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[ti-84+ce]Age of CEmpires I

Started by PT_, January 03, 2017, 08:22:00 PM

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Caleb Hansberry

Hmm it looks nice. Does the CE really have enough memory for such detailed sprites?
  • Calculators owned: TI-82, TI-83, TI-83+SE, TI-84+SE, TI-85, TI-89, TI-99/4A
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jcgter777

#166
Quote from: Caleb Hansberry on April 18, 2018, 04:24:42 AM
Hmm it looks nice. Does the CE really have enough memory for such detailed sprites?

IIRC, AOCE puts everything in the Archive, and then fills most of the RAM to run. I think that there shouldn't be that much of a problem, because with OS 5.3, you can run archived programs without unarchiving them. SO, you'd keep things in archive, and AoCE would have tons of space to run in. Also, I think some of the stuff is stored in an appvar in archive to take up less space.

PT_

Quote from: jcgter777 on April 18, 2018, 04:30:14 AM
Quote from: Caleb Hansberry on April 18, 2018, 04:24:42 AM
Hmm it looks nice. Does the CE really have enough memory for such detailed sprites?

IIRC, AOCE puts everything in the Archive, and then fills most of the RAM to run. I think that there shouldn't be that much of a problem, because with OS 5.3, you can run archived programs without unarchiving them. SO, you'd keep things in archive, and AoCE would have tons of space to run in. Also, I think some of the stuff is stored in an appvar in archive to take up less space.
Not entirely true. Everything will be put in flash, true, but all the assembly programs need to be unarchived to run (except apps). AoCE backups RAM and then clears it, then it puts its main code in RAM, sprites, map data, buildings (and total of about 150kB) and the remaining space is for dynamically loading units :)

Dream of Omnimaga

Quote from: PT_ on February 10, 2018, 07:57:34 PM
AoCE is now an app! :D



I entirely switched to fasmg, which was a horrible move, but now it's much better. You don't need spasm anymore to build it, just download the C toolchain.
The speed *.*
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PT_

Quote from: xlibman on April 18, 2018, 11:06:00 AM
Quote from: PT_ on February 10, 2018, 07:57:34 PM
AoCE is now an app! :D



I entirely switched to fasmg, which was a horrible move, but now it's much better. You don't need spasm anymore to build it, just download the C toolchain.
The speed *.*
I know right, except I can't promise it will be that fast when everything is added :trollface: Also, you can look at the amount of wood,  it increases one per frame.

PT_

So.... teamcolors works! :D



Credits to Runer112 who figured out a nice format to quickly edit all the teamcolor pixels instead of loading the building twice.

PT_

Good news! Units work! Bad news! Units don't work! :P


Dream of Omnimaga

There's snow in the second tree. O.O
  • Calculators owned: TI-82 Advanced Edition Python TI-84+ TI-84+CSE TI-84+CE TI-84+CEP TI-86 TI-89T cfx-9940GT fx-7400G+ fx 1.0+ fx-9750G+ fx-9860G fx-CG10 HP 49g+ HP 39g+ HP 39gs (bricked) HP 39gII HP Prime G1 HP Prime G2 Sharp EL-9600C
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PT_

Quote from: xlibman on May 17, 2018, 09:59:09 PM
There's snow in the second tree. O.O
Yep, your eyes are properly working :)

Dream of Omnimaga

That tree caught my attention because of the grass map. I thought it was a glitch or something xd
  • Calculators owned: TI-82 Advanced Edition Python TI-84+ TI-84+CSE TI-84+CE TI-84+CEP TI-86 TI-89T cfx-9940GT fx-7400G+ fx 1.0+ fx-9750G+ fx-9860G fx-CG10 HP 49g+ HP 39g+ HP 39gs (bricked) HP 39gII HP Prime G1 HP Prime G2 Sharp EL-9600C
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PT_

I'm more than happy to say that units now work properly! As far as I could test, sorting them based on the offset in the isometric tile works, teamcolors work, offsets work, and they don't jump when scrolling, like in the post above :P This means basically every game-drawing is done, and I can move to either optimizing or start with the actual gameplay.


PT_

#176
An image says more than thousands words 5 months programming :P


p2

Looks really really nice PT_  :)
I suppose it supports only the red and blue teams?

Is your current implementation of units already capable of doing animated sprites (walking animations) or do you probably plan not to use animated tiles at all? Not sure how much the hardware can handle...
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Anyway war sucks. Just bring us your food instead of missiles  :P ~ DJ Omnimaga (11.10.2016 20:21:48)
if you cant get a jframe set up, draw stuff to it, and receive input, i can only imagine how horrible your game code is _._   ~ c4ooo (14.11.2016 22:44:07)
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PT_

Quote from: p2 on May 24, 2018, 08:47:23 PM
Looks really really nice PT_  :)
I suppose it supports only the red and blue teams?

Is your current implementation of units already capable of doing animated sprites (walking animations) or do you probably plan not to use animated tiles at all? Not sure how much the hardware can handle...
Nope, it can handle only 2 teams, but you can choose whatever color you want, because it's just changing the palette entries :)
Indeed, walking will be animated, it consists of 3 sprites per direction. Attacking is not animated though, otherwise we have 2 new appvars :trollface:

PT_

Both scheduling events (necessary for disappearing units when they're dead for example) and removing dead units works now :)


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