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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 57551 times)
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tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Progress
«
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.
Right now, working on the inside of buildings, which is gonna be challenging, because of certain tiles, etc...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Progress
«
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...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Progress
«
Reply #47 on:
January 24, 2006, 08:20:00 am »
nice, which chars do u use?
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tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Progress
«
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...
[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...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Progress
«
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
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tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Progress
«
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...
This game is so gonna cause total pwnage.
Just have to get it done...
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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 #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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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 #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.
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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 #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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One of these days I'll get a sig I'm really proud of.
MathStuf
Guest
Progress
«
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.
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CDI
Guest
Progress
«
Reply #55 on:
January 24, 2006, 12:32:00 pm »
I like the string idea (or list even)
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dragon__lance
Guest
Progress
«
Reply #56 on:
January 24, 2006, 03:04:00 pm »
flags in a string should be simple, just use expr(
this game will be so great!!
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MathStuf
Guest
Progress
«
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^A
S
// 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...
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tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Progress
«
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...
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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 #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...
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Omnimaga
»
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Pokémon Purple
(Moderator:
tifreak
) »
Progress