Author Topic: [PP] Progress '10  (Read 126109 times)

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Offline DJ Omnimaga

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Re: [PP] Progress '10
« Reply #60 on: February 01, 2010, 02:29:09 pm »
I assume the L in L_BDY means left, right?

Offline ztrumpet

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Re: [PP] Progress '10
« Reply #61 on: February 01, 2010, 04:15:23 pm »
I assume the L in L_BDY means left, right?
I think it's the list L. :)

T=L_BDY
If sum(Ans)=1:Then: code :End
If you want you can do this:
:If max(T=LBDY  //For this max is faster than sum. :D
:Then
code
:End
« Last Edit: February 01, 2010, 04:15:33 pm by ztrumpet »

Offline tifreak

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Re: [PP] Progress '10
« Reply #62 on: February 01, 2010, 04:16:12 pm »
nah, I use L_ on forums to indicate that it is a list variable. Too lazy to play around with the size tags and such XD

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« Last Edit: February 01, 2010, 04:18:06 pm by ztrumpet »
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Offline DJ Omnimaga

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Re: [PP] Progress '10
« Reply #63 on: February 02, 2010, 12:59:59 am »
oooh I see! ok :P

Offline tifreak

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Re: [PP] Progress '10
« Reply #64 on: February 05, 2010, 11:05:34 pm »
Thought I would post up what progress I have now.

Added in the code that should have prevented you from leaving Oak's lab after he drug you there, but it did not. I can force-ably make the program run from the home screen, but I am unable to get it to work from within the game. I will spend a bit more time tomorrow, since it is unlikely I will be cutting firewood this weekend, picking the problem apart.

At this point the problem can only be in one place. And that is in the program that calls the actual events themselves. I most likely just have a wrong value being looked at somewhere.
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Re: [PP] Progress '10
« Reply #65 on: February 06, 2010, 01:36:14 am »
X.x I hope you can fix it soon

Btw Are game events coded by map IDs like in my games? For example in Illusiat 13 for dungeon 1 through 24, when you're in map column 0 through 4 it will load the first event program, 5-9 the second and all events above dungeon 24 it loads the 3rd event program, regardless of the column. Once inside the program, it's mostly a set of If MapRow=45:do this:If MapRow=46:Do that, etc.


Offline tifreak

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Re: [PP] Progress '10
« Reply #66 on: February 06, 2010, 05:40:00 am »
Something similar. A lot of events in pokemon were set off by invisible boundaries, which I figured out how to do via lists and such. Getting Prof Oak to drag you back to the lab was easy. Getting it so you don't leave the lab, not so easy. :p And I have 2 vars set formap loading. If it is just a straight number, L=1 and M=1, then it loads the world map, but if it is L=1.1 and M=1.1, then it knows to load interior maps. Then once it looks to see which map it is in, it calls the appropriate program based off that (prgm ZEV1, prgm ZEV2, etc) I create a new prgmZEV# when the last one reaches 6k in size.
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Offline ztrumpet

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Re: [PP] Progress '10
« Reply #67 on: February 06, 2010, 01:34:31 pm »
That sounds really nice!  Good luck finding the bug. :)

Offline tifreak

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Re: [PP] Progress '10
« Reply #68 on: February 07, 2010, 11:59:01 am »
Bug found. It seems trying to optimize L_EVEN(1)=1 as L_EVEN(1) will not work if you are also trying to do L_EVEN(1)=.5 :p Cause if it is still .5, it is >0, which means that L_EVEN(1) just like that is still true. Now with that fixed, and you not able to leave Oak's lab (going to have to figure out a way to maybe save the current map and such to a save slot when only working with events. If you save and quit, the map resets and you won't get yer pokemon D=

Anyways, that is what I am doing later this evening, making it so you can has your very first pokemans.
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Offline DJ Omnimaga

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Re: [PP] Progress '10
« Reply #69 on: February 07, 2010, 02:30:33 pm »
I sometimes had problems doing stuff like If A instead of If A>0 before. if you notice, in Illusiat 13, despite knowing this optimization, I still won't use it because I had so much problems with it. Could this be another TI-OS glitch?

Offline tifreak

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Re: [PP] Progress '10
« Reply #70 on: February 07, 2010, 05:09:48 pm »
Not really, because If L_EVEN(1) is just seeing If L_EVEN(1)>0 basically. I just have to remember to be very specific with this stuff from now on. Anyways, going to do a check on calc, see if the game actually sees it. If so, I will most likely post up a screenshot of that part in action. =]
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline ztrumpet

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Re: [PP] Progress '10
« Reply #71 on: February 07, 2010, 07:36:06 pm »
Sounds great!  I'm glad you found your bug.

Cause if it is still .5, it is >0, which means that L_EVEN(1) just like that is still true.
Almost.  The calc interperts :If LEVEN(1 as :If 0 != LEVEN(1 not as :If 0 < LEVEN(1 .
(It's not-equal, not greater than.  I just wanted to clear this up. :) )

Yay!  I can almost have Pokemon! ;D

Offline tifreak

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Re: [PP] Progress '10
« Reply #72 on: February 07, 2010, 08:58:33 pm »
lol one step closer :p



This shows off a better view of invisible boundaries. aka, not just walking into grass sets things off. =]

And no, the game is faster than the screenshot. I don't know why it is showing up that slow. =/
« Last Edit: February 07, 2010, 09:11:54 pm by tifreak »
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline jsj795

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Re: [PP] Progress '10
« Reply #73 on: February 07, 2010, 09:12:48 pm »
Are you using the new version of wabbitemu?
Because my screenshot was pretty slow too...


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Offline DJ Omnimaga

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Re: [PP] Progress '10
« Reply #74 on: February 07, 2010, 09:20:30 pm »
Buckeye Dude fixed screenshot glitches in the last version of Wabbitemu, but maybe some stuff still need to be fixed, idk