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 [aodr] Possible update
tifreak8x
Posted: 30 Mar, 2006, 16:12


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I am thinking about integrating the hex-2-sprite prog into this game, and see how much faster the game loads a map. This wouldn't take terribly long, and it also allows my AOD topic to stay here... ^_^
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kalan_vod
Posted: 30 Mar, 2006, 16:42


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Hehe, sounds like a plan dan (biggrin.gif).
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tifreak8x
Posted: 30 Mar, 2006, 16:45


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It is such a shame that the calc that had all the cool updates for that game had a RAM clear. And just out of the blue too, as I had no other program on it, just AODR. The only thing was it had sit for probably 3 weeks...
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kalan_vod
Posted: 30 Mar, 2006, 16:53


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Just now or recently? Hope it works out for you.
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tifreak8x
Posted: 30 Mar, 2006, 17:07


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Oh, it was arount September when that happened... And it also had a life bar on the map, to take care of the last 6 or 7 empty pixels at the end of the screen...
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xlibman
Posted: 30 Mar, 2006, 17:19





Group: Founder
Posts: 12
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Joined: 8 Sep, 2004



oh yeah I remember u said that on tifreakware forums that sucked sad.gif
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tifreak8x
Posted: 30 Mar, 2006, 17:33


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Yeah, it was a major bummer... I also had changed the mapping system over to strings, and gotten rid of the matrices...
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tifreak8x
Posted: 4 Apr, 2006, 11:53


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Well, I have managed to convert around 10 of the tiles into hex, with many more hopefully... I also found some of the documentation that had things translated into strings, so I might be able to even redo that. smile.gif

Now if I can remember exactly how I did the life bar, things would be back up again...
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kalan_vod
Posted: 4 Apr, 2006, 12:17


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Cool, glad that your hex->sprite converter came to use outside of pokemon!
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xlibman
Posted: 4 Apr, 2006, 12:38





Group: Founder
Posts: 12
Member No.: 1
Joined: 8 Sep, 2004



sound cool the maps will load faster ^^
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tifreak8x
Posted: 4 Apr, 2006, 13:54


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They should, and at any rate, it will allow me to have more sprites, and not use nearly as much space storing them! right now, it is a bunch of 0 and 1 in a string...
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