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Messages - BuckeyeDude

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226
Pokemon Red / Re: Pokemon Stats Generator
« on: June 26, 2010, 01:49:23 pm »
Just going off memory, you should override the Equals( method of the move class, compare the strings (string.Equals), then i think you can just say combobox.sorted = true;

EDIT: maybe combobox.sort() or combobox.items.sort() if any of those exist

227
Pokemon Red / Re: Pokemon Stats Generator
« on: June 26, 2010, 01:01:13 pm »
Cool thanks magic banana.
For the attack list stuff, thats because I stole this from my asm macros and had to do a find and replace on the equates, because C# you can't define stuff :( (although now that I think of it not sure why I didn't make them constants)
Good call on the other stuff, although the IVs would get calculated, the stats just wouldnt get updated :P.
As for why I commented out the moves learned code, I was too lazy to get it working. You can just select the move you want for the damage calculation :P. It works in the real game :P

228
Pokemon Red / Re: Pokemon Stats Generator
« on: June 26, 2010, 01:27:44 am »
Correct. For example I just used it to check the maximum amount of damage a level 5 pidgey can do to a level 5 charmander. Which is 4 fyi

229
Pokemon Red / Pokemon Stats Generator
« on: June 26, 2010, 01:22:18 am »
I thought you guys might be interested in a little program I whipped up a while back. I used it to check my math in assembly, when working out some of the stats generation (and still use it because I think some stuff is wrong). Its not fully complete, but still pretty useful. Anyway check it out, just a simple C# app.

230
Pokemon Red / Re: Pokemon Red Help
« on: June 25, 2010, 06:33:23 pm »
Go for it. I just need the tile data, and tilesets keep me from stealing all the user's ram. And allow me to handle collision easier. And keep me from using 16 bit tile indexing

231
Pokemon Red / Re: Pokedex Map
« on: June 25, 2010, 12:30:53 am »
Here you are:
http://group.revsoft.org/Pokemon/medium font3.gst
I'm pretty sure whats what I'm using now. Its been so long since I even looked at it :/

Also in regards to your 8x8s they look pretty good, but I'm going to touch them up slightly.

232
ASM / Re: 8xp file format
« on: June 24, 2010, 11:59:31 pm »
Pretty good analysis. You're dead on for most of it. The first 8 bytes are the header for the 83 plus, followed by a 3 byte further sig that you have down. 84 plus is the exact same as the 83plus. The next 43 bytes are the comment as you said, with the last always being a null. The next number is the size from this point to the end of the data. TI likes to include this a lot. The next part is another header section, this time for the data. The next number i'm pretty sure is the size of the header, its always 0Bh or 0Dh. The next two bytes are the size again. Then the variable type ID. Then the variable name. Then the version number which doesnt really matter. then comes the flag, 80h for archive, 00h for RAM. Then the length AGAIN, for good measure, and finally the variable data. The last two bytes are always a checksum of the data section, which always confused me, but is apparently just lowest 16 bits of the sum of all the data.
http://www.ticalc.org/archives/files/fileinfo/247/24750.html does a pretty good job detail this all. I can maybe answer any other questions you have

233
Pokemon Red / Re: Pokedex Map
« on: June 24, 2010, 09:06:09 pm »
Do you have the 8x8 sprites for the trainer, pidgey and cursor? It would look a little awkward with them taking up a huge part of the map.
Nope, could you or someone else make these too?

It would also be helpful if someone could create a mockup of the pokedex layout, so it fits on the calc screen. Here are the originals:
http://www.spriters-resource.com/gameboy/pokerb/sheet/8737

234
Pokemon Red / Re: Pokedex Map
« on: June 24, 2010, 07:34:06 pm »
Looks pretty good, check it

235
ASM / Re: 8xp file format
« on: June 24, 2010, 06:58:51 pm »
Do you mean the file format on your computer, or the contents of the file when loaded on calc?

If its the former, than its the same as the BASIC format, with TI's header, comment, size, etc. Followed by the contents.
The contents on calc are just the compiled opcodes (the same output as an assembler would produce). Lets say you had a program as such:
Code: [Select]
AsmPrgm
EF4540C9
I think thats the bcall to clear the lcd.

When the OS stores this in memory, the AsmPrgm token takes two bytes, while the rest take 1 byte. The AsmPrgm is replaced with the bytes BB 6D signifying it as an assembly program. Then each pair of letters is converted to a number between 0 and 255 and stored to memory (EF is 239, 45 is 69, etc). So the program size essentially gets cut in half.

236
Pokemon Red / Re: Pokemon Red
« on: June 24, 2010, 06:37:40 pm »
nspire and 83Plus peoples please try this. I have not tested on actual hardware as I don't have either, so let me know how it looks.

I know there is a slight delay while scrolling, I'll work it out at some point. I think thats just the my key repeat checker

237
Pokemon Red / Re: Pokedex Map
« on: June 24, 2010, 05:35:47 pm »
Go ahead an fill it with random stuff. Unless you can think of some useful info to put there. You also might want to center the map and use the 8 pixels on either side

238
Pokemon Red / Re: Pokemon Red
« on: June 24, 2010, 05:21:53 pm »
Ok that's just the normal interrupt frequency adjustment. I know how to do that, thats was my plan for doing it originally.

239
Pokemon Red / Re: Pokedex Map
« on: June 24, 2010, 05:18:20 pm »
See thats exactly what I was looking for excellent. Press C to view the map

240
Pokemon Red / Re: Pokedex Map
« on: June 24, 2010, 04:23:48 pm »
I could do scrolling, and just treat it as another tilemap, but I would really rather not. I would much perfer to be able to see the map as a whole, as it is suppose to be an overview. That way if you view something like the locations of all Pidgey dens you see all of them in one shot.

As for getting it smashed, I don't think so. You can almost treat it as a 16x16 tilemap that needs to be smushed to 8x8. The tiles shouldnt be too hard to port

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