Author Topic: Anti-RPG RPG  (Read 61081 times)

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Offline Insorak

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Re: Anti-RPG RPG
« Reply #75 on: December 15, 2009, 06:30:07 pm »
(Using a Blackberry right now - just finished a piano lesson and not really home yet.)

All the programs except thetaMO and thetatheta will give you errors without xlib :P You're supposed to run thetaG first. It worked fine when I tested it on my calc.

Theta_theta needs a special string in the Ans variable. It's basically for "scrolling" text display.

Ztrumpet, all your suggestions look good, except I can't quite wrap my head around how to relocate that conditional. Care to explain that one?

I'll try and think of a way to store X and Y to L4. Maybe I can get away with not doing that until I open a menu or start a fight.
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Offline ztrumpet

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Re: Anti-RPG RPG
« Reply #76 on: December 15, 2009, 07:20:27 pm »
Okay, lets say you have this:

:Repeat X=17 and Y=9 and not(XY
:Stuff 1
:getKey->K
:Stuff 2
:If X=/17 and Y=/9 and XY
:Then
:Stuff 3
:End
:End

You are running thru that conditional twice.  What if you did:

:0->K
:Repeat X=17 and Y=9 and not(XY
:If K
:Then
:Stuff 3
:End
:Stuff 1
:getKey->K
:Stuff 2
:End

I think that explained it well enough. :)

As for running everything else, it appears L4 needs to be there.  I don't know what to put in L4, so I can't patch it.  Can you upload a typical L4?

Offline Insorak

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Re: Anti-RPG RPG
« Reply #77 on: December 15, 2009, 08:05:32 pm »
That made sense. I'll see what I can do about that.

And you've got to be kidding me. I swear I uploaded a L4...

Use {1,1,0,1,4,1,4,5,5} for L4. In case I didn't upload L6 either, L6 should be {0,0,0}. If you want to test out blindness, you can play with L6(1) a bit.
(re)working on Anti-RPG: 3% completion

Offline ztrumpet

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Re: Anti-RPG RPG
« Reply #78 on: December 15, 2009, 08:43:00 pm »
Oops, yeah you did.
I forget to send files other than programs. :P
However, it seems that prgmTM is missing when I press Graph and prgm_theta_M when I press 2nd...

Edit: It looks really, really nice!  I like the maps so far.  I like the "portal", but if you go thru it again, it says the same thing.
« Last Edit: December 15, 2009, 10:01:24 pm by ztrumpet »

Offline Insorak

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Re: Anti-RPG RPG
« Reply #79 on: December 15, 2009, 10:02:31 pm »
I decided not to include those here. Those are for teacher mode and the menu, which I didn't include, since those don't need to be optimized and I want to surprise you guys.

So any suggestions other than what's been suggested above? How is it so far (sans fighting, menu, and everything :P)?
(re)working on Anti-RPG: 3% completion

Offline ztrumpet

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Re: Anti-RPG RPG
« Reply #80 on: December 15, 2009, 10:09:03 pm »
Awesome! I think you may be fighting too much.  For example, Illusiat 13 only has figts every randInt(10,50 moves.  It seems you have a battle every 5 to 15 moves. It just seems like I kept seeing "Fight".

I have an offtopic question: How does Sourcecoder work with special characters like '@' or '#'?  I have been using Graphlink to print programs and I'm getting tired of those special symbols showing up as a duplicat of the previous character. :)
« Last Edit: January 20, 2010, 04:39:44 pm by ztrumpet »

Offline Eeems

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Re: Anti-RPG RPG
« Reply #81 on: December 15, 2009, 10:49:34 pm »
I'm pretty sure it handles them almost perfectly!
/e

Offline Insorak

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Re: Anti-RPG RPG
« Reply #82 on: December 15, 2009, 10:50:22 pm »
I programmed my battles to be 1/11. On second thought, given the size I plan the game to be, that's a little enormous. I think 1/20 or 1/30 is good enough. A counter is actually a good idea; I just roll randints, until they equal zero, so it's possible to get two or three fights in a row if you're unlucky. (Then again, a counter would be a little slower.)

And waitasec about the if statements. I sort of had it before, but it's escaping me now. How exactly am I running through the conditional twice? And in my movement engine, the conditionals and getKey are not in the same loop. Sorry if I'm seeming slow; bit of a long day today. (It's almost break though. Yes!)

Sorry - I'm not familiar with sourcecoder.

Quote
Edit: It looks really, really nice!  I like the maps so far.  I like the "portal", but if you go thru it again, it says the same thing.
Thanks. :) The portal says that every time you go through it so forgetful/casual players don't think their calc glitched or something and send me nasty emails. I just want to ensure everyone knows that that zone is SUPPOSED to be dark.
« Last Edit: December 15, 2009, 10:53:25 pm by Insorak »
(re)working on Anti-RPG: 3% completion

Offline jsj795

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Re: Anti-RPG RPG
« Reply #83 on: December 15, 2009, 11:02:47 pm »
Nice job so far!
And about the contrast, may be you should check the versions of calculator and contrast it accordingly.
A value that might be really dark might be pretty light depending on different calculator. I believe the difference lies in OS version or something


Spoiler For funny life mathematics:
1. ROMANCE MATHEMATICS
Smart man + smart woman = romance
Smart man + dumb woman = affair
Dumb man + smart woman = marriage
Dumb man + dumb woman = pregnancy
2. OFFICE ARITHMETIC
Smart boss + smart employee = profit
Smart boss + dumb employee = production
Dumb boss + smart employee = promotion
Dumb boss + dumb employee = overtime
3. SHOPPING MATH
A man will pay $2 for a $1 item he needs.
A woman will pay $1 for a $2 item that she doesn't need.
4. GENERAL EQUATIONS & STATISTICS
A woman worries about the future until she gets a husband.
A man never worries about the future until he gets a wife.
A successful man is one who makes more money than his wife can spend.
A successful woman is one who can find such a man.
5. HAPPINESS
To be happy with a man, you must understand him a lot and love him a little.
To be happy with a woman, you must love her a lot and not try to understand her at all.
6. LONGEVITY
Married men live longer than single men do, but married men are a lot more willing to die.
7. PROPENSITY TO CHANGE
A woman marries a man expecting he will change, but he doesn't.
A man marries a woman expecting that she won't change, and she does.
8. DISCUSSION TECHNIQUE
A woman has the last word in any argument.
Anything a man says after that is the beginning of a new argument.

Girls = Time * Money (Girls are a combination of time and money)
Time = Money (Time is money)
Girls = Money squared (So, girls are money squared)
Money = sqrt(Evil) (Money is also the root of all evil)
Girls = sqrt(Evil) squared (So, girls are the root of all evil squared)
Girls = Evil (Thus, girls are evil)
*Girls=Evil credit goes to Compynerd255*

Offline DJ Omnimaga

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Re: Anti-RPG RPG
« Reply #84 on: December 15, 2009, 11:03:47 pm »
ok tried it, it looks nice so far. I would probably decrease the battle rate, though, or have it so there can't be any battle before the 10th step . A counter would be a better idea both for this reason and the fact it would run much faster (randomization is slow, so much that people use these commands as replacement to For(Z,0,50:End loops)
« Last Edit: December 15, 2009, 11:04:47 pm by DJ Omnimaga »

Offline Insorak

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Re: Anti-RPG RPG
« Reply #85 on: December 15, 2009, 11:06:52 pm »
10-4 about battle rate. :)

I realize that problem. Unfortunately, contrast doesn't change based on version; it changes based on battery strength and how old your calculator is. So unfortunately, there's nothing I can do about that. Some ASM genius might be able to write a powerful battery checker, but you can't really have a (concise) check for how old the calc is. :(
(re)working on Anti-RPG: 3% completion

Offline DJ Omnimaga

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Re: Anti-RPG RPG
« Reply #86 on: December 15, 2009, 11:10:22 pm »
Really? This is strange, on my TI-83 Plus from 2001 and my 83+ Silver Edition from 2002 (both manufactured in 2001), regardless of my battery power, contrast will always remain the same. The calc will just instantly turn off if it really lacks battery power. Same on my TI-Nspire. I remember on the TI-80, 81, 82 and 85 contrast depended on battery life, though. I don't remember for the TI-83 and 86, though.

Suggestion: Have the gamer select a default contrast value when game starts, which is stored in a list, and have the game contrast changes based on that value (making sure it never exceeds the minimum and max possible contrast value, though, to prevent Blue Screen Of Death). This is what Reuben Quest series did
« Last Edit: December 15, 2009, 11:13:17 pm by DJ Omnimaga »

Offline jsj795

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Re: Anti-RPG RPG
« Reply #87 on: December 15, 2009, 11:11:30 pm »
oh... I always thought it was the OS version... Well, I guess I was definitely wrong  :-X
And I agree with DJ about the battle system.

Love the portal tho^^

Edit: by reading DJ's post, i don't know which is right about contrast, insorak or DJ
gotta check on TI-BD I guess, if they have anything written about it
« Last Edit: December 15, 2009, 11:12:59 pm by jsj795 »


Spoiler For funny life mathematics:
1. ROMANCE MATHEMATICS
Smart man + smart woman = romance
Smart man + dumb woman = affair
Dumb man + smart woman = marriage
Dumb man + dumb woman = pregnancy
2. OFFICE ARITHMETIC
Smart boss + smart employee = profit
Smart boss + dumb employee = production
Dumb boss + smart employee = promotion
Dumb boss + dumb employee = overtime
3. SHOPPING MATH
A man will pay $2 for a $1 item he needs.
A woman will pay $1 for a $2 item that she doesn't need.
4. GENERAL EQUATIONS & STATISTICS
A woman worries about the future until she gets a husband.
A man never worries about the future until he gets a wife.
A successful man is one who makes more money than his wife can spend.
A successful woman is one who can find such a man.
5. HAPPINESS
To be happy with a man, you must understand him a lot and love him a little.
To be happy with a woman, you must love her a lot and not try to understand her at all.
6. LONGEVITY
Married men live longer than single men do, but married men are a lot more willing to die.
7. PROPENSITY TO CHANGE
A woman marries a man expecting he will change, but he doesn't.
A man marries a woman expecting that she won't change, and she does.
8. DISCUSSION TECHNIQUE
A woman has the last word in any argument.
Anything a man says after that is the beginning of a new argument.

Girls = Time * Money (Girls are a combination of time and money)
Time = Money (Time is money)
Girls = Money squared (So, girls are money squared)
Money = sqrt(Evil) (Money is also the root of all evil)
Girls = sqrt(Evil) squared (So, girls are the root of all evil squared)
Girls = Evil (Thus, girls are evil)
*Girls=Evil credit goes to Compynerd255*

Offline DJ Omnimaga

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Re: Anti-RPG RPG
« Reply #88 on: December 15, 2009, 11:14:16 pm »
Maybe it depends of when the calc was manufactured? It might be one of these hardware changes

Offline Insorak

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Re: Anti-RPG RPG
« Reply #89 on: December 16, 2009, 04:01:24 pm »
I'm not sure. I know that my friend got his calc about two years after I got mine (about three years old), and his contrast is waaay darker than mine. But that's a good idea, DJ. Another day, another 18 bytes of memory. :P

Oh, and speaking of contrast, I found an 26-byte ASM program that can change contrast.

Code: [Select]
:AsmPrgmEFD74AEFEF4A324784C6D8D310C9
Maybe I can get away with this and xcopy. :D
(re)working on Anti-RPG: 3% completion