Author Topic: [PP] Progress '11  (Read 74434 times)

0 Members and 1 Guest are viewing this topic.

Offline Eiyeron

  • Urist McEiyolobster
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1430
  • Rating: +130/-10
  • (-_(//));
    • View Profile
    • Rétro-Actif : Rétro/Prog/Blog
Re: [PP] Progress '11
« Reply #165 on: August 12, 2011, 10:37:45 am »
Psyduck 19/999 HP...
CHEATER SPOTTED!

Offline Binder News

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 785
  • Rating: +46/-3
  • Zombie of Tomorrow
    • View Profile
Re: [PP] Progress '11
« Reply #166 on: August 12, 2011, 10:57:37 am »
HOLY CRAP! How long have you been working on this?
Spoiler For userbars:







Hacker-in-training!   Z80 Assembly Programmer     Axe Programmer
C++ H4X0R             Java Coder                           I <3 Python!

Perdidisti ludum     Cerebrum non habes

"We are humans first, no matter what."
"Fame is a vapor, popularity an accident, and riches take wings. Only one thing endures, and that is character."
Spoiler For Test Results:





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 '11
« Reply #167 on: August 12, 2011, 11:05:34 am »
@Eiyeron: Haha, nah, just used filler data to populate lists so I can do testing :)

@Binder News: I've been working on this project off and on for.. 7 years now? I took several long breaks from it that lasted months at a time, and I've rewritten the game twice now.

Thanks for the compliments guys ^_^
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Dionysus

  • LV0 Newcomer (Next: 5)
  • Posts: 4
  • Rating: +3/-0
    • View Profile
Re: [PP] Progress '11
« Reply #168 on: August 13, 2011, 10:32:33 pm »
I'm posting in this thread rather than the sprite one so I'm not necro-posting so badly (I'm still new enough not to be sure of the etiquette on this forum, so I apologize if I am in error.) Anyway, I whipped up some simple sprites for Oak, Red, and Blue. They're not the best, but at least you'll have a placeholder. I skimmed the threads and didn't see anything about the trainer sprites, so I hope I'm not stepping on anybodies toes. http://imageshack.us/photo/my-images/204/oakredblue.png/

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 '11
« Reply #169 on: August 13, 2011, 10:38:35 pm »
Oh hi there. 2 posts? Yeah, I'd say you are quite new, and there is nothing wrong with that.

Thanks for the offer up on the sprites, I'll take a closer glance at them later. We had decided to use the 16x16 sprites that I've done as place holders for now, might even become permanent. As I've been trying to get the battle system going, I've not really focused much more on the sprites.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Dionysus

  • LV0 Newcomer (Next: 5)
  • Posts: 4
  • Rating: +3/-0
    • View Profile
Re: [PP] Progress '11
« Reply #170 on: August 13, 2011, 11:16:33 pm »
Alright, well, if you want me to make the sprites, feel free to let me know.

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 '11
« Reply #171 on: August 15, 2011, 09:04:59 pm »
Thanks for the offer, I'll keep you in mind :)

As to pokemon, I've finally found a spot to put DelVar L6 without it going nuts and crashing the battle system. This will free up around 500 bytes of memory. I need to go through ZPP and add in archiving and unarchiving of ZBA at certain points to save almost 3k of RAM to use for other functions.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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 '11
« Reply #172 on: August 31, 2011, 07:46:20 am »
Managed to do a little bit of testing this morning, confirmed that Elixir works flawlessly with the battling Pokemon. While testing stat checking (trying to find a Pokemon with PP<MaxPP) I stumbled upon a typing error on my part, having Delvar instead of DelVar. That has been repaired.

There was also an issue where when backing out of the item system, it automatically called on the FIGHT option. I'm not sure if I repaired the issue, haven't had time to test just yet.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline imo_inx

  • Manman, SaviourOfTheMultiverse!
  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 473
  • Rating: +27/-8
  • imo_inx
    • View Profile
Re: [PP] Progress '11
« Reply #173 on: August 31, 2011, 08:37:30 am »
This game will be awesome once it's out, but huge...


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 '11
« Reply #174 on: August 31, 2011, 08:51:31 am »
Yeah, sadly it will be. :< I try to go through and optimize as much as possible, but there really is only so much one can do with TI-BASIC.

On a side note, Elixir is now fully functional and I am ready to move on to the next item.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Hayleia

  • Programming Absol
  • Coder Of Tomorrow
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3367
  • Rating: +393/-7
    • View Profile
Re: [PP] Progress '11
« Reply #175 on: August 31, 2011, 10:26:10 am »
This game will be awesome once it's out, but huge...
Yeah, try to not do my mistake: I made a Pokemon in pure Basic (before Pokemon Topaze), and it needed 25000 bytes of RAM. And we always have less than 24000 :'(

On a side note, Elixir is now fully functional and I am ready to move on to the next item.
O.O I don't even know if my Elixir works ???
Good to see progress on it ! Keep working good ;D


(if there are grammar or spelling fails, it is because I am French)
« Last Edit: August 31, 2011, 10:26:24 am by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s

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 '11
« Reply #176 on: August 31, 2011, 11:00:56 am »
Well, Pokemon Purple is already over 100KB in size, not counting save data and lists.

As to the items, that is the benefit of programming in BASIC. I can create a temp program and fake data more easily to do my tests on items and the like. I have too many problems trying to code everything and then going back to try to fix mistakes, as they get buried in all the code :< And thank you kind sir! :D Escape rope is my next item, I can easily code it for the battle system (since it's a non-usable item) but I've not figured out how to deal with it yet when outside of battle. I'm thinking a list with numbers that correspond to certain places, the calc runs the program with conditionals and gets the info that way.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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 '11
« Reply #177 on: September 02, 2011, 10:29:26 pm »
Small update:

Fixed error I had with Item system scrolling, variable was getting overwritten and causing issues.

Added some clean up code to the testing stuff, This way I don't have to worry about it while testing.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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 '11
« Reply #178 on: September 03, 2011, 07:31:56 am »
Code: [Select]
If Tmin>0 and Z=1:Then:For(F,4,14:Line(4,F,90,F,0:End:For(F,15,30:Line(0,F,94,F,0:End:"0ZBD":prgmZRS:{94,0,3,27:prgmTEMP:prgmZC1:"rowSwap(ZAN"->Str0:0->theta:If 0<L1(3:Then:L1(3:prgmZCE:Text(35,9,Str9:Text(35,70+4(1-int(log(L1(19)))),L1(19:Text(35,78,"/",L1(23:End:If 0<L1(4:Then:L1(4:prgmZCE:Text(41,9,Str9:Text(41,70+4(1-int(log(L1(20)))),L1(20:Text(41,78,"/",L1(24:End:If 0<L1(5:Then:L1(5:prgmZCE:Text(47,9,Str9:Text(47,70+4(1-int(log(L1(21)))),L1(21:Text(47,78,"/",L1(25:End:If 0<L1(6:Then:L1(6:prgmZCE:Text(53,9,Str9:Text(53,70+4(1-int(log(L1(22)))),L1(22:Text(53,78,"/",L1(26:End:
Yes, it's all on one line.

This is the start of the Ether code. This code will probably be the longest written code as of yet. :< What the code has to do is display the FIGHT option box with the attacks the pokemon knows (on the fight screen for the battling pokemon, on the party screen for the selected non-battling pokemon), and use that box to select which move you want to receive 10PP. I'm not too worried about the battling pokemon code, that should be easy since that is just stored in L1. It's the pokemon not battling that is going to be a massive pain, since the code has to be generated on the fly. :/

Anyways, just letting people know where I'm at.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Hayleia

  • Programming Absol
  • Coder Of Tomorrow
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3367
  • Rating: +393/-7
    • View Profile
Re: [PP] Progress '11
« Reply #179 on: September 03, 2011, 08:18:49 am »
Unreadable code O.o Too much in too little space >.< me has a headache

I have one question: Do you program directly on calc or do you write it on a computer before ?
« Last Edit: September 03, 2011, 08:18:55 am by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s