Author Topic: Pokemon Purple  (Read 138073 times)

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Offline DJ Omnimaga

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Re: Pokemon Purple
« Reply #405 on: December 21, 2009, 08:00:53 pm »
it only took 5 years until he listens to me


j/k :P lol

But for nostalgia purposes, here was the screenie :D


Offline tifreak

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Re: Pokemon Purple
« Reply #406 on: December 21, 2009, 08:44:35 pm »
lol, I started using them when I made the maps scroll, but the NPCs just now get them cause they can move x]
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline ztrumpet

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Re: Pokemon Purple
« Reply #407 on: December 21, 2009, 09:05:06 pm »
Wait, I saw that screenie earlier today!
I was looking through old topics and...

==================

Good luck with the NCPs.
« Last Edit: December 21, 2009, 09:10:39 pm by ztrumpet »

Offline tifreak

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Re: Pokemon Purple
« Reply #408 on: December 22, 2009, 09:30:50 am »
Thanks.

I need to see if there is a command or easy way to search list elements like inString( does for strings.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline ztrumpet

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Re: Pokemon Purple
« Reply #409 on: December 22, 2009, 12:01:16 pm »
Okay, but it's a little complicated:

Lets say you want to search L1 for 5:
max((L1=5)cumSum(binomcdf(dim(L1)-1,0

This will give you the list element of the farthest 5 in list one.  If you mess around with this, I'm sure you can find something that will work.

Offline tifreak

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Re: Pokemon Purple
« Reply #410 on: December 22, 2009, 06:13:07 pm »
not sure if that will deal with what I need though.. I was thinking of running it through a quick while loop to see if the point that is being talked to matches any of the list elements and then storing the #sprite to a variable to look up.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline ztrumpet

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Re: Pokemon Purple
« Reply #411 on: December 22, 2009, 07:47:44 pm »
Hmm, I don't know then.  It still might work with some tweaking, though.  Can you try it and let us/me know how it works?

Offline Builderboy

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Re: Pokemon Purple
« Reply #412 on: December 22, 2009, 11:05:35 pm »
I belive you can get a little more speed by prerendering the cumSum(binomcdf(dim(L1)-1,0)) part, if your list size doesn't change.  I use this in Serenity just like you need to, to detect points, but since the test only works for 1 number i combine the 2 coordinates into one number.  For instance 9,3 becomes 9.3.

Offline tifreak

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Re: Pokemon Purple
« Reply #413 on: December 23, 2009, 10:33:53 am »
sadly, the list always changes, because there are always a different number of npcs on the map. each NPC uses 5 list elements (I know, I could easily condense this, but it would require writing yet more code and I don't think the memory saved by condensing the list will be much when I write out all the code over and over to check for iPart and fPart of list elements)

And the coordinates for the NPCs are a single number that is changed within the string, so I don't have to display anything other than the map.
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 #414 on: December 30, 2009, 04:56:55 pm »
While writing out the code to make the NPCs talk, I realized I made a mistake and had to start over. XD So the list for NPC talking is as follows:

1 - determine which NPC list element to use -COMPLETE
2 - determine if NPC is trainer, if so go to NPC Battle program -COMPLETE, but battle programs do not exist yet.
3 - get NPC text
4 - determine if NPC is tied to event, go to appropriate program
5 - recall sprite data
6 - display border and text


so that is what the layout of the program I am devising will look like. *gets back to work*
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 #415 on: December 30, 2009, 05:05:00 pm »
Sounds cool. Good luck!

Offline Builderboy

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Re: Pokemon Purple
« Reply #416 on: December 31, 2009, 12:48:57 am »
Nice pseudo code, looks nice and rugged.  Good work!

Offline Eddysaints

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Re: Pokemon Purple
« Reply #417 on: December 31, 2009, 01:02:10 am »
I was a massive pokemon gameboy player and still got all the cards from years ago  (Basic,Jungle,fossil sets in mint)
cant wait to get round to playing it.

Offline DJ Omnimaga

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Re: Pokemon Purple
« Reply #418 on: December 31, 2009, 02:11:23 am »
Cool, do you have one of these calculators? You would need the TI-83 Plus Silver, the TI-Nspire or TI-84 Plus Silver models to play it, though, because it's mega large. (altough there are emulators but you need to google the illegal rom files yourself)

I also can't wait until it's finished. /me pokes tifreak to work on it

And nice tifreak8x, keep up the good work.

Btw, since this seems to be alive once again, now that we got a featured RPG section again, I think I am gonna move this project there when I have some time
« Last Edit: December 31, 2009, 04:01:32 am by DJ Omnimaga »

Offline tifreak

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Re: Pokemon Purple
« Reply #419 on: December 31, 2009, 05:37:34 am »
I am still hoping to have this work on the normal 84+.

And you know, I should make sure this game works on the 84+ emulation board on the nspire o.o It is something that hasn't been done yet.

And thanks. The pseudo code isn't really pseudo code. XD That is just a list of how things need to progress when talking with NPCs. I should scan in a page of what the code I am writing down is. =p cause it is full blown basic coding that should hopefully just need to be dumped on the calc to work.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%