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Darth Android DragonOS Dev Team
Bandwidth Hog
Joined: 31 May 2003 Posts: 2104
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Posted: 24 Jul 2003 02:09:07 am Post subject: |
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hehehehehehe, so long as u tell us what u did and make sure every body knows. i dont think any1 viewed it though |
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Tyler
Advanced Member
Joined: 29 May 2003 Posts: 352
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Posted: 24 Jul 2003 06:18:48 am Post subject: |
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If I'm not so lazy, I could dig up the tilemap routine I made that uses matrixes and loads a (8x9?) tilemap in a few seconds. |
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Tyler
Advanced Member
Joined: 29 May 2003 Posts: 352
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Posted: 24 Jul 2003 06:19:39 am Post subject: |
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But it might be a little bit slower for you if you don't have the silver edition! |
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Tyler
Advanced Member
Joined: 29 May 2003 Posts: 352
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Posted: 24 Jul 2003 07:06:14 am Post subject: |
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Couldn't find it, so I made a even better one! Draws a 7*11 field in a few seconds! (The sprites I used to test it with are just lines, but it is easily expandable!) I have not made a cursor yet, but I maybe will later!
Theres 3 Programs :
RESMATRX: Clears Matrix A, Makes it if not already made
DRWFIELD: Draws the horiz and vert lines on the field and clears the screen
DRWMATRX: Draws the sprites that were placed in Matrix A
Code: prgmRESMATRX
{7,11}-->dim([A]
For(X,1,7
For(Y,1,11
1-->[A](X,Y)
End:End
prgmDRWFIELD
ClrDraw
0-->A
0-->B
For(X,0,3
For(Y,0,2
Horizontal B
Vertical A
A+8-->A
B+8-->B
End
End
For(X,89,94
Line(X,0,X,62,0:End
For(Y,57,62
Line(0,Y,94,Y,0:End
prgmDRWMATRX
1-->A
For(Y,1,11
1-->B
If Y(Not equal)1:A+8üA
For(X,1,7
If [A](X,Y)=1 ;Add tiles here, just If [A](X,Y)=2,3,4...
Then
Line(A+1,B+1,A+5,B+1
End
B+8-->B
End
End
If anyone would like me to send the the source code via email, post your email address and I'll send the acctual program files in a zip! |
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Darth Android DragonOS Dev Team
Bandwidth Hog
Joined: 31 May 2003 Posts: 2104
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Posted: 24 Jul 2003 10:28:33 am Post subject: |
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yes, but matices are HUGE and lists are smaller, and the slow part of his routine is the Line(A+1,B+3........, not the actuall routine that determines where and which sprites. |
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Tyler
Advanced Member
Joined: 29 May 2003 Posts: 352
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Posted: 24 Jul 2003 10:47:30 am Post subject: |
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Why is everyone starting to use BIG words all the time, besides, the matrix is 600bytes and it is temporary! |
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JesusFreak JesusFreak
Active Member
Joined: 17 Jun 2003 Posts: 537
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Posted: 24 Jul 2003 10:55:44 am Post subject: |
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Quote: I changed 24 to 244 as a joke.
Sorry, I guess that was irresponsible.
I would ban myself, but like the president, I am subject to laws in a less severe manner.
Soemone PM me about that and i was so confused b/c i thought that i had written 24 but it was 244 i think is was Justin W who PMed me.
I hate you!
(not really, plz don't ban me) |
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Darth Android DragonOS Dev Team
Bandwidth Hog
Joined: 31 May 2003 Posts: 2104
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Posted: 24 Jul 2003 12:46:58 pm Post subject: |
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hehehe. it was a good joke though |
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Ben Trettel
Member
Joined: 17 Jul 2003 Posts: 153
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Posted: 25 Jul 2003 06:39:38 pm Post subject: |
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Why don't you guys make your map loaders have stuff like caching, and load the maps from strings instead of matrixes or lists? The one I made for the RPG I'm working on already loads the maps from strings, and will have caching very soon.
The system I use now for my RPG loads 96 8x8 sprites in about 17 seconds, or more than twice as fast as yours. And I'm working on a way that would cut that down to less than 6 seconds(I have tested a very beta way to do this, it got 4 seconds, but it didn't work perfect), and I'm gonna add screen caching, so that the screens will have instant loading after you have been there. The individual screens for my RPG are also only 192 bytes big, saving space while not taking away a lot of speed, and letting you embed variables into the levels(thats how I make things disappear from the map without modifying the level file). Using strings is MUCH easier than you would think. If anyone wants to see this, wait for my RPG to be finished, or at least for me to make a demo of it.
Last edited by Guest on 25 Jul 2003 06:40:12 pm; edited 1 time in total |
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Darth Android DragonOS Dev Team
Bandwidth Hog
Joined: 31 May 2003 Posts: 2104
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Posted: 25 Jul 2003 09:38:14 pm Post subject: |
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1. u cant fit 96 8*8 sprites on the screen of a 83+(se). 77 (7*11) sprites can fit with 7 pixels ont he bottom and 7 on the side for status.
i have a routine that pulls data frome a list and writes the screen (77 tiles) in less than 5 seconds. 83+ (no se) :P
and it caches (complies) the sprite set off of a list in the srings for fast recolection.
Last edited by Guest on 25 Jul 2003 09:42:14 pm; edited 1 time in total |
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Ben Trettel
Member
Joined: 17 Jul 2003 Posts: 153
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Posted: 26 Jul 2003 11:41:15 am Post subject: |
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I use OmniCalc. It lets you have 12x8. You can put the sprites on the 96th and 64th pixels. |
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Adm.Wiggin aka Tianon
Know-It-All
Joined: 02 Jun 2003 Posts: 1874
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Posted: 26 Jul 2003 01:46:02 pm Post subject: |
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but not everyone Has omnicalc, or wants to take up that much space, just for ur little game! :)
oh, and btw, mine will allow 8x12... u just wouldnt want that cause it would leave no room for the status bar and such!
Last edited by Guest on 26 Jul 2003 01:47:01 pm; edited 1 time in total |
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Ben Trettel
Member
Joined: 17 Jul 2003 Posts: 153
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Posted: 26 Jul 2003 01:50:53 pm Post subject: |
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Well, I figured that since my RPGs levels are gonna take up around 80K total, another 16k archived won't hurt. Besides, I like OmniCalc. Maybe I could try it with your program if people don't use OmniCalc. |
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Adm.Wiggin aka Tianon
Know-It-All
Joined: 02 Jun 2003 Posts: 1874
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Posted: 26 Jul 2003 01:52:18 pm Post subject: |
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ok, ill try to get it out as fast as possible it is soo freakin' close it isnt even funny! |
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Ben Trettel
Member
Joined: 17 Jul 2003 Posts: 153
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Posted: 26 Jul 2003 01:59:04 pm Post subject: |
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Could you make it read from Pics? I have most of my graphics stored in Pic2. It would take forever(well almost) to convert them to whatever string format you use. Not to mention reprogramming, since I designed my entier RPG off a numbering system, where a object with a number over 42 can talk and do other things. It will also take a while to make it store each sprite each screen uses to a string while drawing the map. |
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Darth Android DragonOS Dev Team
Bandwidth Hog
Joined: 31 May 2003 Posts: 2104
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Posted: 26 Jul 2003 04:17:06 pm Post subject: |
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i can convert them in minutes. im also making a prgm that does it automatically.
PM me the sprite (prefferably in 1s and 0s) and ill convert it for u.
just PM me and ill convert all that u need me to
--your friend,
Dragon King |
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Tyler
Advanced Member
Joined: 29 May 2003 Posts: 352
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Posted: 01 Aug 2003 10:08:08 am Post subject: |
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(ASM) = 0.2Sec |
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Ben Trettel
Member
Joined: 17 Jul 2003 Posts: 153
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Posted: 01 Aug 2003 10:30:52 am Post subject: |
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Is that completely ASM? |
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tr1p1ea
Elite
Joined: 03 Aug 2003 Posts: 870
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Posted: 03 Aug 2003 10:46:08 pm Post subject: |
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Its actually probably a lot faster that 0.2 :P
edit - If you are smart enough to figure out how to do a tilemap routine is basic. You should be able to do it in asm as well.
Last edited by Guest on 03 Aug 2003 10:47:09 pm; edited 1 time in total |
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