Closed Milk-Cool closed 2 years ago
you can only use 999 item ids per level. try reducing the script's item id usage
you can only use 999 item ids per level. try reducing the script's item id usage
I can't. I need 4096 pickup triggers in my level.
Why do I need to use 999 item IDs anyways? Geometry Dash seems to be able to handle more just fine
what are you even trying to do
you can only use 999 item ids per level. try reducing the script's item id usage
I can't. I need 4096 pickup triggers in my level.
Why do I need to use 999 item IDs anyways? Geometry Dash seems to be able to handle more just fine
robtop moment
what are you even trying to do
use pickup triggers as memory units for an emulator
1 trigger = 1 byte
you know that counters can store more than a byte, right?
it's just way easier this way
I mean, if it's the only option here...
what's the max value?
2^31-1
the other option is to use way less coutners
what's the max value?
the max safe value is ~2^26
gd takes a huge time to load big numbers
gd takes a huge time to load big numbers
I tested adding 2^31-1
to a counter, and it took around 15 seconds in 2.1
thats huge time
what's the max value?
the max safe value is ~
2^26
then uhhh ig i can only use 26 bits per trigger, 3 bytes meaning i would need to use 1366 triggers which is still much more than i need
btw do you know if someone made a chip8 emulator in gd already?
i'd guess bestgamer08 but he's banned on github
he does all sorts of things
id? if you have it
also sorry for my terrible english
what's the max value?
the max safe value is ~
2^26
then uhhh ig i can only use 26 bits per trigger, 3 bytes meaning i would need to use 1366 triggers which is still much more than i need
you can always reduce the mem size to 3kb
what's the max value?
what do you mean? in spwn or gd?
in spwn (v0.8) it's around (+-) 2^53
and in gd (2.1) it's 2^31-1
id? if you have it
i'm not sure if he has ever done it but there is a pretty big chance
what's the max value?
the max safe value is ~
2^26
then uhhh ig i can only use 26 bits per trigger, 3 bytes meaning i would need to use 1366 triggers which is still much more than i need
you can always reduce the mem size to 3kb
chip8 memory size is 4kib sadly
what's the max value?
the max safe value is ~
2^26
then uhhh ig i can only use 26 bits per trigger, 3 bytes meaning i would need to use 1366 triggers which is still much more than i need
you can always reduce the mem size to 3kb
chip8 memory size is 4kib sadly
you can try using collision blocks for the remaining memory
im not sure how efficient they would be tho
(btw, join the discord server, so we can discuss more easily 😎)
true
(btw, join the discord server, so we can discuss more easily sunglasses)
i don't have discord installed rn sorry
(btw, join the discord server, so we can discuss more easily sunglasses)
i don't have discord installed rn sorry
discord also works on browser 💀 (it was actually primarely made for that)
ikr
im not sure how efficient they would be tho
1 bit per two blocks
65536 objects just for memory
nah thanks
real
(btw, join the discord server, so we can discuss more easily sunglasses)
i don't have discord installed rn sorry
discord also works on browser skull (it was actually primarely made for that)
oh yeah right, i just forgor for a moment
i imagine that you could do it with n bits+1
still not efficient but its way better than 65k blocks
sorry i have to go, see ya in discord ig
Milk_Cool#7881
real
hopping onto discord
I was able to bypass this by manually editing the source code.
compiler/src/leveldata.rs
line 294
const ID_MAX: u16 = 999;
Error: "This level exceeds the item ID limit! (4096/999)"
How do I get around this? It doesn't seem to be a big issue. I don't want to recompile the whole thing myself just to get around this!