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Omnimaga
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Pokémon Purple
(Moderator:
tifreak
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Progress
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Topic: Progress (Read 57510 times)
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Krid
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Progress
«
Reply #75 on:
February 04, 2006, 08:13:00 am »
I would
I briefly tried the file currently at ticalc.org earlier today, would be nice to see where it's going.
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tifreak
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My Kung Fu IS strong...
Progress
«
Reply #76 on:
February 04, 2006, 08:27:00 am »
Got it, Check back in about 1 hour.
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
kalan_vod
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«
Reply #77 on:
February 04, 2006, 08:28:00 am »
I would love to see the new version!
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tifreak
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My Kung Fu IS strong...
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«
Reply #78 on:
February 04, 2006, 09:32:00 am »
Get it while it's hot!!!
http://tifreakware.calcgames.org/tifreak8x/pokemon/pokepur.zip
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Spellshaper
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This is me. Or maybe not.
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«
Reply #79 on:
February 04, 2006, 09:48:00 am »
*
Spellshaper
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tifreak
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My Kung Fu IS strong...
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«
Reply #80 on:
February 04, 2006, 09:53:00 am »
!lol!
Let me know what you think, ir you are impressed with the new additions or not...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Krid
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Progress
«
Reply #81 on:
February 04, 2006, 09:54:00 am »
Wooh! Took a quick look and I'd like to point out two things.
1)prgmZGA is in /archive but it should be in /ram (minor point)
2)This is the same thing that also happens to both of your RPG starterkit engines, you move one additional space forward on map switch. I noticed it in the tutorial and it's also here. I'm not sure if you did this on purpose, but I'll take the matrix code and show how I fixed it:
Original from
http://tifreakware.calcgames.org/bt83pll8.htm
c1-->
CODE
ec1If K=25:Then
If C=1:Then
L-1/->/L
prgmYLVL
8/->/C
End
If C>1:Then
If [A](C-1,D)/n=/1:Then
Output(C,D," "
C-1/->/C
End:End:Endc2
ec2
Fixed:
c1
-->
CODE
ec1If K=25:Then
If C=1:Then
L-1/->/L
prgmYLVL
8/->/C
Else
If [A](C-1,D)/n=/1:Then
Output(C,D," "
C-1/->/C
End:End:Endc2
ec2
Not sure if you already knew about this, but at least I found it nice to find out why it did it ^_^
Edit: I tried to read a sign and got "ERR:Syntax", the Goto command lead me to prgmTEMP0 containing the mighty "rand" and "If E=" lines. Nothing else.
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tifreak
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Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Progress
«
Reply #82 on:
February 04, 2006, 10:01:00 am »
lol, I never really cared, because as long as it doesn't go through a wall, it isn't hurting anything.
I will see if that fixes the problem with it. Like I said, it never bothered me, so I never investigated the problem...
Sigh, I knew I forgot something. I was working on the signs... But this is the back up of my progress, so don't expect perfect.
(I had started on the signs a few days ago, and totally spaced it after sleeping... :ph43r:
)
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Krid
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Progress
«
Reply #83 on:
February 04, 2006, 10:04:00 am »
It's nothing major indeed. If you don't mind, could you show me where in your code you make sure a "*" or "D" is still there after you've stepped on it? I'd like to know how you did it compared with my own method (which isnt THAT effective).
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tifreak
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My Kung Fu IS strong...
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«
Reply #84 on:
February 04, 2006, 10:06:00 am »
Yes, it is very simple. I have my map data stored in Str1, and everytime it steps, it redisplays that segment of the map. I was going to do it when it was just on that segment, but I thought it would bloat the code, slowing it down, and doing it after everystep wouldn't be too noticeable...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Krid
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Progress
«
Reply #85 on:
February 04, 2006, 10:15:00 am »
Hm, so something like this?
sub(Str1,T,1)->A
Output(Y,X,A
Clever
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tifreak
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Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Progress
«
Reply #86 on:
February 04, 2006, 10:20:00 am »
Actually it is faster to do your movement code, then Output(1,1,Str1...
sub( seems to slow it down, just a little bit. Right now, I am going all out optimizations, since Memory is a major concern on this game...
Any comments on the new intro stuff? *sniff* :ph43r:
And what bout how fast the maps load now, compared to before...?
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Spellshaper
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31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
Progress
«
Reply #87 on:
February 04, 2006, 10:24:00 am »
Methinks that the intro text displays too slow...
But that
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Krid
Guest
Progress
«
Reply #88 on:
February 04, 2006, 10:25:00 am »
The intro! Feels like playing the gameboy game. Only thing that I'd wish for now is a skip function since I couldnt save my game, and watching it over and over again might get a bit irritating. Is the text 1:1 or does it only feel like it?
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Progress
«
Reply #89 on:
February 04, 2006, 10:37:00 am »
I need to try this asap!
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Omnimaga
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