Author Topic: [PP] Progress '10  (Read 124747 times)

0 Members and 1 Guest are viewing this topic.

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: [PP] Progress '10
« Reply #390 on: August 20, 2010, 06:00:19 pm »
What was the problem with the glitchy screen?  And how would inverting the screen twice work?  Wouldn't that reset everything back how it was?

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: [PP] Progress '10
« Reply #391 on: August 20, 2010, 06:12:01 pm »
When a Pokemon that was in your party gets poisoned it continues to get hurt even outside of battle. So the screen would "glitch" (like shake kinda or something) to signify when it got hurt each time. Eventually, if you didn't take the poison away, you Pokemon would faint.

I was saying that inverting the screen fast twice would just make it seem like something happened that signified that. Another option would have a program (most likely assembly), if possible, that would shift the whole screen a few pixels really fast in both directions or something. You could do it in TI-BASIC but it'd probably be really slow and look weird.
« Last Edit: August 20, 2010, 06:13:56 pm by meishe91 »
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline skuller972

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 335
  • Rating: +11/-4
  • BEAST MODE
    • View Profile
Re: [PP] Progress '10
« Reply #392 on: August 21, 2010, 12:01:43 pm »
You could just make your person shake and invert. It's smaller and faster, since a large scale shake or invert in basic could take a while
Then again, maybe not...
<a href="http://www.nerdtests.com/ft_nt2.php">
<img src="http://www.nerdtests.com/images/badge/nt2/bc7bf8e12353f09e.png" alt="NerdTests.com says I'm a Cool Non-Nerd.  Click here to take the Nerd Test, get nerdy images and jokes, and talk to others on the nerd forum!">
</a>

Offline FinaleTI

  • Believe in the pony that believes in you!
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: [PP] Progress '10
« Reply #393 on: August 21, 2010, 12:06:57 pm »
Inversion or flashing like for entering battle would probably be the best. If I recall correctly, in the original the screen didn't shake, instead the tiles distorted for a second, then returned to normal.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: [PP] Progress '10
« Reply #394 on: August 21, 2010, 12:30:53 pm »
You could just make your person shake and invert. It's smaller and faster, since a large scale shake or invert in basic could take a while

That's why I suggested using a assembly routine. That way its fast no matter what.
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: [PP] Progress '10
« Reply #395 on: August 21, 2010, 12:49:36 pm »
I think he's trying to keep the usage of ASM as low as possible, though. He wants to show what TI-BASIC can do with as less ASM lib usage as possible.

Offline tifreak

  • Project Author
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
Re: [PP] Progress '10
« Reply #396 on: August 23, 2010, 12:06:57 pm »
Yeah, I would like to come up with something that is in basic that achieves a similar effect, if possible. DJ nailed it right on the head with the why. :p

Been busy the last week or so, hope to have some time and no distractions tonight to work on it.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: [PP] Progress '10
« Reply #397 on: August 23, 2010, 02:11:42 pm »
Ya, I know that's your goal. I was just saying because I can't think of any fast way to to it in TI-BASIC.
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline tifreak

  • Project Author
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
Re: [PP] Progress '10
« Reply #398 on: September 05, 2010, 01:36:25 pm »
I haven't come up with a solution to this bit, since I am more concerned with the battle system at this point.

I have made slight amounts of progress with it. Sorry for the lack of updates here, I hope to have some real progress to show very soon.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: [PP] Progress '10
« Reply #399 on: September 05, 2010, 01:40:13 pm »
Kk, good luck with it. I hope you have some more free time to work on PP soon :)

Offline Ranman

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1354
  • Rating: +83/-0
    • View Profile
Re: [PP] Progress '10
« Reply #400 on: September 05, 2010, 02:28:52 pm »
Keep up the good work tifreak!
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline tifreak

  • Project Author
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
Re: [PP] Progress '10
« Reply #401 on: September 23, 2010, 07:42:24 pm »
Sorry for the lack of updates gents.

Been reworking the battle system, and realized I would like to put sprites up for the trainers. but in order to accomplish that, I would need sprites! However, they seem to be 52x52. This of course goes outside what I can do with the programming limitations I have set, and since the screen doesn't have enough room, kind of makes things a bit more difficult.

I could cheat, and use the generic 16x16 sprites that is used in the gameboy game map, or I can attempt to shrink down sprites and make them look as good as possible in a 32x32 environment.



This is what I was able to do in like 10 minutes worth of work. I should try on one of the wider ones, see how well that works out. -IF- I can make them all work acceptably, would you like to see them in there, should I go to the generics (since they are already going to be in there anyways) or should I just ignore the sprites and say 'oh hey, someone wants to battle!'

The above costs roughly 260 bytes as a string, not optimized with my extra hex character.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: [PP] Progress '10
« Reply #402 on: September 23, 2010, 07:48:46 pm »
One of the spriters here may be able to help shrink them down so they still look good. We got some talented guys. I personally don't think it matters to me, though it'd look better. Whatever ends up happening though, good luck :)
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline Ranman

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1354
  • Rating: +83/-0
    • View Profile
Re: [PP] Progress '10
« Reply #403 on: September 23, 2010, 07:54:38 pm »
How many would you have to shrink down? I had to shrink 512 sprites for Ultima V -- from 16x16 to 11x11.

It was not fun.
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline tifreak

  • Project Author
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
Re: [PP] Progress '10
« Reply #404 on: September 23, 2010, 07:59:05 pm »
less than 40 I think x.x and these aren't really shrinking down, more like cut and remove the body and such :p lol
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%