Author Topic: [PP] Progress '10  (Read 124343 times)

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Offline tifreak

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Re: [PP] Progress '10
« Reply #375 on: August 08, 2010, 09:48:22 pm »
Well, I have managed to incorporate the code that creates the small menu list into the party menu program itself, to save the space in ZMISC.

Sadly, I have run into an issue with being able to back out of the main menu to exit the program. It works when you first activate the program and press ALPHA. When you move a pokemon, and get back to the main menu, it refuses to exit out of it. I am not sure what is going on there, got a bit more testing to do I suppose.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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Re: [PP] Progress '10
« Reply #376 on: August 08, 2010, 11:17:55 pm »
Ouch, I wish you good luck to fix it. Those bugs can be annoying x.x

Offline tifreak

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Re: [PP] Progress '10
« Reply #377 on: August 09, 2010, 01:01:00 pm »
Not sure what I did, but it seems to be fixed. I also made the 'Back' option functional. I also saw a few slight issues with the boxes being redrawn and the placement of text; basically things were off by one column. These have been fixed as well.

The only aspects of this 'engine' is that the items system doesn't work yet (though I have code in there so it is a matter of just adding it and it should be done) and I don't have the special moves and HMs programmed in. Since the map system isn't set up for it yet, it is irrelevant.

So, it be time to start planning the battle system.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline FinaleTI

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Re: [PP] Progress '10
« Reply #378 on: August 09, 2010, 01:47:31 pm »
I wish you luck!

If you wanna see some old code I had for my battle engine, I could post it. I think it still uses xLib and Celtic II and it's not very optimized, but it might be a good springboard.


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Offline tifreak

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Re: [PP] Progress '10
« Reply #379 on: August 09, 2010, 04:21:01 pm »
I did have the code for the display of the battle screen, I just have to figure out where I put it. lol

Then comes the fun of determining variables and clearing of portions of screens for expanded menus and blah blah blah XD lol

The interface is going to be soooo easy. The stuff people can't see is going to so not be easy.


Edit:

I found the code, I think, to display the battle screen. I just have to clear the unneeded programs from the testing calc and see about setting it up to get ready to start in on a battle system. And item system.. hmm..

Might be best to break out the 84+se to tackle this, not sure a normal 83+ will be up to snuff. :/

Anyways..

I will have to determine what all variables I will need for the next section. I know a great many will already be in use for specifics, and I need a pic var to store first when the screen is created, then after both pokemon have caused their damage or status changes. This will allow faster reload times when dealing with the sub-menus and such. Or, at least I hope it will.

The interface should be a cake walk. What has me worried-ish is the equations and all the data that I have on the 150ish attacks that are available in the game. This next bit shall take some time to get going, so might not be much in the way of screenshots and such in the mean time.

I also need to set up temporary lists for this. Well, at least one.

This way, I won't be affecting a main list with things that could cause problems, like temporary status changes, and push over any relevant data, like hp and pp data when the battle is over or the pokemon is being switched out for another. status changes like poison or paralysis persists, however confusion would not, swap it out and it is no longer confused. I believe there was another status effect that was similar to confusion, however I can't recall it at this time.
« Last Edit: August 09, 2010, 09:58:14 pm by tifreak »
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline tifreak

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Re: [PP] Progress '10
« Reply #380 on: August 11, 2010, 11:26:23 pm »
Just so you know I now have the battle screen up and running to the point that it displays the 4 options and the cursor moves between them. I have found information about how to do the 'Run' function, so that is first on the list. After that, I will see about 'moving' a pokemon from your party to the playing field. That shall be fun.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline patriotsfan

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Re: [PP] Progress '10
« Reply #381 on: August 12, 2010, 06:55:14 pm »
Nice to hear some progress! Good luck on your next task!


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Offline Hot_Dog

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Re: [PP] Progress '10
« Reply #382 on: August 12, 2010, 07:02:10 pm »
Great job!

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Re: [PP] Progress '10
« Reply #383 on: August 12, 2010, 07:02:15 pm »
Great to hear some work!
I look forward to this with great anticipation :)

Offline DJ Omnimaga

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Re: [PP] Progress '10
« Reply #384 on: August 16, 2010, 07:08:17 pm »
I'M happy to see more work on the battle engine ^^

Keep up the good work.
« Last Edit: August 16, 2010, 07:08:35 pm by DJ Omnimaga »

Offline tifreak

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Re: [PP] Progress '10
« Reply #385 on: August 16, 2010, 09:29:10 pm »
I have been working on organizing more of the lists and such. The user pokemon and party are going to remain the same, but I have create a similar setup for the trainers/NPCs, and allow it to be adaptable to having link battles. I believe I have this part figured out.

I have also come up with an easier way to tell if a pokemon is fainted so it does not have to go through and unarchive all the lists (which is roughly 3700 bites with all 6 of them). I plan on adding a .5 to an element in L_PRTY to indicate that said pokemon has fainted. It will start at the first slot and move through the list until it comes across the first pokemon that is not fainted, then call up that data and drop it into a temp list.

The temp list will be dumped back into the main list after the battle is completed. The things that will be affected in the returned list is HP, PP of each move, and any status changes that have been completed. I might also do the exp check at this point and level up as needed before dumping back into the main list. So that means with each passing of lists, I will have to verify that the 4 attacks are the same with each list, and if not, dump those over as well.

Once I get these aspects done I can thusly start working on the escape routines. Have to do this so I stop confusing myself <<;
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline patriotsfan

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Re: [PP] Progress '10
« Reply #386 on: August 16, 2010, 09:43:15 pm »
Wow, what a long list to do! Hopefully, you get everything straightened out to make your work easier! ;)


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Offline meishe91

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Re: [PP] Progress '10
« Reply #387 on: August 16, 2010, 09:46:27 pm »
Glad to see progress :) Good luck.

I thought of a question though when I saw the thing about status updates. When a Pokemon is poisoned do you plan to make it so every three steps, or what ever it was, will lower it's health?
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Offline tifreak

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Re: [PP] Progress '10
« Reply #388 on: August 16, 2010, 11:11:55 pm »
Glad to see progress :) Good luck.

I thought of a question though when I saw the thing about status updates. When a Pokemon is poisoned do you plan to make it so every three steps, or what ever it was, will lower it's health?

I think it might have been 5, but yes, that will be in effect as well. Just have yet to figure out how to do that with the 'glitchy' screen. One of the many things to implement :p
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline meishe91

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Re: [PP] Progress '10
« Reply #389 on: August 16, 2010, 11:25:26 pm »
Ya, that glitchy screen could be hard. An option would be to quickly run an assembly invert screen program twice real fast. I don't know how feasible that is though.
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