Is this a bit too ambitious for a highschooler?
Yes
 0%  [ 0 ]
No
 16%  [ 8 ]
This is way too ambitious for a highschooler. Go for it.
 84%  [ 42 ]
Total Votes : 50

Znak_Pares wrote:
Update: I rearranged some of the code, so now all the maps are stored in their own single program and added the third room of the game. I was also looking at the amount of RAM each room takes and I was wondering if it would be possible if I could make a few programs to hold the maps, then archive all of them, then when the main program needs the level data it runs a program that unarchives the necessary program. The problem I see with this is that in BASIC I can't use the archive or unarchive commands. Can anyone perhaps help me find a way around this or give me links to resources that could help?


Unfortunately, TI-Basic doesn't allow you to use Archive and UnArchive on programs while a program is running. You'll need to use assembly to archive and unarchive, so I would say using either an assembly subprogram or a hybrid library like Celtic 3 would be best.

Assembly hexcode to archive a program:

Code:
AsmPrgm
EFD74AD604C0
EB4E234623
117884EDB012
EFF142D8
78B7C0
EFD84FC9

Assembly hexcode to unarchive a program:

Code:
AsmPrgm
EFD74AD604C0
EB4E234623
117884EDB012
EFF142D8
78B7C0
EFD84FC9
- Code by Xeda on TI Basic Developer
Both of these programs require you to put the program name in Ans as a string, with a "[" before the name. For example, to archive prgmNAME, use

Code:
"[NAME":Asm(prgmARCHIVE


Alternatively, you can use Celtic 3 (or Doors CS 7, since it has Celtic built-in). The code

Code:
det(0,"NAME
will toggle the archive status, and
Code:
"A"=sub(det(0,"NAME",7),1,1
returns 0 if the program is in RAM, 1 if in Archive.
Thanks! But I think I found a different way to archive and unarchive the map programs with a different hex code that would work better for my purposes. In other words, I am now very confident that I will be able to make all the rooms for Undertale. Currently there are 8 in my calculator. One problem I have though is that the level loading is very slow, so I might look for ways to try optimize it
This is very ambitious! However, there should be no fear going for it!! B) however, my only concern would be the rendering and shaders. Unless you have a newer rendition of the TI-84, it would be VERY difficult and take up a lot of storage. I attempted to download Calctale once and it almost destroyed my calculator!!! (of course, itโ€™s not finished XD). I need Undertale to get through the slog of midterms!! ๐Ÿ˜›
Thanks. The way I'm doing the rendering is just to use text characters for the levels, so it doesn't take up too much space. It should be doable if I stick to the ideas that I have set of how I intend for the project to work.
  
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