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The sheep are coming :P

It has been almost 2 months, but I'm working on it again. Sadly, I discovered that not all the units were included in the 2 units appvars, and I had to make 3 of them (60kB each...). I've done some work behind-the-scenes, which include not removing itself from userMem (because it's an app) and some more cleanup things (huge thanks to jacobly!). I'm currently busy with both teamcolors in buildings and units and displaying units, which is gonna be a pain, but I need to do it :/
Programs and Utilities / Re: [TI-84+CE] ICE Compiler
March 24, 2018, 10:04:59 PM
In case you wasn't aware yet, I've started with developing ICE v3.0. This major update will include floats, matrices and much more! It also includes a more powerful prescanner (i.e. more optimized code) and more auto-optimization. I also hope to make it more stable, and maybe more options to auto-archive programs when compiling etc. Follow the Github repo for all the things I added. Stay tuned! :)
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.
Quote from: xlibman on February 03, 2018, 05:04:01 PM
Darn that's a lot of big files O.O, this means the game will be very elaborate ^^ . I'm happy the CE has more RAM and flash for graphics.
Yep ^^ There are a lot of sprites, 42 for each unit, times 22 units = 924 sprites in total. Luckily they are not that large, otherwise you would have even more appvars. But indeed, you can keep all in flash :)
Time for a quick update! I selected and edited all the sprites for the units AoCE has, and managed to fit it in 2 (full) appvars. This means that in the final game you need to transfer 8 appvars + AOCE to your calc :roll: Luckily everything can be put in the archive, which means you won't lose RAM. Outside of that, if AoCE crashes for some reason (which might be very likely once I start adding stuff..), there is no memory leak, and your entire RAM is saved. :)

Nope, no Mateo this time :trollface:
Hey @p2 you wanted 60fps right? Here you go:

Uh oh, I need help :( I don't really know how to draw all the units. I can't draw them after the tilemap, because then they will be displayed in front of everything, which is clearly not right. I can't draw them before the tilemap either, then the tiles will overdraw them. So the only solution is to display them together with the tilemap... which is almost impossible. Since they are constant moving, my idea was to put all the units in an array, with their coordinates, health, attack points etc.. but how do I draw a unit at a certain tile? Going through the entire list all the time is way too slow :(
Here's some more general information about the sizes and whatever:
  • All the buildings and unit for each age will be stored in 1 appvar (I still need to check if this is possible for age III, since that age has too much buildings). This means you always have transfer at least 4 appvars
  • There will be another appvar with all the standard sprites which is needed in every age, such as cursors, foundation, rubble etc. This is the 5th appvar.
  • The last appvar contains the sprites for the main menu, which is 34kB in total. This is the last and 6th appvar. In order to get AoCE running, you need to transfer 6 appvars and 1 program to the calc :P No worries though, everything can be put into the archive, such that it won't take up RAM.
  • Looking at this pastebin, you see that age 4 will take up the most RAM, in total 83686 + 37591 = 121277 bytes. This simply doesn't fit into free RAM, excluding 32768 bytes for the map data, all the units, and AoCE itself which will be around 30kB I hope. Thus, AoCE will always backup RAM and use full RAM, which should be enough. I've spend 2 days to get this fully working, and it finally works (kinda). Here are some screenshots of the process :P

  • Meanwhile, the main menu is already fixed, and I still need to add some code to load sprites from appvars to the RAM.
And that's it! I'm working super hard to get everything working so stay tuned. If you really want to follow the process, join #aoce-dev on EFnet :)
Good news! I decided to pick this up again, and I've made good progress with the graphics. Luckily I found the complete spriteset, so I've pretty much finished all the graphics! There's not much to show though, but I've changed the entire codebase, added all the graphics, and improved some things. I have good hopes the speed will be above 10FPS, which was my original target. This week and the next year (heh, that sounds cool :P) I will work on displaying the map, buildings, units, and after that the actions, like fighting, moving and whatever. Stay tuned! :)

As you see here, there's a black border around the map. I will write some code to make it pretty much fullscreen, except the top bar with the resources and population, and a bar at the bottom with some key actions.
Programs and Utilities / Re: [TI-84+CE] ICE Compiler
December 28, 2017, 01:14:06 PM
Woo, a brand new version is out! v2.1.0 fixes many bugs, and adds some new, interesting features that can be used a lot. Take a look at the changelog.txt what is all changed. Have fun! :)
Programs and Utilities / Re: [TI-84+CE] ICE Compiler
December 23, 2017, 08:49:32 PM
Running a program after compiling works too :D

Programs and Utilities / Re: [TI-84+CE] ICE Compiler
December 22, 2017, 04:39:15 PM
Coming soon: a new release, with many bugfixes, new features and improved behind-the-scenes things:

Programs and Utilities / Re: ICE Compiler
December 11, 2017, 06:46:19 AM
Quote from: xlibman on December 06, 2017, 10:21:41 PM
I'm late so I haven't checked the changes yet, but by "everything changed", do you mean the syntax changed to the point where my old code will not run? Or did you just add and improve a lot of stuff?
I'm sure your previous source isn't valid anymore, but I'm not sure. At least the compiled size will be smaller with ICE v2.0.
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