Author Topic: TinyCraft II (name subject to change)  (Read 45279 times)

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Offline willrandship

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Re: TinyCraft II (name subject to change)
« Reply #210 on: November 20, 2012, 02:04:42 am »
You might want to wait for the 84-C, even.

Offline DJ Omnimaga

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Re: TinyCraft II (name subject to change)
« Reply #211 on: June 02, 2013, 12:16:13 pm »
Question, is the TI-Planet update of Tinycraft uploaded today a new version you just finished working on for release? Just wondering since it just appeared in the new files list there now but there was no new post here nor the other thread. ???
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Offline Hayleia

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Re: TinyCraft II (name subject to change)
« Reply #212 on: June 02, 2013, 01:16:35 pm »
Question, is the TI-Planet update of Tinycraft uploaded today a new version you just finished working on for release? Just wondering since it just appeared in the new files list there now but there was no new post here nor the other thread. ???
No, not at all. On the contrary, I noticed that I forgot to update the topic on Cemetech when I posted the last update here, and that I never uploaded it to TI Planet ;)
« Last Edit: June 02, 2013, 02:12:15 pm by Hayleia »
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Offline Sorunome

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Re: TinyCraft II (name subject to change)
« Reply #213 on: June 02, 2013, 02:59:52 pm »
Is there at all still progress on this or is it 'on hold'?

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Offline Hayleia

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Re: TinyCraft II (name subject to change)
« Reply #214 on: June 02, 2013, 03:24:08 pm »
Is there at all still progress on this or is it 'on hold'?
Well it is "on hold" until I get holidays to get back to work on this. I had time to work a bit on Pokemon as you may have seen but not much was done, and it was easy stuff. But then, when I wanted to get back to work on TinyCraft, I was like "dafuq is that supposed to do ?" so I really need a lot of time to work on this one.
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Offline Sorunome

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Re: TinyCraft II (name subject to change)
« Reply #215 on: June 02, 2013, 03:26:18 pm »
Maybe you should start adding comments to your code then? (I have problems with comments (as in idk what to put there) so my code is always commentless -.-)

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Offline Hayleia

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Re: TinyCraft II (name subject to change)
« Reply #216 on: June 02, 2013, 03:29:27 pm »
Well the problem is that the source is already 18577 bytes large and I hate doing subprograms. But yeah, maybe I should put in a subprogram some "obvious routines" that I never edit so I can comment the code.
Also, there are some comments on the "real tricky parts" where I had optimization flashes or something. It is just that some parts that seemed obvious to me when I coded them are not so obvious now that I read them again.
« Last Edit: June 02, 2013, 03:30:31 pm by Hayleia »
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Offline DJ Omnimaga

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Re: TinyCraft II (name subject to change)
« Reply #217 on: June 02, 2013, 06:51:54 pm »
Comments can be annoying in Axe and TI-BASIC because it makes it harder to manage the code, due to the low RAM. (You need to archive/unarchive more often). From what I remember, one of Runer112's program barely even fit in RAM with comments, yet the no comments version only took 8 KB of RAM.
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Offline willrandship

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Re: TinyCraft II (name subject to change)
« Reply #218 on: June 02, 2013, 10:49:26 pm »
In other words, we need a direct-to-archive editor, that Axe supports :P

Offline Streetwalrus

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Re: TinyCraft II (name subject to change)
« Reply #219 on: June 03, 2013, 04:23:03 am »
Which is impossible because NOR flash. :P Using extra RAM is possible though.

Offline willrandship

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Re: TinyCraft II (name subject to change)
« Reply #220 on: June 03, 2013, 05:53:13 pm »
That doesn't sound impossible to me....

I meant a text editor that loads parts of the files into RAM at a time (Specifically, the part you're looking at) and automatically writes back modifications either once a block is unloaded or when the alteration buffer is full.

Offline Streetwalrus

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Re: TinyCraft II (name subject to change)
« Reply #221 on: June 04, 2013, 03:34:57 am »
Wouldn't that imply file fragmentation ? That'd be pretty hard to implement.
Anyways zStart already has an archive editor (it copies to RAM then archives back when you quit). You just need enough RAM to open your code.

Offline Hayleia

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Re: TinyCraft II (name subject to change)
« Reply #222 on: June 04, 2013, 04:07:57 am »
Anyways zStart already has an archive editor (it copies to RAM then archives back when you quit). You just need enough RAM to open your code.
Well that is what we are talking about. Of course I use zStart. But the code already takes 18577 bytes, so adding comments may have it go further than the RAM allows.

(not sure about the grammar of the previous sentence)
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Re: TinyCraft II (name subject to change)
« Reply #223 on: June 04, 2013, 01:37:42 pm »
but if you go with sub-programs won't axe need to load 'em all into ram when compiling anyways?

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Offline Hayleia

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Re: TinyCraft II (name subject to change)
« Reply #224 on: June 04, 2013, 04:15:27 pm »
but if you go with sub-programs won't axe need to load 'em all into ram when compiling anyways?
I don't think so because if it did, it could not compile Pokemon (the two main sub-programs are respectively 12047 bytes and 11466 bytes). And the only reason why I used sub-programs for this project was that I recycled code from another program I already made. Otherwise, I never do sub-programs.
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