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Omnimaga
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Pokémon Purple
(Moderator:
tifreak
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npc and signs
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Topic: npc and signs (Read 35055 times)
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tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
npc and signs
«
Reply #45 on:
January 19, 2006, 06:25:00 am »
I thought you might like to see the routine that I made for the text, which is based off of Kevins' but mine is a bit smaller
prgmZTD:
3->X:3->Y:1->C:2->W
While W=2
Text(X,Y,Sub(Str0,C,1
For(A,1,# ; The higher the number, the slower the text is displayed
End ; If you do not want variable text speed, you can take the For and End statements out
C+1->C:Y+4->Y
If sub(Str0,C,1)="/
Then
C+1->C:X+6->X:3->Y
End
If sub(Str0,C,1)="+
Repeat getKey
End ;Wait for Key routine
ClrDraw
3->X:3->Y:C+1->C
If sub(Str0,C,1)="*
1->W
End
String example: "ABCDEFGHIJ/KLMNOPQRST/UVWXYZ+ASIOIWEIDHFKH/HAOSUHF/ASHDFOAOIH+*"->Str0
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
kalan_vod
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Posts: 2715
Rating: +10/-0
npc and signs
«
Reply #46 on:
January 19, 2006, 08:04:00 am »
looks pretty good, I made mine a while back (last year in high school).
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Spellshaper
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31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
npc and signs
«
Reply #47 on:
January 19, 2006, 10:08:00 am »
nice, small and clear... :thumb:
mine has too many If then end for special chars, that
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tifreak
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Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
npc and signs
«
Reply #48 on:
January 19, 2006, 10:52:00 am »
Without the variable text speed, it is almost lighting fast.
Let me know though...
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Spellshaper
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31337 u53r (Next: 2000)
Posts: 1690
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This is me. Or maybe not.
npc and signs
«
Reply #49 on:
January 19, 2006, 11:13:00 am »
uuuhkay... compared to mine yours is just... speedy... :bow:
Now I have to make mine better :evil:
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tifreak
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Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
npc and signs
«
Reply #50 on:
January 19, 2006, 11:22:00 am »
MWHAHAHAHAHAHAHAHA!!!!!!
You shall never accomplish this task! You are
DOOMED!
:rofl:
Arcane Wizard posted something on unitedti:
QUOTE
"You can split the text into lines and display each seperately.->Str0
For(L,1,int(Length(Str0)/16
16(L-1)+1->S
16->E
Length(Str0
E-(16-16fPart(Ans/16))(E>(Ans-16L
Disp sub(Str0,S,E
End
Replace 16 with the allowed length of each line. For example, you could use 20 if you place the text on the graph screen with Text( instead of Disp. Then you would use Y+7(L-1 to determine the vertical display position of the currrent line ( Text(Y+7(L-1),X,sub(Str0,S,E ).
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Spellshaper
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31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
npc and signs
«
Reply #51 on:
January 19, 2006, 11:27:00 am »
kewl... this calls for some major thinking on my part...
I
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tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
npc and signs
«
Reply #52 on:
January 19, 2006, 11:31:00 am »
Only prob with Arcane's code is that if it isn't divisible by the selected number, you will get a domain error.
That is why I am just gonna stick with what I got...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
npc and signs
«
Reply #53 on:
January 19, 2006, 02:40:00 pm »
nice stuff, now ROL3 is doomed O_O
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tifreak
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Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
npc and signs
«
Reply #54 on:
January 19, 2006, 02:55:00 pm »
Well, Kevin, I think it is time for you to go through and update the code.
Especially now that there is resource...
BOT:
Remember how my map segments are stored? I am going to use a similar method to store my dialogues, I want to store all of them within a certain area as one string. Then using 2 variables, and the sub( command, call the specific part of the string, and store it to a diff string, then delete the one with all the text in it.
What do you think?
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
tenniskid493
Guest
npc and signs
«
Reply #55 on:
January 19, 2006, 03:09:00 pm »
sounds like a good idea. But how big are those strings going to be. If you store more than like 10 dialogues in one string..the string is going to be massive.
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tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
npc and signs
«
Reply #56 on:
January 19, 2006, 03:18:00 pm »
I... dont know yet. That will be one other thing that I have to experiment with...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
dragon__lance
Guest
npc and signs
«
Reply #57 on:
January 19, 2006, 03:33:00 pm »
QuoteBegin-tifreak8x+19 January 2006, 21:55-->
QUOTE
(tifreak8x @ 19 January 2006, 21:55)
Well, Kevin, I think it is time for you to go through and update the code.
Especially now that there is resource...
BOT:
Remember how my map segments are stored? I am going to use a similar method to store my dialogues, I want to store all of them within a certain area as one string. Then using 2 variables, and the sub( command, call the specific part of the string, and store it to a diff string, then delete the one with all the text in it.
What do you think?
heheheheh, thats wat i did. hmmmmm....gonna have to see if ur text routine runs faster than mine.........
edit: nicely done Tifreak8x, runs very fast. wonder if it will run faster if at the beginning use:
length(string->theta
and then for(C,1,theta
ur routine works for small text though, while mine works for large text. guess i have to go back to the drawing board
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tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
npc and signs
«
Reply #58 on:
January 20, 2006, 02:01:00 am »
My routine can be made to work with big text, you just have to adjust some variables.
And thanks.
I like to try to improve upon my programs, and others when I can.
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
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Omnimaga
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Pokémon Purple
(Moderator:
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npc and signs