Author Topic: [PP] Progress '11  (Read 73799 times)

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Offline Reloader

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Re: [PP] Progress '11
« Reply #75 on: May 11, 2011, 12:49:28 pm »
Well he posts updates once in a while. Maybe he's more active on tifreakware.net/forum if you wanna talk to him. :)

Ok thanks ;)

Offline tifreak

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Re: [PP] Progress '11
« Reply #76 on: May 12, 2011, 08:43:54 pm »
Hey tifreak, how goes Pokemon Purple? :)

I'm making slow bouts of progress, working out the code to switch pokemon around in battles.
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 '11
« Reply #77 on: May 12, 2011, 10:01:08 pm »
I'M still looking forward for the integration of this engine into Pokémon Purple so the game looks like this

http://img.removedfromgame.com/imgs/portaloncalcs.gif
« Last Edit: May 12, 2011, 11:15:13 pm by DJ_O »

Offline tifreak

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Re: [PP] Progress '11
« Reply #78 on: May 13, 2011, 09:36:34 pm »
Haha, yeah, like that's going to happen :p
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 '11
« Reply #79 on: May 13, 2011, 09:36:58 pm »
D: Damnit :'(

Offline tifreak

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Re: [PP] Progress '11
« Reply #80 on: May 16, 2011, 08:05:50 am »
So, some good news. I've gotten through the code for ZPP and I've managed to figure out where to insert the code for switching out pokemon in battle and have even managed to get a bit written down on paper, code wise. I don't seem to have the code written out for ZMISC, which houses the code for the stats screen, so I need to deal with that yet so I can make sure there are no conflictions within that code and ZPP for the switch out. Once the stats bit is done, then I just have to write the switch out code, which will constitute storing the important date from L_1 to the correct LP# depending on the first active slot in L_PRTY. Then from that point, I pull the next slot over and dump that into L_1, then bring back the battle screen, erase the pokemon and HP data, then redraw it, then allow the enemy to attack. (For testing purposes, I'm just going to have 'Enemy attacks!' and might even have it deal 1 pt of damage to try to work out the hp bar going down.)

I actually just had an idea to that end as well. First I calculate the length of that line, and store that to a variable. Then I calculate the damage and recalculate the line the length. Then it's just a matter of using the Line(#,#,#,#,0 with the two values obtained, should allow to subtract the damage part of the hp bar without needing to clear it out and re-rendering it.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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Re: [PP] Progress '11
« Reply #81 on: May 20, 2011, 07:15:50 pm »
This is nice :D

Offline tifreak

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Re: [PP] Progress '11
« Reply #82 on: May 27, 2011, 09:34:16 am »
Quote from: TIFreakware
I've made some more progress, I've essentially gotten it to the point where I need to return control of the game back to the battle gui program. I still need to have it do attacks, but I think I will just have it do "NAME attacks NAME" and have the damage meter go down by 1 or 2 or something random from 1-5.

I also saw this morning that I made the hp bars 1 pixel too short, so I've fixed that in the code, and moved the storing of Pic 2 in the battle GUI to Pic 1 and put it before it displays the text for the  menu.

And I consolidated the code for displaying the HP bar (that shows you how much hp the pokemon has, not the border around it) from

Code: [Select]
L1(1)/L1(2)->G
(G_E2)/4->G
Line(65,25,65+G,25

To

Code: [Select]
Line(65,25,65+(.25iPart(_E2(L1(1)/L1(2)))),25
Hopefully will have this code finished and incorporated into where it should be before too much longer. Then testing to see how badly I screwed things up and see if it is fixable :p
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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Re: [PP] Progress '11
« Reply #83 on: June 02, 2011, 03:39:10 pm »
It seems as though this is coming along nicely.  Just wondering, how many programs do you think it will take up for Data and Executable code, and what would be an estimated size toll?

Offline tifreak

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Re: [PP] Progress '11
« Reply #84 on: June 02, 2011, 06:50:40 pm »
I can't even really warrant a guess on how many programs, though I will be moving a bit of them into appvars when I can start dropping map data over into them. As to size, I wouldn't be surprised if this broke 250kb. It's already over 100k as it stands, without taking into account variables and lists.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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Re: [PP] Progress '11
« Reply #85 on: June 02, 2011, 07:15:08 pm »
Well, that actually sounds abut right :) I would actually consider freeing up space on my 84+BE so that I could play this and maybe help you test it out for bugs and the like.

Offline tifreak

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Re: [PP] Progress '11
« Reply #86 on: June 02, 2011, 07:17:47 pm »
Thanks. I am pretty stringent on testing for bugs as I add each new thing to make sure it all works, but I am always capable of missing things :p
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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Re: [PP] Progress '11
« Reply #87 on: June 02, 2011, 07:20:28 pm »
Well, if that's the case, then Bravo, you're a better programmer than me! :D I usually write a whole program before I even consider debugging.  A quick question: you mentioned the use of Appvars in your game, are you using hybrid-BASIC, and if so what platform?

Offline TIfanx1999

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Re: [PP] Progress '11
« Reply #88 on: June 02, 2011, 07:30:41 pm »
It's pure basic, but uses xcopy(or celtic II, I don't remember) for copying data back and forth and a small asm hex sprite utility written by Ben Ryves for one part of the game.

*Edit* It might be 15 mhz only simply because those calcs, have more storage space.
« Last Edit: June 02, 2011, 07:32:29 pm by Art_of_camelot »

Offline tifreak

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Re: [PP] Progress '11
« Reply #89 on: June 02, 2011, 07:31:44 pm »
I am using absolute minimum asm interference. Currently, I have the following asm programs:

Celtic 2
Resource
List to String converter
Hex to sprite

I know for certain that I will need asm for the linking routines, but that is going to have to be very very customized. Beyond that, hoping for no other asm program.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%