Author Topic: [PP] Progress '11  (Read 73865 times)

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Offline tifreak

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Re: [PP] Progress '11
« Reply #45 on: February 26, 2011, 03:00:01 pm »
O.O Wow! I think the largest project I ever worked on was about 22k. Wow!

Yeah, Pokemon is going to be massive. I won't be surprised to easily surpass 250k with no trouble. Map data is going to be the biggest contributor to that. The pokemon sprites take up 16k all by themselves, and that is in hex, and optimized hex at that. I'll have to definitely see about updating that list :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 #46 on: February 28, 2011, 04:49:44 pm »
Wow 250 KB doesn't seems too big for me for a Pokémon game. I was expecting PP to be at least 1.3 MB large with all the Pokémon data and other stuff. But yeah way larger than any project I worked on. The final version of Illusiat 13 was expected to be 160 KB large.

Offline tifreak

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Re: [PP] Progress '11
« Reply #47 on: March 16, 2011, 08:04:28 am »
I've sadly made little head way with the list creation over the past couple of weeks. I've been quite busy with work, life and just generally stressed out over problems that go beyond my control. I have, however, made SOME progress with it, so there is that. Just trying to make this as efficient as possible while not really caring about super optimizing, if that makes any sense lol

Also, with recent events that are happening, I would like to point out that if something happens to Omnimaga, I post updates on TI-Freakware and UTI as well.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline tifreak

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Re: [PP] Progress '11
« Reply #48 on: March 23, 2011, 10:14:34 pm »
Made some progress. Got the code put in for the equations program. Sadly, it seems I didn't add enough error checking for empty attack slots. This is for new, low level pokemon that know <4 moves, so at least one of the slots will be empty. Once I can get it to stop erroring out, then I can see if the rest of it works. So far, everything else seems happy 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 '11
« Reply #49 on: March 24, 2011, 10:40:54 pm »
Sorry to hear you had life issues. I hope things are better soon. Glad to see some updates by the way. :)

(Btw sorry for not checking sooner, catching up on 5000 posts takes quite a while. X.X)
« Last Edit: March 24, 2011, 10:41:36 pm by DJ_O »

Offline tifreak

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Re: [PP] Progress '11
« Reply #50 on: March 25, 2011, 11:34:25 am »
oh, whoops, forgot to update about that here lol

I got the error problem with the attacks taken care of by adding a conditional to check and make sure the slot is >0 before trying to store data to it. That solves that small issue. I've also put in the round( command because some of those equations left decimal equivalents in attack stats, and I can't have that. I considered just using iPart(, but round( lets there be a small chance that you get a bonus point in a stat.

At this point (I haven't used the list editor to compare to the list on paper to make sure all fields are properly dealt with) the equation for new pokemon seems to work. The next issue I have is that, for some reason, the battle screen doesn't display. But it didn't work before the equations program update because of the equations not working. So, moving on.

And it is fine DJ, I completely understand. :p
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Builderboy

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Re: [PP] Progress '11
« Reply #51 on: March 25, 2011, 11:54:50 am »
Nice to hear you have fixed some of the issues :D And yess the file size I think is actual excellent for a Pokemon game!  Good luck in fixing some of the new bugs!  :D

Offline DJ Omnimaga

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Re: [PP] Progress '11
« Reply #52 on: March 26, 2011, 09:31:02 pm »
More updates and fixes == great :D

Offline tifreak

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Re: [PP] Progress '11
« Reply #53 on: March 27, 2011, 09:17:41 am »
Thanks guys.

@Builderboy: Sadly, they are old bugs, I just couldn't test it properly because my equations program was horrifically broken when I last tried. I think there are a few issues there still, in the equations program that I need to iron out. Just requires comparing lists and such and hoping I am wrong on that front.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline tifreak

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Re: [PP] Progress '11
« Reply #54 on: March 28, 2011, 01:18:13 pm »


Yes, I am aware of the line not connecting on the hp bar, just wanted to screenshot progress of what works now :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 #55 on: March 28, 2011, 04:03:05 pm »
I like the layout so far and I'M glad to see some visuals of the battle engine. :D

Offline tifreak

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Re: [PP] Progress '11
« Reply #56 on: March 28, 2011, 05:41:36 pm »
Thanks. Now to start working on making that battle setup functional!
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Xeda112358

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Re: [PP] Progress '11
« Reply #57 on: March 28, 2011, 09:56:25 pm »
Again, this looks very nice! It's just awesome!

Offline jsj795

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Re: [PP] Progress '11
« Reply #58 on: March 28, 2011, 11:53:13 pm »
nice update!! awesome as always (y)

I hope the fighting moves fit into the box tho. I always had trouble fitting too many words on a calculator screen :(

btw the drawing of the trainers seem to be a lot slower than the pokemon drawing. Are you using different methods to display them?


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Girls = sqrt(Evil) squared (So, girls are the root of all evil squared)
Girls = Evil (Thus, girls are evil)
*Girls=Evil credit goes to Compynerd255*

Offline tifreak

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Re: [PP] Progress '11
« Reply #59 on: March 29, 2011, 07:49:06 am »
Yes, benryves created a special asm program that handles the needs of the pokemon sprites, as I optimized the hex by replacing the end of a line of 0's with a single character 'G', in effect creating a new hex value of sorts. This reduced the size of the sprites severely, at the time I was using basic to display them, but ben threw that together in a few minutes after a bunch of people said it was too slow to show the pokemon. The NPCs don't take too long to load, and it is completely in BASIC.

Edit:

As to the text, the only solution I've thought of was to store a pic var right before the options pop up, then once a user selects the attack, it clears out that section that was expanded and recalls the picvar. I've not thought of anything else that would work for me.
« Last Edit: March 29, 2011, 07:55:28 am by tifreak »
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%