Author Topic: Progress  (Read 57419 times)

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Offline tifreak

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« Reply #45 on: January 22, 2006, 02:58:00 pm »
I will think on it... I came up with something that is still kinda cheesy, but it can be changed later. :)smile.gif

Right now, working on the inside of buildings, which is gonna be challenging, because of certain tiles, etc... :(sad.gif
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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« Reply #46 on: January 24, 2006, 08:05:00 am »
Thanks to various resources, I have some sweet looking characters for the insides of buildings! I hope to be able to present a screenshot soon...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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« Reply #47 on: January 24, 2006, 08:20:00 am »
nice, which chars do u use?

Offline tifreak

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« Reply #48 on: January 24, 2006, 09:14:00 am »
Well, I am using different letters with wierd symbols over them, I have this wiers S thing for the plant that is inside the house...

user posted image

[Row,Column]

8,B is the comp in ash's house, 8,A is the PC at the PC...
B,F is the wierd plant...
8,C/B,E is the TV/Nintendo combo...

I just haven't figured out what will be the bed, and which will be the table, the stairs will be pretty easy to figure out...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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« Reply #49 on: January 24, 2006, 09:16:00 am »
did u found a way to use all those or can u just use some of them? I know under os 1.16 some chars cant be accessed without asm

Offline tifreak

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« Reply #50 on: January 24, 2006, 09:19:00 am »
Kerm is gonna try to get me a string with all of them on there... If that is the case, that will lighten up the load considerable.

I am already using most of them, by using CharGrab from uti... :)smile.gif

This game is so gonna cause total pwnage. :Dbiggrin.gif Just have to get it done...<_<dry.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Radical Pi

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« Reply #51 on: January 24, 2006, 09:42:00 am »
Can I get a copy of that string for Mmruda?

[Back to your game]
How are you going to code N-M-E's? (if you don't understant, spell it out...)
In the game all opponents could only be fought once.
[/Back to your game]

I need to know so I can have Mmruda work better in the opponent department.
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Offline tifreak

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« Reply #52 on: January 24, 2006, 11:19:00 am »
Simple, I use a list (Might use string, it should work the same, especially since there are a TON of trainers to fight...) that would detect the events.

0 means they have not been beaten, 1 means they have. :)smile.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Radical Pi

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« Reply #53 on: January 24, 2006, 11:25:00 am »
Still a lot of code, and the routine that checks what trainer #...
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MathStuf

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« Reply #54 on: January 24, 2006, 12:08:00 pm »
Well, if I were you, I would go with the flag idea with flags that tell what events are active in the game... Each trainer could be tagged to a flag and when the flag is flipped it is either beaten or not. This also means it could be flipped later to fight them again.

CDI

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« Reply #55 on: January 24, 2006, 12:32:00 pm »
I like the string idea (or list even)

dragon__lance

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« Reply #56 on: January 24, 2006, 03:04:00 pm »
flags in a string should be simple, just use expr( :)smile.gif this game will be so great!! :)smile.gif

MathStuf

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« Reply #57 on: January 24, 2006, 03:12:00 pm »
Or, to save space, find a way to extract bits from a decimal number. 33 flags can be stored in any number up to 2^33 and that takes 18 bytes for storage compared to 44 bytes for a string with the same amount of bytes. I may be able to write a BASIC routine that can test whether a single flag in a decimal number is set or not. If you have enough flags, it will pay off for itself in memory later.

Flag Check:
c1-->
CODE
ec1
// F is the flag to check
// 1 is returned in S if it's set, 0 otherwise

// Save the flag so we don't modify it
LFLAG(1+iPart(F/33->G
// Move from the left most bit in the flagkey
// to the right so that they don't interfere
// with the flag we're looking for
For(A,33,33-33fPart(F/33),-1
// If the flag is larger than the power, the flag at that value is set
2^AS
// Subtract that value off of the temporary value
G-S2^A->G
End
c2
ec2

Set:
c1
-->
CODE
ec1
// If that flag isn't set, set it by adding
// the value of that flag within the flagkey
LFLAG(1+iPart(F/33))+not(S)2^(33-33fPart(F/33->LFLAG(1+iPart(F/33
c2
ec2

Unset:
c1
-->
CODE
ec1
// If that flag is set, unset it by subtracting
// the value of that flag within the flagkey
LFLAG(1+iPart(F/33))-S2^(33-33fPart(F/33->LFLAG(1+iPart(F/33
c2
ec2

Flip:
c1
-->
CODE
ec1
// Subtract the flag if it's set, add it if it's not
// (2S-1) is -1 if the flag is unset (adds to the flagkey)
// (2S-1) is 1 if the flag is set (subtracts from the flagkey)
LFLAG(1+iPart(F/33))-(2S-1)2^(33-33fPart(F/33->LFLAG(1+iPart(F/33
c2
ec2

I've fixed the code to work here (I'm too used to arrays starting at 0 now because of C). I also condensed it a bit. Hope this helps clarify.

EDIT: Wow...I messed that up between editing/making new post...

Offline tifreak

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« Reply #58 on: January 24, 2006, 04:35:00 pm »
I honestly don't have any idea what that code is...  I understand what it is doing, to an extent, but I don't know why it is working... Please explain...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

MathStuf

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« Reply #59 on: January 24, 2006, 04:46:00 pm »
Okay, so I hit edit instead of quote...but either way, I commented it more now...