Mar 29, 2024


Progress is significantly slowing down for me.  I've hit a wall.  While I think my battle system mostly works, my assumption is that it's incredibly inefficient.  After varying number of turns, it decides to lock up and/or cause a kernel panic.  I'm trying to refactor things a bit which I think is helping, but there's much going on and I am not a dev by trade, so I'm not sure if it'll work.  I'm about ready to scrap the whole system and try again from scratch.  I assumed that using IF and nested IF statements was more efficient than using switch statements (where I can), but it isn't clear if that's true or not.  I'm trying to shoehorn 'switch' statements in there.  We'll see how it goes over the next week or so, but this is really making lose the drive I started out with and question whether I'm capable of doing this or not.

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(+1)

I am trying to understand what you mean by kernel panic. On the emulator or the operating system you are running on? Is there a stack trace or a crash file with any clues?

(3 edits)

it's literally a screen when running the game that is titled kernel panic.  i believe it has various values in the different registers that would be in the hardware to help troubleshoot, but that degree of troubleshooting is beyond me at this point in time.  I'm fairly certain it has to do with how I have my battle system designed.  I think for longer battles, it's keeping too much in memory and ultimately runs out and is unable to continue which crashes the game.  I'd post a screenshot, but I'm trying to redesign things so it's a bit more modular and hopefully lightweight. 


Edit:  Here's a capture of a kernel panic.  I seem to get it every 9th or 10th battle action.



(+1)

This is not what I expected to see. But yes, seems like you are likely right in that these are register contents. Well, I hope you figure out a way to address your battle system bug soon.