This is an archived, read-only copy of the United-TI subforum , including posts and topic from May 2003 to April 2012. If you would like to discuss any of the topics in this forum, you can visit Cemetech's Your Projects subforum. Some of these topics may also be directly-linked to active Cemetech topics. If you are a Cemetech member with a linked United-TI account, you can link United-TI topics here with your current Cemetech topics.

This forum is locked: you cannot post, reply to, or edit topics. Project Ideas/Start New Projects => Your Projects
Author Message
WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 22 Jul 2006 12:32:23 pm    Post subject:

New update ready!

I've made a ton of changes. Check the changes.txt file for more specifics.

File size has been rolled back ~ 2k (with little loss to gameplay)!
Back to top
Sage Orator


Advanced Member


Joined: 23 Apr 2006
Posts: 337

Posted: 23 Jul 2006 08:25:12 pm    Post subject:

Just downloaded it. I'll look at it and get back to you. Pretty busy though so we'll see.
Back to top
WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 24 Jul 2006 12:13:30 pm    Post subject:

Another update...

Mainly fixed bugs, but also I combined prgmMAP with prgmWOW2 (Finally!)
Back to top
Sage Orator


Advanced Member


Joined: 23 Apr 2006
Posts: 337

Posted: 25 Jul 2006 01:41:45 am    Post subject:

It’s good stuff but I can’t build 100% of the time. I’ll try to see if it’s my calc or not, maybe you haven't coded it yet. Otherwise it’s great... all of my previously mentioned pet peeves, I think, are gone.
I’ve made some simple optimizations that I’ll post soon once I finish fixing some things. I can provide documentation of the optimizations if you want. I’ve saved 28 bytes and some speed. No major overhauls yet.

[Edit 1] I sent it to my calc again and I must have deleted or cleared something, works great now. It runs smooth and is fun. I may think of some gameplay suggestions later.

[Edit 2] Here's my optimized version, I got both previously mentioned bugs out. This is after going through the code only twice. More to come.

[Edit 3] Newest version, saved 44 bytes. Still nothing major.


Last edited by Guest on 25 Jul 2006 10:42:46 pm; edited 1 time in total
Back to top
WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 27 Jul 2006 10:03:27 am    Post subject:

Yes, documentation of changes would help me a lot.
Back to top
Sage Orator


Advanced Member


Joined: 23 Apr 2006
Posts: 337

Posted: 27 Jul 2006 10:47:26 pm    Post subject:

Okay I'll get it to you by tomorrow... probably. I've been going through it one last time and completly screwed something up so I need to try and fix that.

I fixed it, spent all night doing so too, so here is the documentation along with the newest version. I'll get a more detailed one to you soon. 125 bytes saved.

I also included a version without GDB 1, still 105 bytes saved, it's just a personal preference not to take up the GDB slots, to have less to put on my calc, and to have less overall memory being taken up. It's WOW 76.


Last edited by Guest on 29 Jul 2006 12:16:47 pm; edited 1 time in total
Back to top
WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 29 Jul 2006 12:52:33 pm    Post subject:

Great job.

I need some help from someone who's knowlegable with xlib.

I can't seem to get the sprite routine to work correctly.
I want to make it so that when you select a unit (not a building) your cursor will change to the unit's icon, allowing you to move units arround.

Whenever i follow the instructions given by the readme (yes, I read it!), It just gives me nothing. Can't figure out what's wrong.

What Should work(just for simplicities sake)

Code:
real(1,0,0,1,8,1,0,0,0,0,1
Back to top
Sage Orator


Advanced Member


Joined: 23 Apr 2006
Posts: 337

Posted: 29 Jul 2006 11:01:26 pm    Post subject:

I know some, what do you have now?
Back to top
WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 30 Jul 2006 10:32:55 am    Post subject:

Never mind, I fixed my xlib problem. Here's an update. Check the log for details.

I think it is better to use a GDB because not only does it set the screen to the dimensions I want (and also set the graph format), but it also sets all the y= functions back to nothing.
Back to top
WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 04 Aug 2006 11:03:40 am    Post subject:

Okay, I finally got arround to program in the move function. However, after testing, I found out that this is way to slow (try moving far to see what I mean). I need help optimizing this (for speed only).

Code:
;Here's the code I need optimized
L+7M->H:D+7W->T:DelVar IDelVar JC->S:K->G
While H!=T or G!=S
DelVar NDelVar O
(G<S)+G-(G>S)->G
If [J](H,G:Then:K->G:1->N:End
(H<T)+H-(H>T)->H
If [J](H,G:Then:L->H:1->O:End
If 1+I/5>LDSAV(85+P) or (O and N):Then:Text(57,0,"INVALID PATH SELECTION
Repeat getKey:End:real(12,7,0,57,96,63,1:H->T:G->S:1->J:End
1+I->I
End
DelVar T
If J:Goto 8
R+15P->[J](D+7W,C
0->[J](L+7M,K
C->K:D->L:W->M
LDSAV(85+P)-1-int(I/5->LDSAV(85+P


Another chunck of code I need optimized is this...
When you select end turn, it has to spend time to figure out what buildings/units were training, and then turn them into something useful. Here's the code:

Code:
;Optimize for speed
For(A,1,11
For(B,1,14
If 30<[J](B,A:Then:[J](B,A)-30->[J](B,A:1+LDSAV(2[J](B,A)+9-29P->LDSAV(2[J](B,A)+9-29P:End
End:End


Here's the updated file... If you find any bugs or inefficient code, please tell me.
Back to top
Cure


Active Member


Joined: 11 Apr 2006
Posts: 739

Posted: 07 Aug 2006 08:30:10 pm    Post subject:

Hopefully you fixed the bug that causes the game to freeze when you hit Windows, and scroll down to the last page. And also documentation on how to play the game would help too. Just some suggestions.
Back to top
WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 08 Aug 2006 10:31:51 am    Post subject:

Fixed the bug, as well as finished implementing unit training. All that's left is the battle engine and AI support.

Edit: Everything except the AI is now finished!

I need some input on the team bonuses, though. Are these fair?
Britain - Lvl 2 defence
China - Free Citizens
Germany - Lvl 2 attack
Italy - Lvl 2 food and lvl 1 oil
Japan - Extra mobility (+5 per turn)
USSR - 50% cheaper infantry
US - lvl 1 manufacturing and lvl 1 money

Please don't judge them by how they look, but instead try them out.

I also need some ideas for stratagies that the AI can use


Last edited by Guest on 08 Aug 2006 07:48:46 pm; edited 1 time in total
Back to top
WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 11 Aug 2006 08:56:12 am    Post subject:

new update of WOW2 is ready.

I have changed the map interface to allow for a larger playing map, and also made it so that you no longer have to press [ALPHA] to access the other half of the map. Instead, the map will move if you try to scroll 'out of' the viewable screen.
Back to top
WikiGuru
ADOS (Attention deficit... Oh! Shiny!)


Elite


Joined: 15 Sep 2005
Posts: 923

Posted: 11 Aug 2006 09:20:24 pm    Post subject:

Here's another animated screen shot. I've also fixed some bugs in the new version
Back to top
Display posts from previous:   
Register to Join the Conversation
Have your own thoughts to add to this or any other topic? Want to ask a question, offer a suggestion, share your own programs and projects, upload a file to the file archives, get help with calculator and computer programming, or simply chat with like-minded coders and tech and calculator enthusiasts via the site-wide AJAX SAX widget? Registration for a free Cemetech account only takes a minute.

» Go to Registration page
    » Goto page Previous  1, 2, 3
» View previous topic :: View next topic  
Page 3 of 3 » All times are UTC - 5 Hours

 

Advertisement