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1126 15694 9 Apr, 2006, 11:06
In: Last Post[GAME]Learn how to count to...
By: DJ Omnimaga
 

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 Metroid Pi, Yes, 3.141592654...
DJ Omnimaga
Posted: 3 Sep, 2007, 19:56


Ragol666


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Joined: 9 Apr, 2006



cool to hear. I hope to be able to integrate celtic II to Metroid II: Evolution, because the insane amount of subroutine is what make the entire game run very slow, especially on the 83+. If it's the total memory usage that cause problem then I can't do much though sad.gif. Still, taking down the 300 8x12 maps in Metroid II from about 30-40 subroutines to 5 would pwn, same if i manage to have the programs copied to XTEMPxxx all merged together and just recall the part of code i need for my routine


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TheStorm
Posted: 4 Sep, 2007, 11:08


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will it have different graphics or will it still be ASC II?


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DJ Omnimaga
Posted: 4 Sep, 2007, 11:49


Ragol666


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I would stick with dual layer ASCII, it looked pretty neat to me. Else, then I would move to xLIB


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Harrierfalcon
Posted: 4 Sep, 2007, 22:21


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Group: Coders Of Tomorrow
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Joined: 8 Feb, 2007



Well so far, here's what I'm planning:
  • Dual-layer ASCII graphics, with more graphics manipulation
  • Extensive use of Basic's subprograms and my new relatively fast dynamic subroutine system.
  • Plenty more powerups--missiles, energy tanks, Space jump, hi jump, beam stacking
  • A couple of wavering powerups; morph ball and suits.
  • 3 worlds, with X number of rooms each (although my limit per world is 18*18, that should tell you something).
  • Obviously, a way longer gameplay time.
  • Speed! I did some major testing, Metroid Pi runs much faster when the parser doesn't have to go through all the hard-coded stuff. Therefore, combining subroutines with the ability to change themselves to suit, say, a new beam, or missiles, will be very beneficial. And, not quite so dependent on variables, but rather on constants biggrin.gif.


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nitacku
Posted: 5 Sep, 2007, 0:48


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Group: Coders Of Tomorrow
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Joined: 15 Aug, 2006



Maybe part of your engine could be incorporated into the secret project, or vise versa. The tile routine works pretty fast tongue.gif


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Harrierfalcon
Posted: 5 Sep, 2007, 6:30


Ultimate Member


Group: Coders Of Tomorrow
Posts: 139
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Joined: 8 Feb, 2007



I'll tell you that it involves Celtic2 and prgmZASSEMB1. (That's one of the subprograms of the OTBP assembler).

That program takes the program whose name is in Ans as a string, and returns that entire program as a string. Complete with newline tokens that appear as spaces.

Combined with the program manipulation abilities of Celtic2, it works well and pretty fast. smile.gif


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