Author Topic: [PP] Progress '10  (Read 124165 times)

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Offline tifreak

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Re: [PP] Progress '10
« Reply #135 on: March 04, 2010, 07:59:58 pm »
Well, got around the problems that I had discussed before. I have a couple strings that are only used once in a while, so I dumped the text off into that and backed up the location of the string into another spare finance var. oh, and I switched the entire text display, save for position of text on the screen, into using finance variables for keeping track of things.

I have also thought about going in and writing in a routine that edits the map before it is displayed, pending on if events or pokeballs have been checked and such. This might slow map displaying down some, from the initial displaying, not the rendering or the moving around part. Is this worth it to everyone else? This way I wouldn't have extra characters or items on the screen when they are used or certain events were taken care of. Would actually be VERY easy to make, once I feel I get the pokemon to where you can get them, of course. This still holds top priority.

Also, been writing this code up to get all three pokemon, and I believe I have it written out. however, there is a lot of 'redundant code' that is the exact same between all three. So what I am thinking about doing is rewriting it to have the bulk of the same code and the conditionals to make changes to what is needed. Just not sure if it will be smaller or not. One could only hope so, but I won't know until I actually write it all out.. so yeah, here goes!
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 #136 on: March 04, 2010, 10:04:12 pm »
Good luck!

I think I'd prefer the slower maps, as long as they aren't too much slower. :)

Offline DJ Omnimaga

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Re: [PP] Progress '10
« Reply #137 on: March 04, 2010, 10:09:22 pm »
Same as Ztrumpet here. If the loading isn't extreme it should be fine I think.

Offline tifreak

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Re: [PP] Progress '10
« Reply #138 on: March 05, 2010, 09:29:53 am »
The maps themselves aren't slower, just take a second or two more to load, after that everything else will run fast enough.
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 #139 on: March 05, 2010, 02:28:34 pm »
I guess it should be fine then. After all people played the old Illusiat games that took 6-7 seconds to render maps sometimes :P

Offline tifreak

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Re: [PP] Progress '10
« Reply #140 on: March 08, 2010, 08:21:36 pm »
http://tifreakware.net/tifreak8x/pokemon/ss/001.jpg

warning, large picture is large.

This is the code I am using for you to get ALL 3 STARTER POKEMON. =D

What do you think?
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Eeems

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Re: [PP] Progress '10
« Reply #141 on: March 08, 2010, 09:35:14 pm »
You have neat writing x.x

it looks good. I'll look closer later and tell you if I find any optimizations and such.
/e

Offline tifreak

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Re: [PP] Progress '10
« Reply #142 on: March 08, 2010, 09:51:36 pm »
this is actually scribblish to me XD

And if you see some, awesome. I tried combining the strings and making use of sub(.. but it is actually bigger that way.

I think I will probably put this code onto the calc tomorrow morning, and see how far I get and what I get done, might be able to get one's starter pokemon sometime tomorrow ^ ^
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 #143 on: March 08, 2010, 10:15:00 pm »
That looks really cool!  You've got excellent and easily understood writing too. :D

What do the / + and * mean?  I think the / is a newline.  What are the others?

Great code! ;D

Offline tifreak

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Re: [PP] Progress '10
« Reply #144 on: March 08, 2010, 10:58:58 pm »
/ means shift to next line
+ means to pause
* means to return from program.

the plot box tells the calc that the next character is an activation character, meaning something is supposed to happen, like get an item or otherwise.

and thanks XD

If I wasn't in a hurry when writing that, it would have been neater. XD
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 #145 on: March 08, 2010, 11:11:12 pm »
Hmmm...I hate that I can't follow all of the code. :P
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Offline Eeems

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Re: [PP] Progress '10
« Reply #146 on: March 08, 2010, 11:17:46 pm »
Lol, well it is somewhat specialized to his whole setup, but if you don't get how some of the stuff works feel free to pm me and I'll explain whatever you want explained.

Tifreak: I don't think I can see any optimizations at all, looks like you did a great job!
/e

Offline meishe91

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Re: [PP] Progress '10
« Reply #147 on: March 08, 2010, 11:20:42 pm »
Ya, I figured that it would be. I just don't get the whole new line/pause/return thing that he said. Other than that I could probably work through lol.
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Offline DJ Omnimaga

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Re: [PP] Progress '10
« Reply #148 on: March 09, 2010, 12:13:58 am »
Wow nice code

Offline Eeems

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Re: [PP] Progress '10
« Reply #149 on: March 09, 2010, 12:20:57 am »
Oh, that is just what is put in his strings and is parsed later on, it's nothing really to do with basic.
/e