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Omnimaga
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Pokémon Purple
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Pokemon Purple
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Topic: Pokemon Purple (Read 137969 times)
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ztrumpet
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Re: Pokemon Purple
«
Reply #360 on:
December 14, 2009, 04:01:37 pm »
I don't know. That poeses an interesting delima. Do you need to know which way they are going, or does it not matter?
If you need to know I'd change it, but otherwise I'd leave it as pi.
I had another idea: What if you had a counter for how many times the getKey is passed. It gets reset if you move, but if you don't then it gets incremented. If you don't move for like ten in a row then the NCPs move.
What do you think?
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tifreak
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Re: Pokemon Purple
«
Reply #361 on:
December 14, 2009, 06:59:52 pm »
That is sort of what I have going already.
And yes, where they are facing would be important for the sake of battles.
Right now I am stuck on trying to get the NPC interaction stuff, since it is hard coded for their places.
Hmm..
Note to self..
For each NPC on the map, I would need to store:
NPC#
Position
Trainer Yes1/No0
Direction facing (1-4)
I think that is it.. I could store 2 per list element. This might work.. will require a bit of a change in how things are done tho. Shouldn't be too difficult to make the changes.. hmm.. *jots code down on paper*
«
Last Edit: December 14, 2009, 07:00:38 pm by tifreak
»
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ztrumpet
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Re: Pokemon Purple
«
Reply #362 on:
December 14, 2009, 09:49:01 pm »
Cool! I can't wait to see what you come up with ASCII-wise to represent the different directions.
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tifreak
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Re: Pokemon Purple
«
Reply #363 on:
December 14, 2009, 10:51:03 pm »
All you need to do is look at the screenshot that is with the one on ticalc, I believe it contains the different ascii sprites used to show the different directions he can go, they will get the same ones.
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Re: Pokemon Purple
«
Reply #364 on:
December 15, 2009, 12:03:29 pm »
I think the NPC trainer's directions are necessary (but other ones you just talk to don't matter), but the player's direction doesn't matter too much.
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tifreak
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Re: Pokemon Purple
«
Reply #365 on:
December 15, 2009, 01:05:15 pm »
Well, the player's directions are already programmed in there, no sense in taking them back out. =p
Also, got some real progress!
Alright, first test is mostly a success.
The test is basically making the characters move one slot to the right. They can do this successfully without errors if there is nothing to their right. I will of course need to later on add in checking to see if they are stepping on a tile and replacing it when they walk off. At least, I hope that will be relatively easy.
The reason this was mostly a success was due to the fact that I have lost a space at the end of the string for some reason. I am unsure why. I have compared the strings themselves and they both appear to be identical, save the changes that the program made when it moved the characters. (right now sticking with the pi symbol until bugs are worked out)
I will keep playing with this until it is perfect, then will see about making it work in the actual game engine.
So, as it stands, NPCs can move to the right if they are allowed to.
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DJ Omnimaga
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Re: Pokemon Purple
«
Reply #366 on:
December 15, 2009, 02:52:38 pm »
How many NPCs can there be in one map btw?
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tifreak
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Re: Pokemon Purple
«
Reply #367 on:
December 15, 2009, 04:14:15 pm »
With my set up, a bunch. I honestly don't know how many there are per map section. I also need to set it up to see how many NPCs there are on the screen and just pick one if there are less than 3, 2 if there are more, and just move them. The way I have it set there will be noticeable lag moving them all at once.
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ztrumpet
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Re: Pokemon Purple
«
Reply #368 on:
December 15, 2009, 04:23:22 pm »
Sounds neat! I can't wait for a screenshot.
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tifreak
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Re: Pokemon Purple
«
Reply #369 on:
December 15, 2009, 04:49:38 pm »
hopefully I will have something this weekend, just depends on how this week plays out
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Re: Pokemon Purple
«
Reply #370 on:
December 15, 2009, 05:15:18 pm »
Cool. Do you want any little help with anything? (I know you probably don't, but I thought I'd ask)
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tifreak
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Re: Pokemon Purple
«
Reply #371 on:
December 15, 2009, 05:58:08 pm »
Actually, I could use a bit of help with something if you wouldn't mind. It is something rather simple, and would help in finishing the pokedex set up.
http://www.gamefaqs.com/portable/gameboy/file/367023/5775
Basically, I need 2 lists made, just dump them in a program called.. ZPLST
I need the weights, 1 per list element
I need the height like: {ft.in,ft.in, etc
If you wouldn't mind. It isn't imperative to have done right now, but would help get something off my back.
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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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Re: Pokemon Purple
«
Reply #372 on:
December 15, 2009, 07:24:01 pm »
I'll work on that for you tomorrow and have it up for you on Thursday.
«
Last Edit: December 15, 2009, 07:24:24 pm by ztrumpet
»
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ztrumpet
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Re: Pokemon Purple
«
Reply #373 on:
December 16, 2009, 04:14:07 pm »
Great News! I was able to get Ti Connect to work on my mom's computer. Now I dodn't have to be at school to trasfer files!
Anyway, here is prgmZPLST. Is there anything else little that you would like done?
When people at my school found out that Pokemon Purple was in the works, they were estatic. To answer one of thier questions, how will linking work?
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tifreak
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Re: Pokemon Purple
«
Reply #374 on:
December 16, 2009, 06:26:27 pm »
Linking.. that is an excellent question. I still haven't determined how that will work, I figured I am going to have to bug some of my asm friends to see what kind of custom link routine we can set up. But that is something that is so far from being a concern that I am not really worried about it.
And thanks, I will take a look at that program soon and see if everything is correct. Thanks for doing it, and if I have anything else like that I need done, I will post about it. =]
«
Last Edit: December 16, 2009, 06:27:38 pm by tifreak
»
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