skysnapper
sleep is for wimps
cheers i was being thick, looked in the beat testing thread but totally missed the link
DCSTEVE.............are u Megaman BoR creator DCsteve, I love thta mod W00Tdcsteve posted on Apr 9 2004 at 11:34 PM said:i wonder how my mod plays in this beta
Truly AWESOME! You are da man!How zat?
( i'm on a dream ?? where is the little white rabbit ? )I've tried a few Megaman levels (eg. stage 2, which it fell over on before), and they now play fine.
VERY VERY THANK YOU SO MUCH SQUIDGE!!!Squidge posted on Apr 12 2004 at 08:30 PM said:Well, here's a nice little breakthough... I've spent most of today throwing away all the sprite routines and rewriting them all to be more memory efficient.
By sending diagnostic information from the gp to the pc through the ext connector (usart), I found out the biggest level in the original "bor.pak" is 6a, which was attempting to take a whopping 12mb of ram in Beta3. No wonder this thing asked for a PC with 24mb of ram as a recommended requirement !
Now, however, it takes 3.5Mb and thats with no quality loss whatsoever. There's more processing required now per screen update, but I can't see any visual slowdown.
Needless to say, that level (and all the other bor levels) now play fine.
I've tried a few Megaman levels (eg. stage 2, which it fell over on before), and they now play fine.
How zat?
ID Software?!Squidge posted on Apr 14 2004 at 06:41 AM said:Thanks, it'll be released (taking from ID software)
"When it's done"
Thanks, it'll be released (taking from ID software)