Re: TIB: rpg game


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Re: TIB: rpg game




	As to the level storage,  I am working on that, but i will throw out some of
my ideas for you do chew on. the first and most obvious idea is to store every
level in a matrix but i soon realized that would eat up WAY to much memory.
The second idea is to store the levels into the existing matrix ; it would
work like this, there are 128 segments to the screen 8x16, so you would have
to store each set of coordinates on the matrix , now, each storage can consist
of no more than 8 bytes at 1 byte per character exe.    3  ->  [C]  (  8  ,  1
6 , so 8 bytes per storage, multiplied by the 128 segments 1024 bytes per
level.  This compares to 1160 bytes per level for the pre stored matrix. Not
to metion that the manual storage mode is within the program so it will slow
it down, so now im back at square one with pre made matrix levels.  The last
idea I have, is that i could develope som kind of equation that when repeated
over and over it wil take the previous answer and put into the equation again
to get the next number to store in the matrix so it would be a looping thing,
but i really dont know how i could do this without making some kind of
noticeable pattern.  I did just come up with another idea while typing
actually so its kind of in a raw state but here it is, it would be kinda like
writing the matrix to the screen to get the coordinates for the matrix ,
alright here it is;  its a loop that repeats untill  x=129    x+1->x  get the
next set of coordinates so the first one would be a,b then say
expr(sub(Str1,x,1)->[C](a,b)  end the loop then add one to b and when it gets
to 16 store 0 as b and add 1 to a this way you are using a string to write the
matrix (which will take less space), and since it is looping and not each
individual set of coordinates it will only take up like 100 bytes for the
actual programming but you will have the space of the string (136 bytes for
128 numbers) for a total of about 400 bytes per level in risidual levels plus
the original 1160 bytes of the matrix which will now act as a level host
actually so say i have 10 levels 400x10 4000 plus 1160=5160 bytes for every
single level in the game.  I think thats decent considering i could have half
that many levels for the same memory using any of the other systems (excluding
that equation one but i dont know if thats doable).  And, you have to take
into account that this system does not take up more than 200 bytes of program
space so it will not attribute to slowing the program down.  Ohh.......  Can
you use the numbers in the string as actual numbers or are they interpeted as
"symbols" after they are in the string......???? never mind i just checked you
can.  I think that this is a good way to change levels, but it does require
using the dreaded MATRIX dun dun daaa..... Let me know what you think


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