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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Aichi on November 06, 2010, 06:39:31 pm

Title: Xeverion
Post by: Aichi on November 06, 2010, 06:39:31 pm
Well, the name of my new project will be Xeverion. It will be a second title, but I dont imagine one yet.
I thought several days about which language I should use. I will use Axe instead of Asm, cause Axe its fun, Axe is simple, I would need much more time by using Asm and I love to develope on-calc. Xeverion will be an RPG similar to the Fire Emblem series, that I had always enjoyed playing.

However, there is not very much I can show yet. I attached a screenshot and an ion prog representing my alpha tilemap engine. You can try it on wabbitemu for now, but it is developed for SE's (15Mhz ability). I think there is no more I can say for now. Ill post progress soon.

(http://img255.imageshack.us/img255/381/xevscreen.gif)
Title: Re: Xeverion
Post by: squidgetx on November 06, 2010, 06:41:02 pm
Hmm, looks nice. Gray seems a bit flickery though, is it better on calc? Are you redrawing the tilemap every frame?
Title: Re: Xeverion
Post by: FinaleTI on November 06, 2010, 06:42:17 pm
Looks pretty nice. I'm glad to see a Fire Emblem style game for calcs. ;D
Title: Re: Xeverion
Post by: Aichi on November 06, 2010, 06:46:23 pm
Hmm, looks nice. Gray seems a bit flickery though, is it better on calc? Are you redrawing the tilemap every frame?
This is a 6Mhz screenie. The game will be faster, so the grayscale will be looking smoother.
And yes, for now I refresh the screen every frame.
Title: Re: Xeverion
Post by: yunhua98 on November 06, 2010, 06:56:27 pm
That looks very nice!  how large will this be?  because you may have to use BASIC to cirucmvent the 8kb limit.  unless you're going to make this an APP?  either way, it looks cool so far.  ;)
Title: Re: Xeverion
Post by: Aichi on November 06, 2010, 07:16:45 pm
That looks very nice!  how large will this be?  because you may have to use BASIC to cirucmvent the 8kb limit.  unless you're going to make this an APP?  either way, it looks cool so far.  ;)
At the moment my sprite/map data and my code are compiled into one ion program,
but I will have to shift the data into external appvars / progs later.
So there will be the code in an ion prog with a size of ~16KB (I think I can store so much code
as I want, since I saw that Desolate can hold 22KB) and 1 or 2 files with my sprites, maps and character
data (the character data is changable and I have to put this data into the main file if I cant modify ROM files).
Title: Re: Xeverion
Post by: yunhua98 on November 06, 2010, 07:20:00 pm
Quote from: Aichi
I think I can store so much code
as I want, since I saw that Desolate can hold 22KB
but Axe APPs have a 16kb code limit, due to Axe not being able to write to two pages yet.
Title: Re: Xeverion
Post by: FinaleTI on November 06, 2010, 07:26:58 pm
That looks very nice!  how large will this be?  because you may have to use BASIC to cirucmvent the 8kb limit.  unless you're going to make this an APP?  either way, it looks cool so far.  ;)
At the moment my sprite/map data and my code are compiled into one ion program,
but I will have to shift the data into external appvars / progs later.
So there will be the code in an ion prog with a size of ~16KB (I think I can store so much code
as I want, since I saw that Desolate can hold 22KB) and 1 or 2 files with my sprites, maps and character
data (the character data is changable and I have to put this data into the main file if I cant modify ROM files).
The 8811 byte (I think?) limit is only for executable code, but you can put as much data as you can fit into a program. The 8kb limit applies to all programs, although nostub programs can't have more that about 8192 bytes of executable code.
Title: Re: Xeverion
Post by: Aichi on November 06, 2010, 07:33:24 pm
The 8811 byte (I think?) limit is only for executable code, but you can put as much data as you can fit into a program. The 8kb limit applies to all programs, although nostub programs can't have more that about 8192 bytes of executable code.
Am I really just able to use <8Kb Code in my prog? Then I wonder how Desolate works.
Title: Re: Xeverion
Post by: yunhua98 on November 06, 2010, 07:35:35 pm
Desolate isn't in Axe.  Also, when he says <8kb, he means the Source code, otherwise you get a memory error.  but if you compile into an App, your limit is 16kb.  You can also use BASIC programs to link them together and XCOPY to Archive/Unarchive stuff though.  I think that's how FinaleTI is circumventing the limit with Poemon TI.

EDIT:
That looks very nice!  how large will this be?  because you may have to use BASIC to cirucmvent the 8kb limit.  unless you're going to make this an APP?  either way, it looks cool so far.  ;)
At the moment my sprite/map data and my code are compiled into one ion program,
but I will have to shift the data into external appvars / progs later.
So there will be the code in an ion prog with a size of ~16KB (I think I can store so much code
as I want, since I saw that Desolate can hold 22KB) and 1 or 2 files with my sprites, maps and character
data (the character data is changable and I have to put this data into the main file if I cant modify ROM files).
The 8811 byte (I think?) limit is only for executable code, but you can put as much data as you can fit into a program. The 8kb limit applies to all programs, although nostub programs can't have more that about 8192 bytes of executable code.
Do you mean The 8811 byte (I think?) limit is only for Source code instead of  "The 8811 byte (I think?) limit is only for executable code"?  or am I missing something?

EDIT:  eh?  where did Finale's post go?
Title: Re: Xeverion
Post by: shmibs on November 06, 2010, 07:52:42 pm
an executable asm prog, be it written in pure asm or compiled axe, can contain no more than the 8k limit for executable code. programs can be larger than that limit, but any data beyond the 8811th byte(or whatever it is) must be read-only data (str1 or whatever, if you're using axe). if you are using axe, however, staying under this limit can be tricky because some of the subroutines(like DispGraph or whatever) get stored at the end of the program, and, if the compiler runs into a data storage command before then(again, str1 or whatever), it will append the data before the subroutine code instead of putting all the data at the end.
just clearing things up because it looked like there was still some confusion after finale's post.

also
Aichi: just use an app and then put all your data in appvars or progs
Title: Re: Xeverion
Post by: FinaleTI on November 06, 2010, 08:01:22 pm
Desolate isn't in Axe.  Also, when he says <8kb, he means the Source code, otherwise you get a memory error.  but if you compile into an App, your limit is 16kb.  You can also use BASIC programs to link them together and XCOPY to Archive/Unarchive stuff though.  I think that's how FinaleTI is circumventing the limit with Poemon TI.

EDIT:
That looks very nice!  how large will this be?  because you may have to use BASIC to cirucmvent the 8kb limit.  unless you're going to make this an APP?  either way, it looks cool so far.  ;)
At the moment my sprite/map data and my code are compiled into one ion program,
but I will have to shift the data into external appvars / progs later.
So there will be the code in an ion prog with a size of ~16KB (I think I can store so much code
as I want, since I saw that Desolate can hold 22KB) and 1 or 2 files with my sprites, maps and character
data (the character data is changable and I have to put this data into the main file if I cant modify ROM files).
The 8811 byte (I think?) limit is only for executable code, but you can put as much data as you can fit into a program. The 8kb limit applies to all programs, although nostub programs can't have more that about 8192 bytes of executable code.
Do you mean The 8811 byte (I think?) limit is only for Source code instead of  "The 8811 byte (I think?) limit is only for executable code"?  or am I missing something?

EDIT:  eh?  where did Finale's post go?
The executable code, as in the actual programming can't exceed 8kb, but with data the program could theoretically be as large as 24kb. The 8kb code limit applies to any Axe or Asm program. A lot of Mirage or Ion programs have all their data in the program, making them the 20-22kb programs you see, although their executable code doesn't exceed the 8kb limit. Nostub programs can be the same way, but for some reason (on TI's part) they can't be bigger than 8192 or so bytes to be run from the homescreen. That 8192 bytes is the entire program size, including data. I believe running one from a shell gets around this issue, but they still can't have more than 8kb of executable code, and their max amount of executable code is a couple hundred bytes less than the executable code limit in a Mirage, Ion or DCS program. Apps can have up to 16kb on one page, data and code. Since Axe only supports single page apps right now, any app made with Axe can only be up to 16kb total size. One way to circumvent the code limit, as yunhua said, is to use a basic program as your main program and have it launch Asm programs (nostub, of course, as they can be run from the homescreen and basic programs without any external libs.
Title: Re: Xeverion
Post by: yunhua98 on November 06, 2010, 08:03:45 pm
ok, that makes more sense, I guess I wasn't compltely reight.  :P

btw, FinaleTI:  your close to 666.  :o
Title: Re: Xeverion
Post by: FinaleTI on November 06, 2010, 08:10:38 pm
ok, that makes more sense, I guess I wasn't compltely reight.  :P

btw, FinaleTI:  your close to 666.  :o
I can feel the power rising.... >:D
Title: Re: Xeverion
Post by: DJ Omnimaga on November 07, 2010, 04:07:27 am
THis project seems really nice. To get around the code limit, make sure to use data for most stuff instead of hardcoding everything. Good luck!
Title: Re: Xeverion
Post by: Aichi on November 07, 2010, 05:04:52 am
I tried to compile my code as an app, but there is a strange bug.
I can execute the app just one time, then the program exits by itself after a frame.
Screen and Source attached.
(http://img294.imageshack.us/img294/4766/xevappbug.gif)
Title: Re: Xeverion
Post by: ASHBAD_ALVIN on November 07, 2010, 08:52:16 am
Hmm, looks nice. Gray seems a bit flickery though, is it better on calc? Are you redrawing the tilemap every frame?
This is a 6Mhz screenie. The game will be faster, so the grayscale will be looking smoother.
And yes, for now I refresh the screen every frame.


I suggest you don't do that every frame.  In RandC, I only refresh the screen after something happens (a cursor move, message, etc.) and I have found it results in absolutely perfect grayscale ')

EDIT: 111 from the number ;)
Title: Re: Xeverion
Post by: squidgetx on November 07, 2010, 10:20:06 am
I tried to compile my code as an app, but there is a strange bug.
I can execute the app just one time, then the program exits by itself after a frame.
Screen and Source attached.
(http://img294.imageshack.us/img294/4766/xevappbug.gif)

Make sure you aren't writing data to any static pointers like GDBXXX, PicXXX, or StrXXX after they're defined. And make sure at the beginning of the program, you initialize all your variables that you're going to be using--that could be why it quits after the first run.
Title: Re: Xeverion
Post by: Aichi on November 07, 2010, 10:31:33 am
I tried to compile my code as an app, but there is a strange bug.
I can execute the app just one time, then the program exits by itself after a frame.
Screen and Source attached.
(http://img294.imageshack.us/img294/4766/xevappbug.gif)

Make sure you aren't writing data to any static pointers like GDBXXX, PicXXX, or StrXXX. And make sure at the beginning of the program, you initialize all your variables--that could be why it quits after the first run.
It works since I added 0→A→B→C→D→E→F→G... ,thanks. :>
Title: Re: Xeverion
Post by: DJ Omnimaga on November 07, 2010, 01:19:35 pm
Hmm, looks nice. Gray seems a bit flickery though, is it better on calc? Are you redrawing the tilemap every frame?
This is a 6Mhz screenie. The game will be faster, so the grayscale will be looking smoother.
And yes, for now I refresh the screen every frame.


I suggest you don't do that every frame.  In RandC, I only refresh the screen after something happens (a cursor move, message, etc.) and I have found it results in absolutely perfect grayscale ')

Yeah I agree. The only issue is that he will have no choice for when there is scrolling (although I think he can just scroll the screen 16 pixels then draw the missing column/row of sprites, but I'm not sure if that's any faster).
Title: Re: Xeverion
Post by: Aichi on November 07, 2010, 06:06:54 pm
Okay, here is a little update:
The interface shows basic infos about the selected character and I moved
the data from the app to an external program.
(http://img5.imagebanana.com/img/o4cufwxp/Xevscreen2.gif)
Also, I read some stuff about Fire Emblem and planned a lot.
Here is the current character structure. It would be nice, if you suggest additional properties.
Code: [Select]
Character Structure
+000 - Level
+001 - Experience
+002 - Experience Max
+003 - Status ( 0 = Not avaible/dead; 1 = In the base; 2 = On the map; 3 = Able to move)
+004 - Position X
+005 - Position Y
+006 - HP
+007 - HP Max
+008 - Item 1 Number
+009 - Item 1 Property
+010 - Item 2 Number
+011 - Item 2 Property
+012 - Item 3 Number
+013 - Item 3 Property
+014 - Item 4 Number
+015 - Item 4 Property
+016 - Item 5 Number
+017 - Item 5 Property
+018 - Current Weapon
+019 - Nimbleness (How far he can walk per round)
+020 - Class
+021 - ATK
+022 - M ATK
+023 - DEF
+024 - M DEF
+025 - Speed
+026 - Weapon 1 Class
+027 - Weapon 1 Rank
+028 - Weapon 1 Exp
+029 - Weapon 2 Class
+030 - Weapon 2 Rank
+031 - Weapon 2 Exp
+032 - Change Counter (For Laguz')
+033 - Change Counter Max
+034 - Change - When he is transforming
+035 - Poisoned
+036 - Sleeping
+037 - Tile Link
+038 - Weight
Title: Re: Xeverion
Post by: Hot_Dog on November 07, 2010, 06:45:24 pm
Wow, nice screenie!
Title: Re: Xeverion
Post by: ASHBAD_ALVIN on November 07, 2010, 07:47:07 pm
I agree.  Very nice work!!! :D :D :D
Title: Re: Xeverion
Post by: DJ Omnimaga on November 07, 2010, 09:28:58 pm
Nice :D

ANy luck fixing the slow grayscale by the way?
Title: Re: Xeverion
Post by: Aichi on November 08, 2010, 11:40:35 am
Nice :D

ANy luck fixing the slow grayscale by the way?
I have not done so yet.
Anyway, I am not sure wether I want to make the GS constant.
I pretty like the "animated grayscale" that fills out the interface box.
Title: Re: Xeverion
Post by: ztrumpet on November 08, 2010, 11:45:06 am
Nice job, this looks cool!  Good luck. :)
Title: Re: Xeverion
Post by: AngelFish on November 08, 2010, 12:20:45 pm
Also, I read some stuff about Fire Emblem and planned a lot.
Here is the current character structure. It would be nice, if you suggest additional properties.
Spoiler For Spoiler:
Code: [Select]
Character Structure
+000 - Level
+001 - Experience
+002 - Experience Max
+003 - Status ( 0 = Not avaible/dead; 1 = In the base; 2 = On the map; 3 = Able to move)
+004 - Position X
+005 - Position Y
+006 - HP
+007 - HP Max
+008 - Item 1 Number
+009 - Item 1 Property
+010 - Item 2 Number
+011 - Item 2 Property
+012 - Item 3 Number
+013 - Item 3 Property
+014 - Item 4 Number
+015 - Item 4 Property
+016 - Item 5 Number
+017 - Item 5 Property
+018 - Current Weapon
+019 - Nimbleness (How far he can walk per round)
+020 - Class
+021 - ATK
+022 - M ATK
+023 - DEF
+024 - M DEF
+025 - Speed
+026 - Weapon 1 Class
+027 - Weapon 1 Rank
+028 - Weapon 1 Exp
+029 - Weapon 2 Class
+030 - Weapon 2 Rank
+031 - Weapon 2 Exp
+032 - Change Counter (For Laguz')
+033 - Change Counter Max
+034 - Change - When he is transforming
+035 - Poisoned
+036 - Sleeping
+037 - Tile Link
+038 - Weight

Wow, that's a lot of properties to record. Is this going to be an app? If it isn't, I can't see how you'll stay under the 8kb limit if you're using If: statements to register the properties.

It's looking great though.
Title: Re: Xeverion
Post by: Aichi on November 08, 2010, 02:26:23 pm
Update!

- Smooth Grayscale while no key is pressed
- All Tiles are 4Lv Grayscale now, what is looking pretty nice. :o

(http://img5.imagebanana.com/img/e1kxwkc5/xevGS.png)

Also, I read some stuff about Fire Emblem and planned a lot.
Here is the current character structure. It would be nice, if you suggest additional properties.
Spoiler For Spoiler:
Code: [Select]
Character Structure
+000 - Level
+001 - Experience
+002 - Experience Max
+003 - Status ( 0 = Not avaible/dead; 1 = In the base; 2 = On the map; 3 = Able to move)
+004 - Position X
+005 - Position Y
+006 - HP
+007 - HP Max
+008 - Item 1 Number
+009 - Item 1 Property
+010 - Item 2 Number
+011 - Item 2 Property
+012 - Item 3 Number
+013 - Item 3 Property
+014 - Item 4 Number
+015 - Item 4 Property
+016 - Item 5 Number
+017 - Item 5 Property
+018 - Current Weapon
+019 - Nimbleness (How far he can walk per round)
+020 - Class
+021 - ATK
+022 - M ATK
+023 - DEF
+024 - M DEF
+025 - Speed
+026 - Weapon 1 Class
+027 - Weapon 1 Rank
+028 - Weapon 1 Exp
+029 - Weapon 2 Class
+030 - Weapon 2 Rank
+031 - Weapon 2 Exp
+032 - Change Counter (For Laguz')
+033 - Change Counter Max
+034 - Change - When he is transforming
+035 - Poisoned
+036 - Sleeping
+037 - Tile Link
+038 - Weight

Wow, that's a lot of properties to record. Is this going to be an app? If it isn't, I can't see how you'll stay under the 8kb limit if you're using If: statements to register the properties.

It's looking great though.

There will be ~25 Characters having this structure, So it is just 975 bytes for the characters. This data is stored in a external program. If I get trouble with the data size, I would use multiple programs.
Title: Re: Xeverion
Post by: DJ Omnimaga on November 08, 2010, 02:32:42 pm
Awesome! Nice job on the game so far and the graphics fits pretty well :D
Title: Re: Xeverion
Post by: Ranman on November 08, 2010, 02:40:00 pm
Lookin' great Aichi.

Will the main character move around the map or will he remain in the center of the screen while the map moves underneath him (like in Ultima V (http://tifreakware.ath.cx/index.php?showtopic=322))?
Title: Re: Xeverion
Post by: Aichi on November 08, 2010, 02:57:35 pm
Lookin' great Aichi.

Will the main character move around the map or will he remain in the center of the screen while the map moves underneath him (like in Ultima V (http://tifreakware.ath.cx/index.php?showtopic=322))?
The virtual camera and the characters position changes. The character that you can see on the screenie
is one of much characters that you control at the same time, so you cant control a character with the arrow keys, but you control a cursor with it. You can move the coursor around the map and point on characters to do something with this character.
Do you know Fire Emblem? You find a gameplay video in my signature.
Title: Re: Xeverion
Post by: DJ Omnimaga on November 08, 2010, 02:59:40 pm
Fire Emblem is kinda like Final Fantasy Tactic, right?
Title: Re: Xeverion
Post by: Aichi on November 08, 2010, 03:03:04 pm
Fire Emblem is kinda like Final Fantasy Tactic, right?
Yes, it is very similar.
Title: Re: Xeverion
Post by: ASHBAD_ALVIN on November 09, 2010, 01:45:47 pm
I voted other:

I say he should disappear UNTIL you pay to have him revived.  That way, he's not gone for good, but you have to work to get him back.

Also: Aichi, I love your progress so far in this game!  Great job so far!!
Title: Re: Xeverion
Post by: LordConiupiter on November 09, 2010, 01:55:37 pm
I voted other:

I say he should disappear UNTIL you pay to have him revived.  That way, he's not gone for good, but you have to work to get him back.
I second that. That's the best idea IMO. Nice work BTW, keep up the good work!
Title: Re: Xeverion
Post by: Aichi on November 09, 2010, 01:59:34 pm
I voted other:

I say he should disappear UNTIL you pay to have him revived.  That way, he's not gone for good, but you have to work to get him back.

Also: Aichi, I love your progress so far in this game!  Great job so far!!
This idea is pretty fantastic. Thank you. :)

Edit: 100th post! :>
Title: Re: Xeverion
Post by: ASHBAD_ALVIN on November 09, 2010, 02:04:00 pm
Fire Emblem is kinda like Final Fantasy Tactic, right?

Close.  A few differences there, but like 80% the same.

I loved final fantasy tactics :)
Title: Re: Xeverion
Post by: Ranman on November 09, 2010, 02:10:41 pm
Lookin' great Aichi.

Will the main character move around the map or will he remain in the center of the screen while the map moves underneath him (like in Ultima V (http://tifreakware.ath.cx/index.php?showtopic=322))?
The virtual camera and the characters position changes. The character that you can see on the screenie
is one of much characters that you control at the same time, so you cant control a character with the arrow keys, but you control a cursor with it. You can move the coursor around the map and point on characters to do something with this character.
Do you know Fire Emblem? You find a gameplay video in my signature.

Wow! Very nice and very interesting. Keep us updated on progress.
Title: Re: Xeverion
Post by: DJ Omnimaga on November 09, 2010, 03:10:08 pm
I voted 2, although I also like ASHBAD idea as well. 1 just sounds a bit too hard, especially if you worked hard to train a character only to lose him for good.
Title: Re: Xeverion
Post by: ztrumpet on November 09, 2010, 04:24:37 pm
I say he should disappear UNTIL you pay to have him revived.  That way, he's not gone for good, but you have to work to get him back.
I voted other for this too. :)
Title: Re: Xeverion
Post by: Aichi on November 09, 2010, 05:37:55 pm
Perhaps I will implement ASHBAD_ALVINs idea (and he gets a 'special thanks' entry if he want), cause I dont want to let the player continue without any loss.

Also, I recognized that I must plan everthing before I continue any programming, if I want to create a great and balanced gameplay. If I planned a bit, then I implement it, then I plan something again and noticed it isnt compatible with the things already implemented, then I would gonna get trouble or rather bad results.
Probably I dont post much progress here next days, cause I'll just plan the things for now.
Thanks to all voters and I hope you participate in future polls. Also, Im still collecting all properties for the character structure (you find the current structure on page 2 in this topic) and I would be glad about any property suggestion. I must not forget something there, else I would going to get big problems later.
Title: Re: Xeverion
Post by: DJ Omnimaga on November 10, 2010, 01:28:01 am
Ah ok. Yeah it needs to be balanced well to prevent bad stuff such as getting stuck because all your best characters died and you saved too far, causing you to have to restart a new game.

Good luck!
Title: Re: Xeverion
Post by: Aichi on November 14, 2010, 12:36:26 pm
I have in recent days not worked much directly to my game,
but I learned HTML and CSS to create an info page,
where I put in everything I've planned so far.
I will (hopefully) update this site everyday.

Also, I dont want to work too fast on it,
since Im waiting for a multipage application feature in Axe.
Many things I have to plan are dependent of whether Quigibo
will be able to implement this or not.

And a question to you guys:
Would it be possible to compile 2 programs with axe,
disassemble both on PC, merge these disassembled parts,
add an app header and compile this code with TASM into
a multipaged app? It sounds stupid and inefficient, though.

http://xeverion.net.tc/
Or http://www.xeverion.bplaced.net/data.html if the forwarding URL doesnt work.
Title: Re: Xeverion
Post by: DJ Omnimaga on November 14, 2010, 11:12:56 pm
Oh nice, that should be easy for us too to know more about the game without reading the thread completly. I hope you still continue to post some updates over here on the forums, though, and I hope to see some progress again soon. :)

However, I don't think multi app page support will be implemented within the next year. He seemed relunctant about adding it in Axe 1.0 final version. You might as well pretend that it will never be added, else you're in for a year of wait. No need to halt the project this long without any guarantee such feature will ever come out. A lot of people including myself will be disappointed if this happens. :(
Title: Re: Xeverion
Post by: squidgetx on November 15, 2010, 07:10:13 am
The best way to fit things into the app page is to pretend that you still have an executable code limit; and therefore try to have as much data as possible. Then you can move that data outside of the app to archived appvars.
Title: Re: Xeverion
Post by: Aichi on November 15, 2010, 08:38:01 am
Ok, my game will be 3 files. The Code in an app (I hope I can put everthing in 16Kb), a score file with the all characters & maps and an immutable file with the dialog text and all sprites. I publish two versions of the immutable file, language pack german and an english one.

But I have a big issue with these language packs at the moment.
German text wont have exactly the same lenght like english has,
so I dont know how to set the pointers to the start of these texts.
I tried to use following to point to the text starts:
Code: (English language pack) [Select]
.English
Data(Str1-40343, Str2-40343, Str3-40343)
"Wayne: Aichi, did you found a solution for the pointer issue?"->Str1
"Aichi: No, it seems to be impossible at the moment."->Str2
"Wayne: Oh, bad News. The Game."->Str3
Code: (German language pack) [Select]
.German
Data(Str1-40343, Str2-40343, Str3-40343)
"Wayne: Aichi, hast du eine Lösung zu deinem Pointer Problem gefunden?"->Str1
"Aichi: Nein, es scheint im Moment nicht möglich zu sein."->Str2
"Wayne: Oh, das sind schlechte Neuigkeiten. The Game."->Str3
Then I just would have to use the data start pointer and add the value of bytes being in the data of the first line.
But (unlike all pure asm compilers I know) Axe is not allowing to use pointers before these pointers are defined.
Thats the reason why I cant use this:

Code: [Select]
.Main
ClrHome
Getcalc("prgmENGLISH",Y1)
Getcalc("prgmGERMAN",Y2)

.Output what Aichi says on German
1->X .The second text, Str2
Output(0,0,Y2+{2*X+Y2}) .Pointer to the file + a value stored in this file to reach Str2

Repeat getkey=15
End
ClrHome
Title: Re: Xeverion
Post by: matthias1992 on November 15, 2010, 08:43:19 am
Sorry I can't help but this is the thing I like most about axe, we can now finally make neat data files and select when transferring only those that we need! This is great for a game that is designed for multiple languages!

Why the -40343? is that an appvar size limit or something?
Title: Re: Xeverion
Post by: Aichi on November 15, 2010, 08:54:14 am
Sorry I can't help but this is the thing I like most about axe, we can now finally make neat data files and select when transferring only those that we need! This is great for a game that is designed for multiple languages!

Why the -40343? is that an appvar size limit or something?
Im thinking Axe adds 40343 ($9D95+2) to the pointers, cause this should be the place where
the program is executed in RAM. I want to have the pure pointers, so I manually subtract this value from my pointers.
I dont use appvars for storing data, but programs. You can find the source code for these programs on/in/at/whatever my last post.

And yes, this thing is very useful for making big games. :)
Title: Re: Xeverion
Post by: DJ Omnimaga on November 15, 2010, 11:25:24 am
I am more concerned at the negative sign after the 40343. Could you explain exactly what is 40343? ???

That said, nice idea of having language packs. Should be much easier to update the game for bugs even if there are multiple languages.
Title: Re: Xeverion
Post by: Aichi on November 15, 2010, 12:58:12 pm
For example. if there is a pointer to the 8th byte of the program data, lets call this pointer Str1,
then a compiler dissolve the pointer into a word and put the value 8 + 40341 on every place where
the pointer was. It has to be the 8+40341th byte, not the 8th, cause this program won't be executed
from the first byte of RAM, but the 40341th byte. The assembly command org $9D95 (9D95 Hex = 40341 Dec)
tells the compiler how much bytes should be added to the pointers.
So, since I want to have the value 8, not the real pointer with 8+40341, I must subract 40341 from the pointer. 40343 was a mistake, it should be 40341.
I cant explain things in english very well, also I'm perhaps talking Bullsh!t. :<
Title: Re: Xeverion
Post by: DJ Omnimaga on November 15, 2010, 07:35:32 pm
Ah ok but why do you need to do such manipulations? Doesn't Axe lets you simply do stuff like Text(1,1,Str1+1 (If, for example, Str1 had HELLO, it would display ELLO.)? Someone else might need to explain this to me because I am really lost. X.x Sorry :/
Title: Re: Xeverion
Post by: Builderboy on November 15, 2010, 07:45:00 pm
This is what i think he is doing.  He has an appvar full of data, and since this data sets are random length, you can't know where one starts and another ends.  How to fix this?  Well if we have 10 sets of data, we can have 10 numbers at the begining of the appvar.  The first number will say "The first data set is X bytes from the begining of this appavar" and so on.

When you store text into a pointer in Axe, the pointer holds the location of the text.  So after "1234"->Str1, Str1 holds the location of the String "1234".  Well, programs in assembly (and axe) *always* start at the location 40341.  So if Str1 is 10 bytes after the start of the program, it will be located at 40351.  If we want to find out how far Str1 is from the start of the program, we just subtract the location of the string (40351) from the start of the program (40341), and we get 10 :)
Title: Re: Xeverion
Post by: DJ Omnimaga on November 16, 2010, 12:27:41 am
Ah ok but I used strings and tested before and don't remember setting text to addresses this high. Is it just because he uses appvars or did something in particular change since I released Axe Tunnel?
Title: Re: Xeverion
Post by: Builderboy on November 16, 2010, 12:33:57 am
hmm what do you mean by setting text to addresses?
Title: Re: Xeverion
Post by: DJ Omnimaga on November 16, 2010, 12:51:45 am
40351, right?

Sorry I am completly lost in this thing. I just never saw data being stored/read/whatever this high before in Axe. All I saw was stuff like Str1+1, Str1+2, etc. Not Str1+40351.
Title: Re: Xeverion
Post by: Builderboy on November 16, 2010, 01:09:53 am
Try not to think of 40351 as a number, but more as a location.  40351 is the location in RAM of the start of the program.  Lets have an example program:

Code: [Select]
.Axe        40351
Pxl-On(0.0  40355
9->A        40357
"123"->Str1 40362

in this example, 40351 is the place where the program starts, line 2 starts at 40355, line 3 starts at 40357, and the string starts at line 40362.  If we wanted to find how far from the start of the program line 4 is, we would subtract the two numbers, 40362-40351 = 11 bytes from the start.  Str1 points to the same place as Line 4, so we can use Str1 instead of 40362

Yeah like you said you normally don't see this kind of thing being done, it has been able to be done for a long time but i don't think i've seen it many places o.O its a pretty advanced use of pointers

Title: Re: Xeverion
Post by: DJ Omnimaga on November 16, 2010, 02:02:10 am
I know but I thought Str1 and other pointers were stored long before that, which is why I got confused. And yeah I never saw that trick before.
Title: Re: Xeverion
Post by: Builderboy on November 16, 2010, 02:04:17 am
yeah its a pretty confusing topic and implementation x.x
Title: Re: Xeverion
Post by: Aichi on November 16, 2010, 11:51:18 am
This is what i think he is doing.  He has an appvar full of data, and since this data sets are random length, you can't know where one starts and another ends.  How to fix this?  Well if we have 10 sets of data, we can have 10 numbers at the begining of the appvar.  The first number will say "The first data set is X bytes from the begining of this appavar" and so on.

When you store text into a pointer in Axe, the pointer holds the location of the text.  So after "1234"->Str1, Str1 holds the location of the String "1234".  Well, programs in assembly (and axe) *always* start at the location 40341.  So if Str1 is 10 bytes after the start of the program, it will be located at 40351.  If we want to find out how far Str1 is from the start of the program, we just subtract the location of the string (40351) from the start of the program (40341), and we get 10 :)

Yeah, this is exactly what my plan is. :)
The major problem is following:
Axe dont allow that I have this
Code: [Select]
Data(Str1-40341) in my code, before I use this command:
Code: [Select]
"ABC"->Str1
But (unlike all pure asm compilers I know) Axe is not allowing to use pointers before these pointers are defined.

I could put the Data( with all pointers into the last line and update the pointer to this Data( in the main code always when I change something in the language pack, but this wouldnt be efficient developing, huh?

So, the best solution for the problem would be that Quigibo let the compiler search for Str1 in the whole code, when Str1 is used before it is defined. While it isn't able to use the Data( in the first line, I have no other choice but I must put the Data( into the last line.

However, website update: http://xeverion.net.tc/ Added basic infos and the recent screenshot.
Title: Re: Xeverion
Post by: Builderboy on November 16, 2010, 12:14:48 pm
You could define empty data for the first line and then once you define the strings update the first lines.
Title: Re: Xeverion
Post by: Munchor on November 16, 2010, 02:00:31 pm
I love the fire emblem for Wii and DS, it's a great strategy game!

(http://img255.imageshack.us/img255/381/xevscreen.gif)

Looks great for a first attempt :)

I recommend changing the stripes sprite for the 'cursor' to something like a circle :s
Title: Re: Xeverion
Post by: ASHBAD_ALVIN on November 16, 2010, 03:54:20 pm
scout: that's the old screenie ;)

ALSO: why you using Mirage instead of the superior Calcutil or DoorsCS7? ;)
Title: Re: Xeverion
Post by: ztrumpet on November 16, 2010, 04:03:46 pm
Aichi, you could try something like this:

:"Test"->Str1
:"Try"
:[00]
:"Moar"
:[00]
:"Text"
:[00]
:"Trial"
:[00]
:
:3->A  // Spot in Data, so it would be "Text" if A=3
:
:Str1->C
:For(B,1,A)
:length(C)+C+1->C
:End
Now C should point to your string. :)
Title: Re: Xeverion
Post by: DJ Omnimaga on November 16, 2010, 04:15:45 pm
This is what i think he is doing.  He has an appvar full of data, and since this data sets are random length, you can't know where one starts and another ends.  How to fix this?  Well if we have 10 sets of data, we can have 10 numbers at the begining of the appvar.  The first number will say "The first data set is X bytes from the begining of this appavar" and so on.

When you store text into a pointer in Axe, the pointer holds the location of the text.  So after "1234"->Str1, Str1 holds the location of the String "1234".  Well, programs in assembly (and axe) *always* start at the location 40341.  So if Str1 is 10 bytes after the start of the program, it will be located at 40351.  If we want to find out how far Str1 is from the start of the program, we just subtract the location of the string (40351) from the start of the program (40341), and we get 10 :)

Yeah, this is exactly what my plan is. :)
The major problem is following:
Axe dont allow that I have this
Code: [Select]
Data(Str1-40341) in my code, before I use this command:
Code: [Select]
"ABC"->Str1
But (unlike all pure asm compilers I know) Axe is not allowing to use pointers before these pointers are defined.

I could put the Data( with all pointers into the last line and update the pointer to this Data( in the main code always when I change something in the language pack, but this wouldnt be efficient developing, huh?

So, the best solution for the problem would be that Quigibo let the compiler search for Str1 in the whole code, when Str1 is used before it is defined. While it isn't able to use the Data( in the first line, I have no other choice but I must put the Data( into the last line.

However, website update: http://xeverion.net.tc/ Added basic infos and the recent screenshot.
Cool, I checked the site. You should maybe put a link to this topic as well for people who want to discuss as well. :P (assuming you plan to share the website link with other people)
Title: Re: Xeverion
Post by: Aichi on November 16, 2010, 04:16:48 pm
@ Scoutdavid
Jup, it's an older one. :) You find the latest screenie on http://www.xeverion.net.tc/

@ztrumpet
Ah, thanks. This is a nice idea.
The routine is very memory-friendly and handy,
I'm just worry about the speed, since there is so much
text in it that A could be almost over 9000! :)
I try it as soon as I can, probably I implement this one.
Title: Re: Xeverion
Post by: ASHBAD_ALVIN on November 16, 2010, 04:17:11 pm
Nice, didn't notice a website there :P  Looks good so far!

What host are you using?  Is it FREE?  if so, Pyyrix and RandC might get their own websites :)

ALSO: wow you already have decided it will take 48K of MEM.  Wow, If only I could guesstimate the same for RandC...
Title: Re: Xeverion
Post by: Aichi on November 16, 2010, 04:20:52 pm
Nice, didn't notice a website there :P  Looks good so far!

What host are you using?  Is it FREE?  if so, Pyyrix and RandC might get their own websites :)
The webhoster I use is pretty great, free and without ads, but just avaible in german I think.
http://www.bplaced.net/
Title: Re: Xeverion
Post by: DJ Omnimaga on November 16, 2010, 07:24:22 pm
It appears to be in English actually. Alternatively there's x10hosting or something, I think, but I'm not sure if it's reliable.

Just try to not get your own forum, though. These days it looks like everyone who start their own blog get their own forum, like that craze in 2005, and it splits online communities even more. X.x
Title: Re: Xeverion
Post by: DJ Omnimaga on November 26, 2010, 06:05:27 pm
/me wonders if there were any more work on this since last update
Title: Re: Xeverion
Post by: Aichi on November 27, 2010, 10:28:00 am
/me wonders if there were any more work on this since last update

Some planned stuff, but not much, though.
The code will be too extensive to be in a singlepaged app.
A thing to solve this issue were splitting the code into
some subprograms and call them by Hybrid BASIC, but I don't
like this method, since the result would be altogether 7-8 files.
Also, I'm designing the code using many subroutines to call data and
optimaze things, so every of these subprograms had to contain the same routines.
Anyway, this would be the best solution that is currently avaible.

I rather wait for the avaibility of compiling code into multipaged applications.
I don't know whether Quigibo will be able to include such a feature.
Else I'll wait for the next programming language he metioned to create maybe here (http://ourl.ca/7665).

I'm still planning some stuff I mention on my Xeverion website.
Otherwise, I'm creating stuff with Blender (The website background for example)
and I thought about making Super Smash Bros. / Little Fighter II for TI.
Title: Re: Xeverion
Post by: Munchor on November 27, 2010, 10:32:03 am
/me wonders if there were any more work on this since last update

Some planned stuff, but not much, though.
The code will be too extensive to be in a singlepaged app.
A thing to solve this issue were splitting the code into
some subprograms and call them by Hybrid BASIC, but I don't
like this method, since the result would be altogether 7-8 files.
Also, I'm designing the code using many subroutines to call data and
optimaze things, so every of these subprograms had to contain the same routines.
Anyway, this would be the best solution that is currently avaible.

I rather wait for the avaibility of compiling code into multipaged applications.
I don't know whether Quigibo will be able to include such a feature.
Else I'll wait for the next programming language he metioned to create maybe here (http://ourl.ca/7665).

I'm still planning some stuff I mention on my Xeverion website.
Otherwise, I'm creating stuff with Blender (The website background for example)
and I thought about making Super Smash Bros. / Little Fighter II for TI.

Quigibo planned another language? Ooh he did, however, I recommend not to wait, so you either keep the code very large or you divide into several parts, waiting for Quigibo to finish something might take long, since he's very busy lately :S
Title: Re: Xeverion
Post by: FinaleTI on November 27, 2010, 11:04:44 am
/me wonders if there were any more work on this since last update

Some planned stuff, but not much, though.
The code will be too extensive to be in a singlepaged app.
A thing to solve this issue were splitting the code into
some subprograms and call them by Hybrid BASIC, but I don't
like this method, since the result would be altogether 7-8 files.
Also, I'm designing the code using many subroutines to call data and
optimaze things, so every of these subprograms had to contain the same routines.
Anyway, this would be the best solution that is currently avaible.

I rather wait for the avaibility of compiling code into multipaged applications.
I don't know whether Quigibo will be able to include such a feature.
Else I'll wait for the next programming language he metioned to create maybe here (http://ourl.ca/7665).

I'm still planning some stuff I mention on my Xeverion website.
Otherwise, I'm creating stuff with Blender (The website background for example)
and I thought about making Super Smash Bros. / Little Fighter II for TI.
Well, you could keep it all Axe by creating all the programs you need, then copying their code to appvars. Then, when you ran the program/app and needed one of those programs, you could create a temp program and copy the code from the necessary appvar and run the newly created program with some Hex ASM.
Title: Re: Xeverion
Post by: Aichi on November 27, 2010, 12:54:45 pm
Well, you could keep it all Axe by creating all the programs you need, then copying their code to appvars. Then, when you ran the program/app and needed one of those programs, you could create a temp program and copy the code from the necessary appvar and run the newly created program with some Hex ASM.
I don't really want to implement somehting like this.
A multipaged app would be much more effective than subprograms or 'subappvars'.
I think it were better to still wait for a multipage feature.
Title: Re: Xeverion
Post by: ASHBAD_ALVIN on November 27, 2010, 01:22:06 pm
or wait till the prizm with a C sdk and make add ins up to 1 MB each O.o and 16 bit colorz

...or wait till axe supports multipage apps.
Title: Re: Xeverion
Post by: Aichi on November 27, 2010, 01:33:57 pm
or wait till the prizm with a C sdk and make add ins up to 1 MB each O.o and 16 bit colorz

...or wait till axe supports multipage apps.
I rather wait for the second one, since I want to stay with TI83+/84+/SE. :)
I just hope I musn't wait too long for it. o.o
Title: Re: Xeverion
Post by: ASHBAD_ALVIN on November 27, 2010, 01:35:08 pm
hopefully not, I would like that too, as I am sure the casio basic on the prizm will suck and so I will have to bring my 84+ with me still to program in axe on calc.  And then when I get home, go on the c sdk on my comp.
Title: Re: Xeverion
Post by: DJ Omnimaga on November 27, 2010, 01:50:59 pm
Why is multiple sub-programs such a major issue Aichi? It's not like it will make the game any worse. People will still play it anyway. I don't get why people hate them so much, especially that you still end up with multiple files even when using APPS because of the appvars. I feel this is extremly narrow-minded

Why restrict yourself so much just because it would be in multiple sub-programs? Sorry but this frustrates me so much. I don't get why you would kill the project by absolutely wanting multiple page apps. Plus I wish you good luck dealing with multiple pages anyway because ASM programmers told me it was a major hassle to switch between them.

Multiple pages APPS for Axe are NEVER going to happen. If it does, it will be in 2013 or 2014. Quigibo is too busy with university to deal with this now. So you are gonna abandon Xeverion just because you are too narrow-minded to just use multiple sub-programs instead?
Title: Re: Xeverion
Post by: squidgetx on November 27, 2010, 02:24:18 pm
Aichi: You can avoid multiple subprograms by keeping the programs as appvars, then copying them from archive to a temporary program created in RAM then executing it from the app using the b_call ExecuteProgram with the hex code Asm(E7EF7C4E)

More info here (http://ourl.ca/7958)
Title: Re: Xeverion
Post by: DJ Omnimaga on November 27, 2010, 02:35:25 pm
Yeah I think he did not want multiple appvars either, though. But then, even with an app, he still ends up with them.

If Axe ever was gonna have multiple app page support, then Aichi would be in for even more trouble, because apparently switching between pages is a major PITA. You would need to ask Iambian to confirm, though.

On a side note is it possible to create appvars directly in the archive and have them be larger than 24 KB?
Title: Re: Xeverion
Post by: Aichi on November 27, 2010, 02:43:10 pm
Why is multiple sub-programs such a major issue Aichi? It's not like it will make the game any worse. People will still play it anyway. I don't get why people hate them so much, especially that you still end up with multiple files even when using APPS because of the appvars. I feel this is extremly narrow-minded

Why restrict yourself so much just because it would be in multiple sub-programs? Sorry but this frustrates me so much. I don't get why you would kill the project by absolutely wanting multiple page apps. Plus I wish you good luck dealing with multiple pages anyway because ASM programmers told me it was a major hassle to switch between them.

Multiple pages APPS for Axe are NEVER going to happen. If it does, it will be in 2013 or 2014. Quigibo is too busy with university to deal with this now. So you are gonna abandon Xeverion just because you are too narrow-minded to just use multiple sub-programs instead?

Wow, sorry. I didn't know how wrong I am when I thought multipaged apps had no disadvantages and it was no problem for Quigibo to implement such an oncalc compiler.
I don't hate subprograms and I'm wondering where I said games using subprograms are bad.
I just thought that using an applications would be better for my project, espacially because I designed my code as a network of sublabels. Using different programs needed many equal sublabels (for example needs every sublabel the axe parser drawing routine and about 40 character structure sublabels), what provides kinda ineffiecient results.
Ok, I will forget my stupid idea and perhaps split the game into programs.
Also, I'll be more cautious with posting things and listen to people who has more experience than me.
Title: Re: Xeverion
Post by: calcdude84se on November 27, 2010, 02:44:27 pm
Yeah I think he did not want multiple appvars either, though. But then, even with an app, he still ends up with them.

If Axe ever was gonna have multiple app page support, then Aichi would be in for even more trouble, because apparently switching between pages is a major PITA. You would need to ask Iambian to confirm, though.

On a side note is it possible to create appvars directly in the archive and have them be larger than 24 KB?
DJ, it might be possible, but you wouldn't be able to unarchive them :P
On a more serious note, they would still be usable. I think it is in fact possible; I remember statements that there are bcalls that allow the creation of appvars directly in the archive.
Title: Re: Xeverion
Post by: squidgetx on November 27, 2010, 03:11:29 pm
Yeah I think he did not want multiple appvars either, though. But then, even with an app, he still ends up with them.

If Axe ever was gonna have multiple app page support, then Aichi would be in for even more trouble, because apparently switching between pages is a major PITA. You would need to ask Iambian to confirm, though.

On a side note is it possible to create appvars directly in the archive and have them be larger than 24 KB?
DJ, it might be possible, but you wouldn't be able to unarchive them :P
On a more serious note, they would still be usable. I think it is in fact possible; I remember statements that there are bcalls that allow the creation of appvars directly in the archive.

If anyone has more info on this I would be extremely interested
Title: Re: Xeverion
Post by: calcdude84se on November 27, 2010, 03:16:01 pm
Just something I remembered hearing about. I'll ask BrandonW on IRC if he knows more :)
Title: Re: Xeverion
Post by: DJ Omnimaga on November 28, 2010, 04:10:12 am
Yeah I think he did not want multiple appvars either, though. But then, even with an app, he still ends up with them.

If Axe ever was gonna have multiple app page support, then Aichi would be in for even more trouble, because apparently switching between pages is a major PITA. You would need to ask Iambian to confirm, though.

On a side note is it possible to create appvars directly in the archive and have them be larger than 24 KB?
DJ, it might be possible, but you wouldn't be able to unarchive them :P
On a more serious note, they would still be usable. I think it is in fact possible; I remember statements that there are bcalls that allow the creation of appvars directly in the archive.
Well I wondered since it's possible in Axe to read stuff from archive. I am unsure how far it can read in an appvar, though...

Why is multiple sub-programs such a major issue Aichi? It's not like it will make the game any worse. People will still play it anyway. I don't get why people hate them so much, especially that you still end up with multiple files even when using APPS because of the appvars. I feel this is extremly narrow-minded

Why restrict yourself so much just because it would be in multiple sub-programs? Sorry but this frustrates me so much. I don't get why you would kill the project by absolutely wanting multiple page apps. Plus I wish you good luck dealing with multiple pages anyway because ASM programmers told me it was a major hassle to switch between them.

Multiple pages APPS for Axe are NEVER going to happen. If it does, it will be in 2013 or 2014. Quigibo is too busy with university to deal with this now. So you are gonna abandon Xeverion just because you are too narrow-minded to just use multiple sub-programs instead?

Wow, sorry. I didn't know how wrong I am when I thought multipaged apps had no disadvantages and it was no problem for Quigibo to implement such an oncalc compiler.
I don't hate subprograms and I'm wondering where I said games using subprograms are bad.
I just thought that using an applications would be better for my project, espacially because I designed my code as a network of sublabels. Using different programs needed many equal sublabels (for example needs every sublabel the axe parser drawing routine and about 40 character structure sublabels), what provides kinda ineffiecient results.
Ok, I will forget my stupid idea and perhaps split the game into programs.
Also, I'll be more cautious with posting things and listen to people who has more experience than me.
Ah ok because it seemed like you were insisting so much on not using sub-programs because it was apparently an extremly bad thing. It seemed like you were ready to kill this project if you were gonna be forced to use them. That said I guess with multiple sub-programs it's indeed harder to use sub-routines in all of them. I think it's no hope to wait for multipage support, though, because just seeing Axe progress rate lately mulltiple app support is just not gonna happen anytime soon. It's not Quigibo fault, but rather life fault that makes university so demanding.

Anyway good luck!
Title: Re: Xeverion
Post by: Quigibo on November 28, 2010, 04:44:29 am
Its not that I'm too busy (although that might be part of it).  Its mainly because the app compiling is VERY dangerous.  The only reason I understand how the code works now is mainly from BrandonW's help.  There are a lot of very tricky bcalls and formalities that TI uses when jumping around the flash pages.  Its already hard enough to allocate a single page for apps, but allocating 2 pages is really tricky because it sometimes involves swapping sectors if I remember correctly.  The point is, I could do it, but I would need a lot of help to make sure there are no rom corrupting bugs (which are really nasty).  Even if I did get it to work, it would still be data-only for the second page unless I create some kind of new syntax for off-page calls.

I do plan to make more of the code open source after the next few releases including the application compiling, error scrolling, and other potentially useful sections.  Tomorrow I will have a new update, I rewrote all of the archive reading code which took me about 4 days.  I'm not sure if there will be any new commands, but I fixed a lot of bugs, safety, optimizations, and looser syntax.
Title: Re: Xeverion
Post by: calcdude84se on November 28, 2010, 09:44:19 am
Multi-page apps can cross sectors :/
Quigibo, couldn't sub( be expanded to include off-page bcalls? I don't see the need for any new syntax (maybe I'm missing something...) There would need to be syntax to mark off pages, though.

Nice to here about a new update :) How will the syntax be looser?
Edit: Discussion about Axe should probably be in the Axe subforum, shouldn't it... :/
Title: Re: Xeverion
Post by: DJ Omnimaga on November 28, 2010, 11:29:55 pm
I'm glad the new update arrived :D

As for multiple page app compiling, I think people should stick with the idea that it will not come out in a long while from now on, because I think it's not a good idea to halt a project until that feature arrives. By the time it will have been figured out, the project author may have lost interest so I think it's best that people use the current ressources they got while multiple app pages compiling is figured out. Anything involving writing to flash is dangerous so Quigibo needs to make sure it works properly before releasing and ask for help and stuff.
Anyway good luck Quigibo and Aichi!
Title: Re: Xeverion
Post by: Runer112 on November 28, 2010, 11:45:20 pm
The problem with compiling multi-page apps is not that writing the extra app pages to flash would be dangerous. The problem is adapting the compiled code to include page swapping. It's hard enough to get it to work for a program that you coded yourself in assembly, knowing where the routines and data are. It's even harder to get it to work for arbitrarily coded programs.
Title: Re: Xeverion
Post by: DJ Omnimaga on November 28, 2010, 11:48:36 pm
Ah, right. I remember Iambian and someone else saying something about page swapping being quite a PITA to handle in their projects. That's personally one thing that would make me relunctant from attempting to work on such game. Also if the data is on a different page than the code, wouldn't you need to constantly switch when you need the data then the code? I don't know about that stuff but I think I heard something about that before.
Title: Re: Xeverion
Post by: Munchor on November 29, 2010, 09:14:26 am
I'm happy with the result of the poll, since that's what most happens in RPG's
Title: Re: Xeverion
Post by: DJ Omnimaga on December 18, 2010, 07:50:43 pm
Any luck with this Aichi, btw? Or are you mostly brainstorming for more ideas?
Title: Re: Xeverion
Post by: Aichi on December 25, 2010, 12:42:30 am
Any luck with this Aichi, btw? Or are you mostly brainstorming for more ideas?

Sorry, I didn't check this topic for new posts recently.
Creating such a huge RPG oncalc was a really bad idea.
I'm rather waiting for "Axe Parser 2" or tiDE.
I don't work on any TI project right now, but Adobe Flash Games.  :)
Title: Re: Xeverion
Post by: DJ Omnimaga on December 25, 2010, 07:45:38 pm
Aw ok, sorry to hear :(

I hope you don't quit calc stuff, though. Are you planning to announce some of your Flash projects on Omni? In the future it might actually be cool to add new games in our arcade that are made by actual forum members. :P
Title: Re: Xeverion
Post by: Ashbad on December 25, 2010, 07:46:52 pm
Sorry to hear, but I second DJ's idea -- I would love to see your games in the arcade.
Title: Re: Xeverion
Post by: Aichi on December 25, 2010, 10:25:04 pm
This time I didn't want to make announcements without being sure that the project don't
freeze or die through something. :) And yeah, it would be great to see my games in the arcade section.
I only program in Flash since a few days, but I already have successes by create a Jump'n'run Engine.
You can play a demo level on http://www.aichi.bplaced.net (http://www.aichi.bplaced.net). Currently I'm playing around with
connecting object classes and the major code.

I continue developing TI stuff if Quigibo published his announced PC IDE.
Title: Re: Xeverion
Post by: jnesselr on December 25, 2010, 10:32:08 pm
Well, either way, glad to see you back Aichi!
Title: Re: Xeverion
Post by: DJ Omnimaga on December 25, 2010, 10:50:11 pm
Ah cool, I am curious how this engine will turn out :)