Author Topic: Progress 2012 [PP]  (Read 35840 times)

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Offline DJ Omnimaga

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Re: Progress 2012 [PP]
« Reply #30 on: June 29, 2012, 03:04:31 am »
Looks nice as always. Also I don't remember, but didn't the stats list showing levels and stuff use to have double-borders too?

Offline tifreak

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Re: Progress 2012 [PP]
« Reply #31 on: June 29, 2012, 07:50:47 am »
Fixed the issue with the ERR ARCHIVED bit. Seems I programmed in the unarchive bit twice in the same If Then segment. Whoops.

Also, coded in Ice Heal for the battling pokemon, and found I had missed 2 more items in the list. Seems I should go through my list and do a full comparison and see if I've missed anything.

I'm not sure what you mean, DJ. Are you talking about the screen where you select which pokemon to use an item on?
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Offline tifreak

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Re: Progress 2012 [PP]
« Reply #32 on: July 11, 2012, 07:53:25 am »


Confirmed working.

Yes, I know it didn't clear the status properly, that's the fault of ZPP (which is fixed). And by fixed, I mean I fixed the placement of the status messages when switching a Pokemon from the party out to the battles. And I fixed that annoying ass bug that was plaguing me. Hooray for thinking I did something and totally not having done it. :/

Wrote the code out for the Leaf Stone to the point that it says it cannot be used during battles.

Copied the code from Elixir for Max Elixir. Made some of the changes so Max Elixir will work properly, plus I found a few optimizations in the Elixir code I can do to knock maybe 100 bytes off.
« Last Edit: July 11, 2012, 07:53:38 am by tifreak »
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Offline pdfavenger

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Re: Progress 2012 [PP]
« Reply #33 on: July 11, 2012, 02:32:49 pm »
wow how long have you been working on this project O_o is it all BASIC/

Offline aeTIos

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Re: Progress 2012 [PP]
« Reply #34 on: July 11, 2012, 03:54:09 pm »
VERY long. And yes it's very cool :D
also tifreak I like the layout of the pokemon.
« Last Edit: July 11, 2012, 03:54:49 pm by aeTIos »
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Offline blue_bear_94

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Re: Progress 2012 [PP]
« Reply #35 on: July 11, 2012, 04:15:25 pm »
I think it uses Celtic 2.
Due to dissatisfaction, I will be inactive on Omnimaga until further notice. (?? THP hasn't been much success and there's also the CE. I might possibly be here for a while.)
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Offline tifreak

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Re: Progress 2012 [PP]
« Reply #36 on: July 11, 2012, 04:33:11 pm »
wow how long have you been working on this project O_o is it all BASIC/

I dunno, 7 years in September, I think.

And it's like 98% BASIC. I'm using Celtic 2, Resource, a program to post the pokemon sprites and a list to string converter. Everything else is completely in BASIC, though. :)

Thanks aeTIos :)
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Re: Progress 2012 [PP]
« Reply #37 on: July 11, 2012, 04:35:38 pm »

What's Resource?
Due to dissatisfaction, I will be inactive on Omnimaga until further notice. (?? THP hasn't been much success and there's also the CE. I might possibly be here for a while.)
If you want to implore me to come back, or otherwise contact me, I can be found on GitHub (bluebear94), Twitter (@melranosF_), Reddit (/u/Fluffy8x), or e-mail (if you know my address). As a last resort, send me a PM on Cemetech (bluebear94) or join Touhou Prono (don't be fooled by the name). I've also enabled notifications for PMs on Omnimaga, but I don't advise using that since I might be banned.
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Offline tifreak

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Offline shmibs

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Re: Progress 2012 [PP]
« Reply #39 on: July 11, 2012, 06:34:42 pm »
it's an asm program that copies programs from archive to ram, so you can keep things in archive when they aren't running.
[link]

edit: you got me, tifreak :P
i guess i'll use this post to ask a question, then. why do you have to code every item separately? isn't there some way you could combine them into a few arrays (healing, battle, etc) and then just have a few number values that determine what it does? i.e. healing items have entries for health restored, pp restored, and ailment restored. the health restored value can be anything up to 200 for hyper potions, if it's greater than 200 and less than 300 it would be taken as a percentage of health restored (so a berry with a value of 220 would restore 20% health and a max potion would have a value of 300), and 300-400 is restored even to pokemon that have fainted. pp would be simpler, with the only values necessary being 0-4. 0 would mean no effect, 1 would be ether, 2 max ether, 3 elixir, 4 max elixir. then, if the value is greater than 0, you'd just have to check modulus 2 to see if it restores 10 or all and if it's greater than 2 to see if it affects only one move or every move of every pokemon. ailment restore is fairly simple as well, with 0 being no effect, 1-5 restoring poison, paralyze, sleep, burn, ice, and 6 restoring all. how have you been doing it?
« Last Edit: July 11, 2012, 06:55:20 pm by shmibs »

Offline tifreak

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Re: Progress 2012 [PP]
« Reply #40 on: July 11, 2012, 07:03:17 pm »
Each item is stored on a single line in an appvar. While the overall is going to be huge, each individual is actually very small. And trying to get all that figured out like your saying for 118 items would break me. Plus, I've already went and got all this other done..
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Offline DJ Omnimaga

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Re: Progress 2012 [PP]
« Reply #41 on: August 23, 2012, 10:12:11 pm »
I still remember that as early as the old Omni board started, you asked a Pokémon Purple sub forum and it was one of the first featured project sub-forum to be added in 2005. I bet this is the third longest calc project in the works so far, after Doors CS and CALCnet. Also it's the 2nd largest project board on Omni now since the old board topics about the game were moved in the current sub-forum.

Also nice to see new progress, as always. Hopefully by the time you release it, the TI-84+SE emulator will still be present in the TI-Nspire OSes so I can try it. :)
« Last Edit: August 23, 2012, 10:13:36 pm by DJ_O »

Offline tifreak

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Re: Progress 2012 [PP]
« Reply #42 on: September 30, 2012, 11:12:32 am »
Oh hey, would you look at that, I'm still alive.

With the help of KermM and JamesV, benryve's sprite routine was slightly updated to xor instead of or. Pending any of you know what that means. lol

Anyways:



Well, it didn't turn out as badly as I thought it was going to. However, seems my hex was a bit wibbly-wobbly there on sprite 3. Going to have to fix that.

Edit:



That better? :)

Edit2:



Thoughts? I'm considering making the bounce happen a couple of more times with a 'stationary' pokeball, then have it open, sort of.
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Offline Xeda112358

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Re: Progress 2012 [PP]
« Reply #43 on: September 30, 2012, 11:47:49 am »
That looks awesome O.O I'm glad they modified it to use XOR :D Since it is a program, SMC could be used so that another argument can tell how to draw the sprite (XOR, OR, AND, Overwrite). That's what I used to do with my utilities.

Offline tifreak

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Re: Progress 2012 [PP]
« Reply #44 on: September 30, 2012, 12:07:17 pm »
Well, we didn't have the source file, they had to edit the binary and recalculate the checksum. lol Doing what you suggest would require a rewrite of the program, since benryves hasn't been active for a month.
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