's because you are using CelticIII: its very unstable at the moment. I suggest you use xLIB instead until a stable version of Celtic III is released (thats what I'm doing with my current project).
I don't think it's that, because I have the same Celtic functions in a previous part of the code and it works just fine. I'm gonna go line by line to figure out where it is.Yes, I know it's messed up when you go to the class selection menu. I'm not sure why it's doing that, and I'm going to try and fix it later today after I do more code converting.It's because you are using CelticIII: its very unstable at the moment. I suggest you use xLIB instead until a stable version of Celtic III is released (thats what I'm doing with my current project).
Celtic III works fine unless you do what's shown in the screenshots I posted on the previous page, due to some minor problems with backwards xLIB compatibility and what AP mentionned.Hmm that's odd. heh maybe Celtic III is really making it that much faster.
Also, Celtici III is slightly faster than xLIB. You will notice in the screenshots.
@Trevmeister: O.O that's strange, because the TI-84+ and TI-84+SE are slower than the TI-83+SE and many owners of both models reported this. The reason why it is the case is because of the clock function, which takes additional CPU ressources.
Why identity(4)?Heh I don't know. I thought it'd be cool to use it, but you're right, real(2 is a lot simpler and easier.. just a tad bit larger. I'll worry about that when the time comes, but for now I must continue to redo all my stats.
real(2) does the same thing and is less complex.
The only reason I can see using identity(4) is that it MIGHT take up less space due to it not using a matrix.
(BTW, not saying that you're doing anything wrong, I'm just curious as to what you're seeing that I'm not. I can't say that I'm a better programmer or anything. ^_^; )
PS you are a great programmer. WRITE SOME TUT'S!!!
You could use identity(4 it's smaller.Yeah that's what I was thinking, but I have no idea how to use it :/
Neither do I if you figure out how it works please tell me.You could use identity(4 it's smaller.Yeah that's what I was thinking, but I have no idea how to use it :/
/me pokes metagross111 for progress.?
-----------------------------------------------------------------------------
|04 | identity(4,"BINSTR",xPos,yPos,Width,Height,StartX,EndX,
| | SStartY,SEndY,Pic#,Logic,TileSize,Update_LCD,2ByteMode)
| STRINGTILE |
| | See xLIB command "DrawTileMap" for information regarding
| | the inputs. The only difference is that "Matrix_name" is
| | replaced with "BINARYSTRING". For this, you supply a hex
| | string converted to binary with the HEXTOBIN command.
| | The Height and Width property of the command is used to
| | provide a two-dimensional matrix feel to an inherently one-
| | dimensional structure that is a string.
| |
| | If 2ByteMode is set to something other than 0, then the
| | input string is considered words instead of bytes. This
| | allows the user to use 4 hex ditgits (two bytes) per tile
| | so up to 65536 different tiles can be accessed using this
| | command.
| |
| | All other arguments function as they do with the xLIB
| | command.
| |
| | As a developer, you should develop your tilemaps in hex
| | and then use the HEXTOBIN command to convert it to the
| | format required by this command. To edit this tilemap, you
| | should use the EDIT1BYTE command while this tilemap is in
| | its binary format.
| |
| | Note that any missing arguments will default to the value
| | of zero (0) instead of 32 as in xLIB.
-----------------------------------------------------------------------------
|02 | real(2,Matrix_name,x_offset,y_offset,Width,Height,SStartX,
| | SEndX,SStartY,SEndY,Pic#,Logic,TileSize,Update_LCD)
| DrawTileMap |
| | Probably the most complicated function. I don't understand
| | it fully, so I'm just gonna copy out of the manual, with a
| | bit of paraphrasing to fit the line limits. Later, I'll
| | revise this section with my findings.
| |
| | Matrix_name: Name of matrix with map data. 0=[A], 9=[J]
| | x_offset: x-offset for the part of map you want to draw.
| | y_offset: y-offset for the part of map you want to draw.
| | Width: width of the tilemap
| | Height: height of the tilemap
| | SStartX: column to start drawing. 0-12 (8x8) or 0-6 (16x16)
| | SEndX: column to end drawing. 0-12 (8x8) or 0-6 (16x16)
| | SStartY: row to start drawing. 0-12 (8x8) or 0-6 (16x16)
| | SEndY: row to end drawing. 0-12 (8x8) or 0-6 (16x16)
| | Pic#: Pic file to start looking for tiles from.
| | Logic: 0=Overwrite; 1=And ; 2=Or ; 3=Xor
| | tile_size:set to 16 for 16x16 tiles. Otherwise, it's 8x8.
| | Update_LCD: If this is !=0, the screen updates.
| |
| | The SStartX, SEndX, SStartY, and SEndY allow you to draw a
| | "windowed" map so you can fit things on the side, like an
| | HUD or something. Drawing will also be accelerated for
| | smaller maps. For example, if you wanted to draw an 8x8
| | tilesized map with a 1 tile blank border on all sides...
| | SStartX : 1
| | SEndX : 11
| | SStartY : 1
| | SEndY : 7
| |
| | This routine supports up to 65535 tiles, each starting from
| | the Pic number you specified and following to each
| | numerically adjacent Pic # for each overflow. lolwut?
| |
| | Let's say your starting Pic# is 5 and you want to access
| | tile 4324. There are 96 tiles per pic on 8x8 mode, so...
| | (4324 / 96 ) = 45.04...
| |
| | In order to access that tile, Pic50 must exist on the calc,
| | else all will be drawn is a BLANK tile.
| |
| | Just like any of the useful functions, Pic data will be
| | read from archive if need be. It'll be slower, though.
| |
| | An additional feature added into the sprite routine is the
| | ability to invert the sprite prior to displaying. To do
| | this, add 4 to whatever you use for LOGIC. For example, to
| | invert a sprite and use XOR display logic, use 7 since 3+4
| | is 7.
| |
-----------------------------------------------------------------------------
LLLLLLLLLLLL
TTTTT PTTTT
Y
LLL LLL
LLLLH HLLLL
LLLLH HLLLL
PIC1 PIC2
XXXXXXXXXXL XXXXXXXXXXXX
XXXXXXXXXXXX XXHXXXXXXXXX
XXXXTXXXXXXX XXXXXXXXXXXX
XXXXXXXXXXXX XXXXXXXXXXXX
XXXXXXXXXXXX XXXXXPXXXXXX
XXXXXXXXXXXX YXXXXXXXXXXX
00 01 02 03 04 05 06 07 08 09 10 11
12 13 14 15 16 17 18 19 20 21 22 23....
[[ 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11]
[ 28, 28, 28, 28, 28, 00, 00, 125, 28, 28, 28, 28]
[ 00, 00, 00, 00, 132, 00, 00, 00, 00, 00, 00, 00]
[ 11, 11, 11, 00, 00, 00, 00, 00, 00, 11, 11, 11]
[ 11, 11, 11, 11, 86, 00, 00, 86, 11, 11, 11, 11]
[ 11, 11, 11, 11, 86, 00, 00, 86, 11, 11, 11, 11]]
00 01 02 03 04 05 06 07 08 09 0A 0B
0C 0D 0E 0F 10 11 12 13 14 15 16 17....
[[ 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B]
[ 1C, 1C, 1C, 1C, 1C, 00, 00, 7D, 1C, 1C, 1C, 1C]
[ 00, 00, 00, 00, 84, 00, 00, 00, 00, 00, 00, 00]
[ 0B, 0B, 0B, 00, 00, 00, 00, 00, 00, 0B, 0B, 0B]
[ 0B, 0B, 0B, 0B, 56, 00, 00, 56, 0B, 0B, 0B, 0B]
[ 0B, 0B, 0B, 0B, 56, 00, 00, 56, 0B, 0B, 0B, 0B]]
"0B0B0B0B0B0B0B0B0B0B0B0B1C1C1C1C1C00007D1C1C1C1C0000000084000000000000000B0B0B0000000000000B0B0B0B0B0B0B560000560B0B0B0B0B0B0B0B560000560B0B0B0B"
"°°°°°°°°°°°°R►PΘ(R►PΘ(R►PΘ(R►PΘ(R►PΘ(??DependAskR►PΘ(R►PΘ(R►PΘ(R►PΘ(????Trace???????°°°??????°°°°°°°V??V°°°°°°°°V??V°°°°"
identity(4,Str1,0,0,12,6,0,12,1,7,1
0000 0001 0002 0003 0004 0005 0006 0007 0008 0009 000A 000B
000C 000D 000E 000F 0010 0011 0012 0013 0014 0015 0016 0017....
[[ 000B, 000B, 000B, 000B, 000B, 000B, 000B, 000B, 000B, 000B, 000B, 000B]
[ 001C, 001C, 001C, 001C, 001C, 0000, 0000, 007D, 001C, 001C, 001C, 001C]
[ 0000, 0000, 0000, 0000, 0084, 0000, 0000, 0000, 0000, 0000, 0000, 0000]
[ 000B, 000B, 000B, 0000, 0000, 0000, 0000, 0000, 0000, 000B, 000B, 000B]
[ 000B, 000B, 000B, 000B, 0056, 0000, 0000, 0056, 000B, 000B, 000B, 000B]
[ 000B, 000B, 000B, 000B, 0056, 0000, 0000, 0056, 000B, 000B, 000B, 000B]]
"000B000B000B000B000B000B000B000B000B000B000B000B001C001C001C001C001C00000000007D001C001C001C001C00000000000000000840000000000000000000000000000000B000B000B000000000000000000000000000B000B000B000B000B000B000B0056000000000056000B000B000B000B000B000B000B000B0056000000000056000B000B000B000B"
"?°?°?°?°?°?°?°?°?°?°?°?°?R►PΘ(?R►PΘ(?R►PΘ(?R►PΘ(?R►PΘ(?????DependAsk?R►PΘ(?R►PΘ(?R►PΘ(?R►PΘ(?????????Trace???????????????°?°?°?????????????°?°?°?°?°?°?°?V?????V?°?°?°?°?°?°?°?°?V?????V?°?°?°?°"
identity(4,Str1,0,0,12,6,0,12,1,7,1,0,0,0,1
IMO, it would be much slower to DEVELOP and program. however, as a program, i think it could be about as fast or faster than the traditional matrix method. in any case, this supports a much larger map than matrices ever could. also, in conjunction with other celtic commands, i think it will run just fine.Actually I don't even think it would be THAT much harder. It would take a little more effort since it has to be in a string, but I don't think it would be terribly much more. Also I think the speed advantage would be worth it, and I think it would be smaller as well. I'll probably end up going with this idea
I want to argue with you, becasue deep in my heart I know I'm right. But my brain can't think of a good reason :Plol fail.
really? that is odd.You don't need to do that. I'll be fine with matrices.
tell you what, I'll put my project off and tackle this project tonight. I will have extensive use of the IDENTITY(4) and create a simple walking around program with crash detection on a 120x120 scrolling tilemap.
maybe if i can accomplish this i can help you out with your progs :/
I'll update later on my progress with this.After stalking metagross111 long enough
Yeah large maps would be a pain, but all you're doing is converting the matrix number (0,1,2,...,18,etc) into it's hex form and putting it into a string. Even a large map wouldn't be bad.I've made an ASM program that goes the other way (takes a string of hex values and converts it to the corresponding matrix), and I don't think it would be too hard to reverse the process so I'll see what I can do...
I'll update later on my progress with this.After stalking metagross111 long enough
Ok I do hope we still have 11 staff afterward (not counting any other staff that might be hired by then or in the future)I'll update later on my progress with this.After stalking metagross111 long enough
he won't actually catch me till tomorrow. :P
Ok I do hope we still have 11 staff afterward (not counting any other staff that might be hired by then or in the future)I'll update later on my progress with this.After stalking metagross111 long enough
he won't actually catch me till tomorrow. :P
LOL alright sounds like a plan to me. hahaOk I do hope we still have 11 staff afterward (not counting any other staff that might be hired by then or in the future)I'll update later on my progress with this.After stalking metagross111 long enough
he won't actually catch me till tomorrow. :P
don't worry. I won't greet him with a gun ON MAH SUNDAH!
jking. in any case, maybe we'll go to Spiffy's job, ring up a bunch of shit, then "lose" our wallets or something XD
THAT. WOULD. PISS. HIM. OFF. AWESOMELY.
EDIT: Hmm.. After watching the ss's again, I've decided wabbitemu sucks with GS..That's probably your problem :D
It looks a little better on calc. I'll try adding the flicker commands in to make it better.QuoteEDIT: Hmm.. After watching the ss's again, I've decided wabbitemu sucks with GS..That's probably your problem :D
#1: If you have really large maps I'd say 4 p/m since otherwise it would get really boring and frustrating (ever play the original pokemon blue/red without a bike? :'()
#2: You could just add in more flicker commands (or whatever they are, like the real(1 or real(3 commands to make the gray). Does the grayscale look better on-calc?
And I see you got the direction thing working. It looks nice ;D
EDIT: I've decided to just go with B&W. It save speed and space, and is a lot easier.Lazy bum >:(
Haha partially.. I just think it won't look good having a GS character with a normal background. Plus I'd like to have other stuff go on and it would make the GS go slower if I did both.EDIT: I've decided to just go with B&W. It save speed and space, and is a lot easier.Lazy bum >:(
j/k
The sprites will still look great ;D
I would go with b/w animated. Grayscale is quite hard to both keep fast and not flickery sometimes. I can't wait for next screenie :)Yeah that's what I figured as well, so that's what I'm doing. It might be a little bit before I have a new screenie. right now I'm working on tile sprites and new map/walking engine, and it's taking me a while to draw good sprites.
good to hear new progress, I assume it's gonna be partially how Final Fantasy III NES (1990, not the one with Terra, Edgar and Sabin) and V works?Hmm never played those, so not quite sure.
...all built around a new story line that i can't reveal right now. But I am still progressing...slowlyDoes that also mean that you've got an idea for the name of this game?
Cool are you gonna have screenies soon?Possibly. I don't have much i can show you guys that has anything to do with game, because most of that is on paper, and the little I have done on calc is just the back bone of the engine, and I have finals coming up soon, so I prob won't have any meaningful screenies for 2 or 3 weeks.
for some reasons I think the main char sprites looks funny and would make a cool sprite for a game meant to be fun, idk why ^^Heh thanks. I'm trying to keep it as fast as I can, and still add in as much as I can.
it looks pretty fast so far :)
Ouch summer school, this sucks, I hope you won't retire during summer, I noticed some people tend to lose interest after not coding for a long while. I hope you return after JulyOh I won't retire, I just won't be able to program from mid-July until around Christmas time. I just hope I remember what I was planning to do with this game when I do get back.. (I should, since I'm writing everything down..)
Does it means you will not be on the forums for this long too? O.OSadly yes, I won't have any access to a computer the entire time (although there will be a 10 'on leave' period where I'll be back in town, so I might stop by and say hi then), but the rest of the time I won't be.