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Posts posted by ultima
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Nice work I added the title screen in and fixed a couple errors the mod to the breakable walls was missing some placement arguments. I also fixed the starting screen issue of firing at the dead tree to enter the dungeon and also fixed the boss.
Ill post the .bas later when i grab my pc.-
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Thanks SI02 & GroovyBee for the help. The version I posted seems to be useless for real hardware so I will return to an earlier build with the cycle savings (at least it has a more stable picture.)
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The best optimisations come from algorithmic changes. Posting your "slow" code and asking for optimisation tips or better algorithms than the ones you are currently using, would be a better approach in my opinion.
I managed to cut around 6 cycles removing some of the if..then statements with on..goto. It seems to blast out as high as 10 cycles over during certain enemy movement phases. BTW the enemy program under the headers _MaelstromAI & _MaelstromAI_II were modified from Random Terrain's collision prevention code to keep enemies off the playfield (as long as I establish pre-configured starting locations which at this time are only partially implemented).
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I seem to remember RevEng posting a similar topic to this but would like to ask it once more if anyone would like to share some tips on saving cycles.
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Thanks once again RT! As it turns out I neglected to run the "install_win.bat" and run the settings configuration fresh on VbB. I ran the conficted code and it now compiles correctly with 8 banks.
Ok back to coding...
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It compiled and ran for me
That's good! I'm not crazy, but now I've got to track down the problem. I have no idea why it's not compiling this but it did all 8 banks on shadow of the colossus. Maybe windows 8.1 was sabotaged by micro$oft. But I must be missing a file or something. I'll try another install and hope for the best.
**tried reinstalling again, no go. I guess if I needed a push to try learning pure asm coding I seem to have no other options.
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I reinstalled bB(64-bit) and VbB(568) and it works. It compiled a new multibank program as expected, but when I tried to run my old code it compiles as 1 bank not the 8 I expected :\
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Late post but did manage to kill the 16th colossus Malus. Unfortunately till my bB gets up and running again I can't update the collision detection so it's still the "rub the wall and get sucked in" style. Also the score graphics are from sword of iffrit.
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added ver 10 to first post. didn't get a chance to try the loon's idea the reason is stated in the first post.
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Managed to bring in some enemy A.I.(any good advise here?), and you have to defeat the boss to get to the next room with the triangle. also added a flash of color to the enemies when you get a hit in.
Still can't track down why the player direction graphic is getting wonky. Here's the source if anyone wants a good laugh.
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Ok, After ripping my hair out finally solved a bug (taking damage when passing through a door) also added another key, another door and added two false walls that can be shot open, also up and down directions for the character.
I think it's close to functional but for some reason the player direction timing feels off so will focus on that in next update.
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I worked on this a little more. Fixed one door added another that uses a different colored key. Started some work on drawing 4 directions to display character at facing direction that I might use in making holes in playfields using variations on pfline and pfhline. So it might offer door puzzles and secret doors found only by searching the playfields for weak sections.
Once that gets worked out I want to try some ideas for enemy AI and finally remixing the game with the story mode included
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No Sword of Iffrit for now. The game is getting it's 4th reboot currently. You can try the new engine (in a fun mini game) in the first post. cheers
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My early versions of the game had static item placement it wouldn'n be difficult to add it in as an alternative game, also had some plans for a two player duel game too.
I did salvage 500 bytes today eliminating overused code. I will likely redesign everything from where its at, the engine is what im happy with.
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Version 25 in 1st post. I think I have it where I like it, now I need to take some time to clean the code up see if there is any place where I can simplify it or rewrite portions.
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Version 24 *see first post for changes.
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Version 23 in first post.

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Not sure if it helps but in the titlescreen folder is an .asm file named "titlescreen_layout.asm" it should only have one listing for each kernel your using
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Wow that is incredible
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I found a way to expand the number of rooms so I've been working on creating a larger world. New version in first post.
-expanded rom to 32k
-some new areas
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I added beta 20 to the first post. I thought the ground should be frozen in Iceland, also includes another monster.
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added some music there are two versions vote for your favorite, if you think it needs more work ill write some more
***sorry uploaded the wrong beta 18-2
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I wanted to ask anyone who has some ideas how we can better organize our programs. It seems that lots of things we regularly do like drawing players and playfields...missiles, but is there a better order for when in our main loop we should we be checking controller input? when to update music?..ect
It seems like the larger my programs get, the less I have a handle on what the appropriate way to organize it should be. Is there any pointers or helpful
threads that have discussed this topic? thanks

cycle saving tips?
in batari Basic
Posted
Lol, true dude very true. I do want to play it on real hardware in the future.
I did free up some processes this afternoon still trying to organize all the code to figure out if there are other areas that have become to complex or useless. Then the game still has lots of fine tuning. It seems like a never ending task to build a game engine just right. I still would like to see about adding more music and sound effects too.