Author Topic: Pokemon Purple  (Read 139437 times)

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Offline DJ Omnimaga

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Re: Pokemon Purple
« Reply #225 on: May 13, 2009, 08:12:31 pm »
wow you save like 1000-2000 bytes every update. Near the end you'll have optimized like 50000 bytes when this game will be finished XD

Offline tifreak

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Re: Pokemon Purple
« Reply #226 on: May 14, 2009, 11:09:28 am »
lol, well, I have probably already optimized.. 20k off of it already, just because of the sprite data? Maybe more, since I had 6 programs at a bit over 6k each.. and now it is just one program at 17k. *shrugs*
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Offline trevmeister66

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Re: Pokemon Purple
« Reply #227 on: May 14, 2009, 11:27:54 am »
lol nice work.
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Offline DJ Omnimaga

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Re: Pokemon Purple
« Reply #228 on: May 14, 2009, 01:06:08 pm »
it's still OVER NINE THOOOUSAND bytes optimized though :P

Offline tifreak

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Re: Pokemon Purple
« Reply #229 on: May 14, 2009, 05:30:39 pm »
rofl XD Yeah, I suppose it is =p

If I can motivate myself to do so, hoping to have the new items system set up tonight, or at least working a little better. I would of course, still need to work on making the effects of each item work, but meh, will get there eventually.
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: Pokemon Purple
« Reply #230 on: May 24, 2009, 09:26:41 am »
And something for the masses:

Currently, only the scrolling and page by page turning is working. I still need to add:

X -the ability to move an item
X -the ability to toss an item
X -the ability to use an item

Using an item won't happen until I get it to where you can have a pokemon to use one on. That will be somewhat difficult, as each item does different things. I will also need to devise a dynamic routine for all the TMs and HMs, since they will all essentially do the same, and make it easier, but if the pokemon knows 4 moves already, it will have to replace the selected move with the TM/HM.

Oh what fun.. I think I will work on moving an item and tossing an item to at least get those out of the way. =]
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline trevmeister66

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Re: Pokemon Purple
« Reply #231 on: May 24, 2009, 09:33:35 am »
Nice work. Yeah, just make as much progress as you can. Keep up the good work.
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Offline DJ Omnimaga

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Re: Pokemon Purple
« Reply #232 on: May 24, 2009, 03:50:55 pm »
mhmm nice work on the scrolling. Seeing the busy indicator runs slower than on a real calc I assume the scrolling must be at least 1.5x faster on the real calc, right?

One thing though is that you spelt Elixir wrong :D (altough this is not as bad as spelling it "Elexir" like I did in my two comic-book-based dice+pen+paper RPGs back in 2000-2001)

Offline tifreak

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Re: Pokemon Purple
« Reply #233 on: May 24, 2009, 04:50:25 pm »
lol, yeah, you're right. XD Now fixed on the calc. =p

I really wish this game wasn't so addicting so I could work more on pokemon XD
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline skuller972

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Re: Pokemon Purple
« Reply #234 on: May 24, 2009, 05:48:54 pm »
DJ: just because the runindicator is slow, doesnt mean the calc version is faster. when my calculator defrags or garbagecollects, it is really slow, but it might be faster on a calculator anyways, but i just wanted to point that out.
Then again, maybe not...
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Offline Halifax

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Re: Pokemon Purple
« Reply #235 on: May 25, 2009, 01:53:38 am »
DJ: just because the runindicator is slow, doesnt mean the calc version is faster. when my calculator defrags or garbagecollects, it is really slow, but it might be faster on a calculator anyways, but i just wanted to point that out.
Well if the emulator is correct, then I believe it should indicate that the calc version is faster. The run indicator is executed just like any other assembly that the OS contains, meaning that it is interpreted and performed at the same speed any other code is. So I believe that it is a good indicator.
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Offline skuller972

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Re: Pokemon Purple
« Reply #236 on: May 25, 2009, 06:27:39 am »
yeah but im just pointing out that when garbage collecting or defragmenting, the indicator is slower
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Offline Halifax

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Re: Pokemon Purple
« Reply #237 on: May 25, 2009, 10:06:43 am »
yeah but im just pointing out that when garbage collecting or defragmenting, the indicator is slower
Okay, fair enough.
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Offline DJ Omnimaga

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Re: Pokemon Purple
« Reply #238 on: May 25, 2009, 10:32:56 am »
The run indic isnt necessarly slower during garbage collecting. Sometimes it suddently becomes faster, especially when you manually garbage collect even if it hasn't been a while since the last time you did. I think the time it's slower, it's in the process of defragmenting stuff, then it goes fastter until it reaches another point of the archive memory that needs defragmenting too. On my TI-Nspire I got like 1.3 MB of free archive and when I garbage collect, the cursor moves twice faster during almost the entire time

Offline tifreak

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Re: Pokemon Purple
« Reply #239 on: May 29, 2009, 11:15:47 pm »
Well, working on a list of items that are not tossable, a list of items that can be used outside of battle, and items that can be used only during a battle. From there, I have to come up with a way, probably using a list element, to tell whether a person is in battle or not. I am thinking at this point, that will be the easiest way for that specific bit. For usage, I will no doubt have to spread that out similar to that of the map data. Basically, going with a few programs, and having one program that calls the correct one based off the item #
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%