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Messages - {AP}
Pages: 1 ... 43 44 [45] 46 47 ... 65
661
« on: March 07, 2009, 02:53:32 pm »
What? =D I happen to like a certain Pokemon a lot. They'd all be Mews, but I don't condone the use of multiples of legendaries.
662
« on: March 07, 2009, 02:42:56 pm »
Just for fun then, I've always wanted a team like this (impossible normally):
Name: Anti Pi Level: Use your best judgment. Sprite: I might have one later. Do your own if you want. Messages: I'll come up with some later. Pokemon: Pikachu -Thunderbolt -Fly -Aerial Ace -Any Pikachu -Thunderbolt -Surf -Bubblebeam -Any Pikachu -Thunderbolt -Mega Drain -Solar Beam -Any Pikachu -Thunderbolt -Flamethrower -Confuse Ray -Any Pikachu -Thunderbolt -Ice Beam -Blizzard -Any Pikachu -Thunderbolt -Psychic -Hypnosis -Any
663
« on: March 07, 2009, 02:29:57 pm »
The only thing I like about mine better is the way one selects a sprite. Otherwise, yours is better in every way. Congratz. ----------- @meta: Hm... what generations are you using? Can't make a team without that info.
664
« on: March 07, 2009, 02:00:13 pm »
Nice. New version, with another bug fix. Still can't get the 8x8 selecting to work though... I don't see why Celtic III is having such a big deal with 8x8 inverted squares... >_>
I like this project. I'll have to give it a title screen and stuff later... =P
665
« on: March 07, 2009, 01:31:55 pm »
Doesn't work fully. At a certain point, it goes to dual digits. Example: 1,1,1,1 should be 'F' instead it outputs '1E'
666
« on: March 07, 2009, 01:22:04 pm »
I haven't been at the top of my game in a while. I couldn't think of an easier way to do it... so I just went the long way. It's how I speed program.
667
« on: March 07, 2009, 01:14:25 pm »
Well, I have my program officially done. (minus a feature I plan on adding later) Only glitch is that while picking the 8x8 sprite you want, you can't see what you're picking. 16x16 and 32x32 work perfectly though. Albeit... things are still unbearably slow.
Note: All sprites must be in a pic on your calc. The result is saved in Str1. Also, it uses L1. Celtic III needed, so I included it in zip.
{EDIT: Bin to hex? I don't use it so I don't know.}
668
« on: March 07, 2009, 12:30:13 pm »
Well, mine's doing okay. 32x32 is really slow though. (makes sense though, generating 256 characters is slow work) Also, a Celtic III glitch with real(12) is getting on my nerves.
Anyway, sorry CalcGS isn't workin' for ya.
Well it doesn't really need to be fast.
BTW, I apologize for kind of stealing your project... I didn't really know you were working on one til I was half done. >_<
669
« on: March 07, 2009, 12:16:07 pm »
Well, mine's doing okay. 32x32 is really slow though. (makes sense though, generating 256 characters is slow work) Also, a Celtic III glitch with real(12) is getting on my nerves.
Anyway, sorry CalcGS isn't workin' for ya.
670
« on: March 07, 2009, 09:56:57 am »
the question is, how MUCH pokemon data is relevant? I know that species and attacks are, but is small, individual things like EVs and DVs important or are they better off randomized?
I like the idea a lot. I may steal it for NPCs in Nyaar. As for the small things... I'd say have it randomized. It'd take ages to have those tiny things each picked out for every pokemon every trainer has.
671
« on: March 07, 2009, 09:33:30 am »
Yeah... I'll be working on it still. Just for the hell of it.
Should be done in no more than an hour. Or at least a functional version of it.
672
« on: March 07, 2009, 09:21:24 am »
I just finished a sprite to hex program. Only works for the very first sprite in a pic though and only 8x8. Doing finishing touches that'll make it possible for 16x16 and making it to where you can select the sprite from the picture.
(EDIT: Didn't see your new post, Meta. Damn, now I feel like I wasted 15 minutes.)
673
« on: March 04, 2009, 07:57:57 am »
Just caught this thread.
I'm sorry to hear that there are problems with Celtic III and how it parses its input. I *do* know that there are provisions in the code to strip out the decimal part of its input but there are no known provisions to parse anything abs(x)<0, if that's what you're trying to do.
Also, as far as the inputs for real(5) does, I'm looking at the source right now and I don't see any checks for invalid input. It expects the input to be correct. An addition of 2 bytes worth of code may resolve the issue, but I still don't support correcting mistakes caused by improper inputs, then hiding it from the user.
No problem, mate. I don't blame you... I was having an off day and really should have known something like that would happen. It's all fixed now though, so no worries even more. I learned something new from it. =P
674
« on: March 01, 2009, 05:02:05 pm »
All I have to say is "fucking ROFLMAO"!
675
« on: February 28, 2009, 11:03:52 pm »
You edited a quote! you can't do that..... that is totally against internet etiquette :O WAAAAH WHINE WHUN WHUN NAO!
anyway back to topic GOOD LUCK and congratulations to anyone who gets on the position. It's a tough job I'd imagine yeah?
[whisper]Not really... ^_~[/whisper]
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