Say I have a 8x16 matrix of the current map, where 0 is a walkable tile, 1 is a wall, and 9 is the character. Now, pretend the X is the target location...
Do it in ASM. Pathfinding is a very slow operation which needs to be implemented as efficiently as possible. I'd expect that kind of pathfinding to take at least 30 seconds in TI-Basic.
You know your hexadecimal output routine is broken when it displays the character 'G'.
It's a small map, but if it gets any bigger..
well TI BASIC is just so darned slow! and all those numbers that should really be booleans are 9byte floats..
If you're going to do this in asm then I'm afraid I can no longer help (don't let that keep you though)
See if you can get someone to make you a routine in asm. That way you won't have to throw out all your other code. I bet there are some people out there who would be eager to help if you offered some recognition in your credits.
"Macs are the Perfect Computers", said the Perfect Idiot.
Testing for: Vera
JoostinOnline wrote:See if you can get someone to make you a routine in asm. That way you won't have to throw out all your other code. I bet there are some people out there who would be eager to help if you offered some recognition in your credits.
You know, that would not be half bad. Just have the input of x,y and run the program
I'm not saying put the whole thing in ASM. Is there not more to the program than what you have said so far? I just figured that it was a little piece of the code, so adding the ASM program would only be a small subroutine or somthing.
"Macs are the Perfect Computers", said the Perfect Idiot.
Testing for: Vera