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How, exactly, is OHR limited?
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Joe Man




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PostPosted: Mon Dec 20, 2004 10:13 am    Post subject: How, exactly, is OHR limited? Reply with quote

As one can guess from the title, I'm interested in how OHR is technically limited. I'm not a programmer myself, and I don't really have a very extensive knowledge of DOS (though a brief explaination would do), but I'm working to become a programmer, and I'm currently working on projects such a TI-83+ games in BASIC, so I would really love to know about how the program works, etc.

And don't worry, I may actually stop slacking off and make a game some day.
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Moogle1
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PostPosted: Mon Dec 20, 2004 10:35 am    Post subject: Reply with quote

I'm not sure I understand what it is you're trying to ask.
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Joe Man




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PostPosted: Mon Dec 20, 2004 10:43 am    Post subject: Reply with quote

Why is James so limited in his ability to expand OHR? (Sorry)
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Shadowiii
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PostPosted: Mon Dec 20, 2004 11:13 am    Post subject: Reply with quote

Because it was written in QBasic. If you are referring to say, lack of midi files, that's because DOS doesn't have enough ram to impliment that type of music.

Also, James has stopped adding new features to the OHR in preperation for the upcoming HamsterWheel.
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Flamer
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PostPosted: Mon Dec 20, 2004 2:43 pm    Post subject: Reply with quote

Upcoming? err...
he said it was in planning, not a definate "go ahead"

he stopped adding things, to focus more on improving his skill and debugging the existing bugs.
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Tsunamidog
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PostPosted: Mon Dec 20, 2004 3:28 pm    Post subject: Reply with quote

So thats what he's been doing all this time....
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Fernurion
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PostPosted: Mon Dec 20, 2004 7:50 pm    Post subject: Reply with quote

If you want to know what you can and can't do with the OHR joe, then:

by default, the OHR makes RPG style games, however it is possible to use plotscripting to create many styles of games, such and platform and arcade shooters. realy, it is only limited by your knowledge of the Hampsterspeak scripting language. if you ask around, you may find someone has created their own, more flexible lnaguage. Hmapsterspeak itself os realy easy to understand on a basic level, and there are tutorials around that will help with the more complex stuff

If you wanted to something else, please ignore the above Blab.

hampsterwheel? please fill me in. I'm a bit behind in the times
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TMC
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PostPosted: Mon Dec 20, 2004 8:47 pm    Post subject: Reply with quote

HamsterWheel: goto http://www.hamsterrepublic.com/ohrrpgce/ and scroll down to and read the 2004-03-26 entry.

DOS isn't really the limiting factor here, its the language the OHR was coded in, QuickBasic. http://gilgamesh.dnsalias.org:8080/wiki/ohrrpgce/index.php/Did_you_really_make_this_with_QuickBasic%3F

In particular, the greatest limiting factor is using conventional memory, which only allows for up to 640kb memory for the program (not all this is used, because it needs to be shared with other programs). Apparently the assembly routines the engines uses are limited to using this, not sure. You can write 32bit DOS apps which get around this, and even run nicely next to Windows.

You can do an awful lot with hamsterspeak, but generally the more you add, the slower your game runs, and you can't do very much before it becomes unbearable.
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The Wobbler




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PostPosted: Mon Dec 20, 2004 9:16 pm    Post subject: Reply with quote

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TMC
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PostPosted: Mon Dec 20, 2004 11:15 pm    Post subject: Reply with quote

You meant a scripted language to use with an engine?

I was about to ask you myself, but then I saw your custom user title implied you didn't know what you meant yourself : {

You know, apparently Python can be bundled with a program and used as a scripted language at the flip of a switch, but that obviously isn't an option on a calculator.
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Setu_Firestorm
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PostPosted: Tue Dec 21, 2004 1:10 pm    Post subject: Reply with quote

How is OHR limited? Let me count the ways.... Raspberry!

Nah, it might be limited in some aspects, such as no sound effects, craptacular BAM music quality, and a 256 color palette, but hey! There's many ways to work around those things to where it's not really a bother.
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RedMaverickZero
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PostPosted: Tue Dec 21, 2004 7:56 pm    Post subject: Reply with quote

The OHR is perfect for beginners. You can make fairly well quality games using what little you have. It teaches you to think, unlike that stupid RPGMaker2000. It gives you freedom, where Maker2000, forces you to use what they have to offer. I'm sure there are better game construction engines, but using the ohr is easier, and the files take up hardly any space at all.

But that was a lil off the subject. The OHR is limited because of the fact that you can only do so many of a certain thing. Like, you get more than enough palettes and walkabout sets I think. But you only get 99 maps, which I haven't seen anyone be able to need more than that. Other than that, you pretty much have a lot to do.
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Moogle1
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PostPosted: Tue Dec 21, 2004 8:27 pm    Post subject: Reply with quote

Big limitations from where I'm looking include no string handling, poor array handling, and slow processing of somewhat complicated scripts.

Of course, you probably don't care about that.
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RPGCreations
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PostPosted: Wed Dec 22, 2004 2:28 am    Post subject: Reply with quote

rpgcreations.com/images/enginegraph.jpg
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TMC
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PostPosted: Wed Dec 22, 2004 5:56 am    Post subject: Reply with quote

RedMaverickZero wrote:
The OHR is limited because of the fact that you can only do so many of a certain thing. Like, you get more than enough palettes and walkabout sets I think. But you only get 99 maps, which I haven't seen anyone be able to need more than that.


Actually, many people have run into the 100 map limit, but it is hardly the worst offender. The worst offenders are due to memory limitations, things like the 100 map and bam song limits are due to the way the OHR is programmed.
http://gilgamesh.dnsalias.org:8080/wiki/ohrrpgce/index.php/How_many_can_I_make%3F

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