Author Topic: [PP] Progress '11  (Read 73800 times)

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Ashbad

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Re: [PP] Progress '11
« Reply #90 on: June 02, 2011, 07:48:30 pm »
Hmm, that's actually impressive.  I'd still call that pure-BASIC, since that's pretty minimal assembly usage right there.

Offline tifreak

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Re: [PP] Progress '11
« Reply #91 on: June 02, 2011, 09:35:20 pm »
Thanks. The original intent of this game was to build a game using my RPGSK, however it proved to be inadequate, so I build RPGSK2 and am using that. DJ said he wouldn't host the files until games were made of them. :p Then I took it further and wanted to show people what BASIC can do with little asm help.

So far, I'd say I am doing well with that goal. :)
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 #92 on: June 03, 2011, 07:57:56 am »
Got the last bit of code written into the calc and the calc is backed up, however, I've forgotten to include a few bits of code necessary to make things work, at least from what I can tell. Hopefully a test will happen soon!
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline BrownyTCat

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Re: [PP] Progress '11
« Reply #93 on: June 03, 2011, 09:07:11 am »
Got the last bit of code written into the calc and the calc is backed up, however, I've forgotten to include a few bits of code necessary to make things work, at least from what I can tell. Hopefully a test will happen soon!
Hopefully, it will be worth the weight wait. Only VALVe players will get that, it's an honest statement though, since I hope it's worth it's weight in bytes.

Ashbad

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Re: [PP] Progress '11
« Reply #94 on: June 03, 2011, 09:38:14 am »
Got the last bit of code written into the calc and the calc is backed up, however, I've forgotten to include a few bits of code necessary to make things work, at least from what I can tell. Hopefully a test will happen soon!
Hopefully, it will be worth the weight wait. Only VALVe players will get that, it's an honest statement though, since I hope it's worth it's weight in bytes.

From what I've seen form this so far, I think it'll be worth the wait and the weight ;) Plus, it's a lot smaller in comparison to TI-BOY SE pokemon ROMs, and was made and optimized for TI calculators.

Offline tifreak

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Re: [PP] Progress '11
« Reply #95 on: June 03, 2011, 09:40:45 am »
Thanks. I'm trying to make sure it will be. I've also been optimizing things as I can find them to optimize, and hopefully Weregoose will still want to offer help with optimizations.
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 #96 on: June 04, 2011, 10:22:52 pm »
I managed to get the code written into the calc from paper. It didn't work, and after a few minutes using Tokens to move the End commands on to their own lines and to have SourceCoder parse the code using indentions, I was able to find that I missed adding 3 End commands in there somewhere. So, now that that part is fixed, it cannot use the STATS function. I am currently working on that to solve that issue.
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 #97 on: June 07, 2011, 07:12:52 am »
Well, I figured out one of the errors that I had concerning loading the proper pokemon in the list. I had put in the (A) bit for which element in the list to look at, I however forgot to put the list name itself in there. 0x5 Silly mistake to make, however, I WAS writing in 5 pages of code, so I think I can excuse myself in that regard. The new problem arises, however, that the While loop isn't looping, and I'm not sure wtf is up with that. I'm going to change the code to work in a For( loop and see if that doesn't fix my problem.
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 #98 on: June 08, 2011, 02:14:39 am »
* DJ_O hates when we debug something, take a long while to do so, then once done, we're all happy, only to later find out that our debugging introduced twice as many bugs :X

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Re: [PP] Progress '11
« Reply #99 on: June 08, 2011, 08:40:12 am »
Lol, yeah, I really hate that as well, seems to happen to me a lot. Especially since I build the 'modules' on one calc, then drop it on the other calc and integrate it into the main game, and that normally causes issues. Just so much fun and all that.
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 #100 on: June 09, 2011, 07:27:12 am »
Ok, so I am an idiot. Bug with pulling the correct pokemon from the list has been repaired.
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 #101 on: June 12, 2011, 02:12:54 am »
Good to hear it was fixed :)

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Re: [PP] Progress '11
« Reply #102 on: June 22, 2011, 08:46:41 pm »


Oh yeah, now we're getting somewhere! :D
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 #103 on: June 22, 2011, 08:47:42 pm »
That's awesome!  Great job, tifreak. :D

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Re: [PP] Progress '11
« Reply #104 on: June 22, 2011, 08:55:32 pm »
Thanks! As you can see, there are still errors that need to be dealt with. And it is quite confusing, since it shouldn't be like that :<
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%