eXodus
12-09-2006, 11:18 PM
I've been working on a reusable Fireball-replacement script to go with the Beamos (I really should release what I have right now, it's only missing a standard firing interface at the moment). A couple of problems/annoyances have come up though:
How are the trig. functions being implemented? Lack of Inverses aside, just a single call to Sin() and Cos() each frame per Beamos is causing visible slowdown in ZC - and not even BatRobes, Summoners, Tribbles and Statues do that on my computer!
Is there a way to "hit" Link or an enemy? Or at least fake it, and not just reduce their health? I can't use damage combos for the Fireballs, as they need to check Link's shield on collision before any damage is done.
Link, Screen and Game can't be referred to outside of a script; i.e.: where you would normally put constants and import headers like std.zh. Is there a reason for that? I just made a utility function to see if Link was in a parametered point/area and passing Link->X and Link->Y to it all the time doesn't seem like much of a shortcut...
(slightly offtopic) When FFC->Data and the Screen->Combo*[] functions were made, was any thought made to a Screen->Data[] or FFC->Combo*[] functions? Or are the current ones just aliases for basic ZASM commands, rendering the others a little out of reach at the moment?
Oh, and what progress has been made on stamping out the multiple FFC bug? I can't wait until the time we don't have to pass FFC numbers as parameters to void run() anymore.
How are the trig. functions being implemented? Lack of Inverses aside, just a single call to Sin() and Cos() each frame per Beamos is causing visible slowdown in ZC - and not even BatRobes, Summoners, Tribbles and Statues do that on my computer!
Is there a way to "hit" Link or an enemy? Or at least fake it, and not just reduce their health? I can't use damage combos for the Fireballs, as they need to check Link's shield on collision before any damage is done.
Link, Screen and Game can't be referred to outside of a script; i.e.: where you would normally put constants and import headers like std.zh. Is there a reason for that? I just made a utility function to see if Link was in a parametered point/area and passing Link->X and Link->Y to it all the time doesn't seem like much of a shortcut...
(slightly offtopic) When FFC->Data and the Screen->Combo*[] functions were made, was any thought made to a Screen->Data[] or FFC->Combo*[] functions? Or are the current ones just aliases for basic ZASM commands, rendering the others a little out of reach at the moment?
Oh, and what progress has been made on stamping out the multiple FFC bug? I can't wait until the time we don't have to pass FFC numbers as parameters to void run() anymore.