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Omnimaga
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Pokémon Purple
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tifreak
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Progress
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Topic: Progress (Read 62033 times)
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kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
Progress
«
Reply #150 on:
February 17, 2006, 06:51:00 am »
Well, I wouldn't try to overwelm myself like you
. So hows this comeing along, a new demo perhaps?
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tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Progress
«
Reply #151 on:
February 17, 2006, 08:12:00 am »
Once I get the lists figured out completely, and the rest of the in-game menu finished, then yes, a new demo.
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Radical Pi
LV9
Veteran (Next: 1337)
Posts: 1143
Rating: +5/-2
Progress
«
Reply #152 on:
February 19, 2006, 01:42:00 pm »
After some tough MirageOS hacking, I now have a string containing 215 different characters! :woot:
I'm not sure how it will turn out for you, because i used an 84+SE.
http://www.unitedti.org/index.php?act=Attach&type=post&id=553
edit: the relevance is you can use it for maps
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One of these days I'll get a sig I'm really proud of.
tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Progress
«
Reply #153 on:
February 19, 2006, 05:08:00 pm »
lol, you aren't gonna like this...
http://www.ticalc.org/archives/files/fileinfo/384/38404.html
It seems that the only thing yours has that ours don't is all the normal characters easily obtainable... Kerm put together the symbols, I made the neat GUI...
Edit:
Oh yes, I guess I should update on the project a lil...
I have a pretty good idea on how to make an NPC move about the screen, though I am not 100% sure it will work. First thing is first though, finish up the small things so you guys can have a new demo...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
CDI
Guest
Progress
«
Reply #154 on:
February 20, 2006, 04:36:00 am »
yay for moving NPCs!
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kalan_vod
LV11
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Posts: 2715
Rating: +10/-0
Progress
«
Reply #155 on:
February 20, 2006, 05:22:00 am »
Nice, are they ascii? Well I gues I will find out soon enough!
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tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Progress
«
Reply #156 on:
February 20, 2006, 05:50:00 am »
Yes, ascii characters... When they talk (And when kerm fixes his routine) it will show a pic of the NPC above the dialogue box.
@CDI: Have you tried to make moving NPC's in BASIC? Just curious if you had, then I would like to compare notes...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
CDI
Guest
Progress
«
Reply #157 on:
February 20, 2006, 05:53:00 am »
I have acually, I haven't any real "notes" though all I did was have a varable that each time the loop loops it increases by one until it is greater than say... 20. Each time I loop the loop I run a program that moves all the NPC's on-screen (they're in a list) using information in a string (an example 4 part string is "V>^<") and if nothing is blocking it it moves, the only problem I had is when it was blocked
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tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Progress
«
Reply #158 on:
February 20, 2006, 05:56:00 am »
I see... That is about the same thing I was thinking, so it is nice to know that I am definitely on the right track!
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
CDI
Guest
Progress
«
Reply #159 on:
February 20, 2006, 05:57:00 am »
yep!
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tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Progress
«
Reply #160 on:
February 20, 2006, 07:15:00 am »
Well, I am working on the lists, because no matter what I do, the lists are extremely important. I think for the events, I am just going to do Strings, and hope for the best. Stats on the other hand, for the Pokemon, are gonna be another matter entirely... Too bad BASIC doesn't do self-modifying code like ASM can...
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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
LV10
31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
Progress
«
Reply #161 on:
February 20, 2006, 07:24:00 am »
there
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Radical Pi
LV9
Veteran (Next: 1337)
Posts: 1143
Rating: +5/-2
Progress
«
Reply #162 on:
February 20, 2006, 07:29:00 am »
And Resource's Temp programs come pretty close if you do it right.
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One of these days I'll get a sig I'm really proud of.
tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Progress
«
Reply #163 on:
February 20, 2006, 07:33:00 am »
I would need something more permanent than that...
Thanks though...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
MathStuf
Guest
Progress
«
Reply #164 on:
February 20, 2006, 07:39:00 am »
Why would you need SMC for the stats? Just save it to a list like the rest of the save game data...
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