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Main - Posts by Aaendi |
Aaendi |
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Red Koopa Level: 27 Posts: 55/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
I guess I just have to just write my level map out in xkas since there isn't a good program for creating tile maps.
To bad I have to wait till I get home from college to program. I wish I had a lab top with me, so I can program and talk to my friends at college at the same time. |
Aaendi |
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Red Koopa Level: 27 Posts: 56/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
I've read asm code from published games, and compared it to homebrew asm code from various people and I notice this a lot. I've even seen noobs write faster code than what I usually find in released games.
For example, if you ask a asm noob to move a sprite across the screen, you'd see something like this: lda x_coordinate inc a sta x_coordinate If you ask a homebrewer with a little more expirience, they might say: inc x_coordinate But if you ask a professional programmer working at Konami or Capcom, to make a sprite move across the screen, they make a long, confusing overcomplicated code that goes on and on. So long, you can't even figure out just exactly how does the code end up moving the sprite accross the screen. |
Aaendi |
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Red Koopa Level: 27 Posts: 57/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
Being a few cycles off never bothered me. It only bothers me when programmers is off by a factor of 10 or more that it starts to give me headaches.
Take for example Gradius 3, halfway through level 1, a fire dragon (who is made out of 10 sprites) comes out of the lava, and the game lags. I've played around with multijointed sprites before, and it never caused the system to lag when I do it. Yes, WITH collsion applied. |
Aaendi |
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Red Koopa Level: 27 Posts: 58/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
I guess when one guy tries to finish off someone elses code, crap happens.
Some good news, as of late I've got my platformer engine working, and I haven't ran into trouble with lagging yet. I don't find macros to be that all bad. I use a lot of them in my platformer engine. They're much faster than subroutines, and I can still find optimization tricks around them. such as: %move(#$40,$0100) %move(#$40,$0200) being written as: %move(#$40,$0100) sta $0200 |
Aaendi |
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Red Koopa Level: 27 Posts: 59/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
I know what they say about premature optimizations. I can agree with them, but I don't always find it true all the time.
I know it is important to have structure to your game engine, but some things are just better off programming raw and dirty, like enemy AI. Take an example of code from the game I'm currently making. little_soldier: %bounds_check($02) lda $06 beq enemy_move_left inc $02 bra enemy_move_right enemy_move_left: dec $02 enemy_move_right: %build_sprite(#sprite_data,$02,$04,#$0000) %tile_collision($02,#$0010,$04,#$0030,$028000,$08) beq collision_occured jmp end_enemy collision_occured: lda $06 eor #$0001 sta $06 jmp end_enemy Notice how moving the sprite is only inc $02 or dec $02, but I'm using macros to do more complex things like tile collision and checking bounds, that are deeply connected to how my engine works. |
Aaendi |
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Red Koopa Level: 27 Posts: 60/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
Would anyone here want to make a custom tile map editor for my game?
The qualifications are: -choosing the rom address of the tile set -choosing the rom address of the palette -levels up to 32x4 or 4x32 screens with 8x8 tiles -collision map editing with 16x16 collision tiles -store horizontal level tiles like tile (0,0) tile (0,1) tile (0,2) ...... tile (0,127) tile (1,0) tile (1,1) -store vertical level tiles like tile (0,0) tile (1,0) tile (2,0) ....... tile (127,0) tile (0,1) tile (1,1) -horizontal level collision tiles tile (0,0) tile (0,1) tile (0,2) ....... tile (0,512) tile (1,0) tile (1,1) -vertical level collision tiles tile (0,0) tile (0,1) tile (0,2) ....... tile (0,64) tile (1,0) tile (1,1) |
Aaendi |
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Red Koopa Level: 27 Posts: 61/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
Too bad I don't know C#. |
Aaendi |
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Red Koopa Level: 27 Posts: 62/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
So where do I get the "form 1" window? |
Aaendi |
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Red Koopa Level: 27 Posts: 63/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
You never said what program you were using in the tutorial. If I knew you were using Visual Studio I would've found it right away. |
Aaendi |
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Red Koopa Level: 27 Posts: 64/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
The other people already know C# so they would know. |
Aaendi |
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Red Koopa Level: 27 Posts: 65/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
I never did any non-assembly language before. |
Aaendi |
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Red Koopa Level: 27 Posts: 66/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
Guys, I have been researching and trying to learn C# the last couple of days. You don't need to leave any more smug comments. |
Aaendi |
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Red Koopa Level: 27 Posts: 67/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
Something I could never understand. Why do people think optimizing code always causes your code to crash easily? I don't know who the hell started telling people that, and what kind of mentally insane optimizations he was doing, but I never experienced my code crashing just because I threw in an optimization?
If your code crashes because of an optimization, it's probably just because you made a typo in writing your code, not the optimization itself. |
Aaendi |
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Red Koopa Level: 27 Posts: 68/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
Posted by Trax You don't need to do that if your using a 65816 in 16-bit accumulator mode. |
Aaendi |
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Red Koopa Level: 27 Posts: 69/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
http://www.smwcentral.net/?p=thread&id=14402 |
Aaendi |
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Red Koopa Level: 27 Posts: 70/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
Posted by Haz Read further and you can find a flame war arrupting. I want to know who side would you take, dragonboy's side or smkdan's side. |
Aaendi |
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Red Koopa Level: 27 Posts: 71/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
Who do you think is smarter and more experienced, me or dragonboy? |
Aaendi |
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Red Koopa Level: 27 Posts: 72/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
Are all these songs NES? |
Aaendi |
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Red Koopa Level: 27 Posts: 73/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
http://www.youtube.com/watch?v=8ph-5fKXUP8
I know it is very primitive, and underdeveloped, but I'm far from finished programming the game. |
Aaendi |
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Red Koopa Level: 27 Posts: 74/131 EXP: 109268 Next: 6891 Since: 10-18-09 Last post: 4678 days Last view: 4338 days |
Probably just 1%, but the hardest part is over. |
Main - Posts by Aaendi |
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