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Author Topic: Alien Breed 5 Episode III: Impact  (Read 14102 times)

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Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #30 on: January 22, 2016, 11:06:50 pm »
The TI-84+CE build now functions essentially the same as it's TI-83+/84+ counterpart (sans text). You can now play through a level collecting items, killing aliens, etc.

Next up I'll be splitting the level data out into appvars for the 84+CE build, as the program is currently sitting just shy of the 64KB limit.

Thanks to MateoConLechuga (and everyone who has assisted him) for CEmu, which I used to capture the below video :)


Offline Jkolade936

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Re: Alien Breed 5 Episode III: Impact
« Reply #31 on: January 22, 2016, 11:08:52 pm »
Cool! I love it!
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Offline alexgt

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Re: Alien Breed 5 Episode III: Impact
« Reply #32 on: January 22, 2016, 11:35:35 pm »
Nice, I can't say how much I like the smooth scrolling. ANd those features sound Awesome!
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Offline xlibman

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Re: Alien Breed 5 Episode III: Impact
« Reply #33 on: January 24, 2016, 08:46:32 am »
Ouch about the 64 KB limit, but at least we don't have to deal with the 8 KB executable code limit anymore, plus moving levels and data outside the main program should help things out. :)

In the worst-case scenario where even then you got over 64 KB, does 84+CE C/ASM support  multiple sub-programs like in TI-BASIC so that you can launch code from a different program if it doesn't fit in the main executable? Also I'm glad to see the speed remain so good despite the large screen area used. :)
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Offline Lionel Debroux

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Re: Alien Breed 5 Episode III: Impact
« Reply #34 on: January 24, 2016, 09:40:27 am »
The flat, unbanked addressing space on the TI-eZ80 series makes it slightly easier to read data directly from archive.
AFAICT, the design of Mateo's loader, strongly derived from that of PreOS for the TI-68k/AMS platform, allows for more than 64 KB of executable code + embedded data.
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Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #35 on: January 24, 2016, 01:08:38 pm »
From what I've gathered (which could be way off) the 64KB limit isn't an "executable" limit at all, it's simply the maximum size that an .8xp file can be (it still uses a 2 byte length on the calculator).

If a program required more than 64KB of code, it could fairly simply jump between multiple programs, or load code from an external file into a fixed location in RAM and execute it from there, etc. There are a few possible solutions :)

I shouldn't have that problem with AB5 though. I've now split the level data out and the main program file is back down to around 34KB.

Offline alexgt

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Re: Alien Breed 5 Episode III: Impact
« Reply #36 on: January 24, 2016, 03:33:46 pm »
Awesome glad to hear it is back down ;)
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Re: Alien Breed 5 Episode III: Impact
« Reply #37 on: January 25, 2016, 04:30:04 am »
Meep! Someone is going to have to explain that memory limit to me... :D
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Re: Alien Breed 5 Episode III: Impact
« Reply #38 on: January 28, 2016, 08:34:28 am »
Good to hear. I didn't realize how much of the program was data.

Meep! Someone is going to have to explain that memory limit to me... :D
I don't exactly remember, but on the TI-83+, Texas Instruments instated a limit on how much ASM code could be loaded to be executed during runtime. That limit was around 8 KB. The reason why TI added that limitation was to prevent people from porting paid flash applications into free 8xp executables. Back then, the app SDK costed money too, so I wouldn't be surprised if the limit was an attempt to make developers buy the SDK as well. Now that limit can be broken via some utilities or libraries.
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Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #39 on: January 29, 2016, 10:15:51 am »
A little bit more progress over the last week - I've started working on colour menu screens & text.


Offline alexgt

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Re: Alien Breed 5 Episode III: Impact
« Reply #40 on: January 29, 2016, 01:14:33 pm »
Nice! This is looking great!
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Offline Jkolade936

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Re: Alien Breed 5 Episode III: Impact
« Reply #41 on: January 29, 2016, 07:53:39 pm »
It's amazing! I actually wasn't sure what that thing was until I saw this. I'm definitely getting a CE! :walrii:
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Re: Alien Breed 5 Episode III: Impact
« Reply #42 on: January 29, 2016, 10:39:25 pm »
I love the title screen James :) How much space does it take?
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Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #43 on: January 29, 2016, 11:07:11 pm »
Thanks!

The raw title screen data is 160x120 resolution 4bpp, so 9600 bytes, but it's compressed down to 2624 bytes. It's uncompressed to a spot in RAM and then drawn and scaled up x2 to vram.

Also the custom font is 288 bytes compressed, which is uncompressed when the program loads and readily available at all times. With the current font routine I've written, the font can be any colour, but only one colour font can be on screen at once. It wouldn't be hard to slightly modify this to have multiple colour fonts on screen at once though.

Offline alexgt

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Re: Alien Breed 5 Episode III: Impact
« Reply #44 on: January 30, 2016, 01:01:06 am »
Wow that font sounds really nice ;) keep up the great work :)
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