Author Topic: Polarizer  (Read 8877 times)

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Offline Elsewhere

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Re: Polarizer
« Reply #30 on: February 17, 2011, 07:08:37 am »
Okay, haven't been making much headway on the music front. I got it to work on Wabbit but it didn't sound like the song... I'll probably just keep the game as it is with the reduced source code.

Happybobjr: Currently I'm at 8432 bytes, and it seems like a bit of a dream, but could your optimizations push it under 8192? Then I'd just have to release one Asm(-runnable program ;)
« Last Edit: February 17, 2011, 07:09:29 am by Elsewhere »

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Re: Polarizer
« Reply #31 on: February 17, 2011, 03:17:59 pm »
eh, that looks cool!  nice work :D

Offline Happybobjr

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Re: Polarizer
« Reply #32 on: February 17, 2011, 03:44:18 pm »

Happybobjr: Currently I'm at 8432 bytes, and it seems like a bit of a dream, but could your optimizations push it under 8192? Then I'd just have to release one Asm(-runnable program ;)

i will try my best.
do you mind posting your current source on pastebin?
School: East Central High School
 
Axe: 1.0.0
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Offline squidgetx

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Re: Polarizer
« Reply #33 on: February 17, 2011, 03:46:44 pm »
I can help too with optimizing ;)

Offline Elsewhere

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Re: Polarizer
« Reply #34 on: February 17, 2011, 08:01:03 pm »
POLSRC
POLINIT

Okay, here they are! Note that I haven't changed much besides the implementation of optimizations and a few more backgrounds. Mostly I'd been trying to implement music but I eventually gave up. :-X Also, anyone know of something that takes .8xps and converts them directly into Axe code? Right now I have to manually change everything to make it look nice ::)

Offline Happybobjr

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Re: Polarizer
« Reply #35 on: February 17, 2011, 08:06:30 pm »
I think cemetech has something... checking
EDIT: http://www.cemetech.net/projects/basicelite/sourcecoder2.php

EDIT 2: 10 bytes saved here i think http://pastebin.com/8zULvxqg

EDIT 3: Can you give me a list of unused variables?

EDIT 4: Saved 150 bytes so far I think.

EDIT 5: Sorry I think I can only save you 200 of the 240 byes needed.

EDIT 6: Scratch that!  I made it!  Just need to finish up on it tomorrow.
« Last Edit: February 17, 2011, 10:35:22 pm by Happybobjr »
School: East Central High School
 
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Offline Elsewhere

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Re: Polarizer
« Reply #36 on: February 17, 2011, 11:40:32 pm »
Okay, awesome! I think I used all the variables, however. Ans could always be used for very temporary storage, if it was really necessary. Good work, though! ;D

Offline squidgetx

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Re: Polarizer
« Reply #37 on: February 18, 2011, 09:13:21 am »
6444 bytes.

Let me know if I messed anything up.

« Last Edit: February 18, 2011, 10:08:22 am by squidgetx »

Offline Happybobjr

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Re: Polarizer
« Reply #38 on: February 18, 2011, 10:04:29 am »
NOOO!!!!
I didn't make it in time.

Squidgetx:  did you put all the repeated commands into subroutines and reorder the pictures so you could use Sub(SUB,#)
School: East Central High School
 
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Offline Elsewhere

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Re: Polarizer
« Reply #39 on: February 18, 2011, 01:02:03 pm »
It mostly worked, although I'll have to make a few modifications because some aspects didn't work as they should. Also, why did you get rid of all the spaces in the Text( commands? Do extra characters take up a lot of bytes?

Offline squidgetx

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Re: Polarizer
« Reply #40 on: February 18, 2011, 04:34:14 pm »
That's how they showed up in pastebin ??? ...They do take up extra space, but you've got plenty of room, so you can put them back in.

Offline Elsewhere

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Re: Polarizer
« Reply #41 on: February 19, 2011, 07:19:59 pm »
Oh, alright. However, I'm experiencing some weird happenings. The saving thing wasn't working so I tried to modify the code but nothing seemed to work, and after running the game my calculator would freeze and I'd have to take out the battery and clear my RAM to get up and running again. I figured it was something with the calculator itself so I reset it but it's still experiencing the same freezes or slowdowns after running the game. Got any ideas, anyone? Also, the bug with saving and probably why my calc keeps resetting almost definitely stems from the game not being able to create the saving appvar and then reading and writing to some unknown place in storage.

The things one will do for optimizations :P

Offline Elsewhere

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Re: Polarizer
« Reply #42 on: February 21, 2011, 04:35:42 pm »
There! It was just one small little fix, but it took forever to find. Well, here's the 6407-byte version, and it can be run through Asm(. Thanks for the optimizations, squidgetx and Happybobjr!

About the only difference from the original is the size, so don't expect much to be new.

Finally. (Sigh of relief)

EDIT: There was an 8 where there should have been a 9. Fixed.
« Last Edit: February 21, 2011, 07:14:09 pm by Elsewhere »

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Re: Polarizer
« Reply #43 on: February 21, 2011, 04:44:23 pm »
Finally. (Sigh of relief)
I feel ya. ;)  What was the bug?

Offline Elsewhere

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Re: Polarizer
« Reply #44 on: February 21, 2011, 04:47:50 pm »
Putting my code on pastebin had an adverse side effect. It gave me "appv" (lowercase letters) instead of the [2nd][8] token. It was really hard to detect (someone else ended up asking me if I used the token, and I told them I had but I checked anyway and therein was the problem).