Great ! Now I don't have to put all my images in the same folder (You'll say, you didn't have to, even before. I'll answer yes but it is much more convenient)
(offtopic, what is the little sprite in your signature? It looks great. Did you make it too?)
(nope, I found it here. I was looking for a way to catch Celebi (with gbc4nspire ), found that website and noticed the little sprites, so I stole the Absol one )
Unless the sheep is supposed to be the banana and the banana the sheep or something?
Lol I put my sprites ar the same positions on the grid as in the original sheet (this is why I have blank (well grey in fact) spaces everywhere) so comparing is easy
Something I just noticed. Critical hit displays a message, but doesn't seem to affect the damage done
Lol, I just checked and it is an epic fail from my part. I put instructions in the wrong order, like get attack force→K If critical hit display things health-K→health K*1.5→K .those two need to be exchanged Else display things health-K→health End
Out of curiosity, how dificult would it be to change the battle system to only use the arrow keys and the 2nd key, instead of using the number pad for part of it and the arrow keys for another part?
That wouldn't be difficult but all the battle code is recycled from my previous Pokemon project in basic and I first wanted the engine to work before making it better
So, with Kindermoumoute, we are trying to get a smooth-scrolling and pixel-based mapping, so the map can be modified anywhere. The Bitmap function would work but is too slow Basic tilemapping with sprites is fast but is not pixel based so wouldn't make it
Kindermoumoute came up with that code (spoilered) but we would like to know: is there a faster way to do it ?
Spoiler For Spoiler:
:.A :0->X->Y :1->S :Tangent(0,0,GDB1TMAP) : :Repeat getKey(15) :For(S) :If X<159 :If getKey(3) :X++ :Horizontal - :F5(0,63,95,) :End :End : :If X>0 :If getKey(2) :X-- :Horizontal + :F5(0,63,0,) :End :End : :If Y<127 :If getKey(4) :Y++ :Vertical - :F5(0,,,95) :End :End : :If Y>0 :If getKey(1) :Y-- :Vertical + :F5(63,,0,95) :End :End :End :DispGraph :End :Return : :.refresh the erased column or line :Lbl F5 :For(I,r1,r2) :For(J,r3,r4) :If I+Y*192+X+J->r5/8+GDB4MAP+2er5^8 :Pxl-On(J,I) :Else :Pxl-Off(J,I) :End :End :End :Return : : :.stupid map, just for the test :[FFC0]->GDB1TMAP :[5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C]->GDB4MAP :[C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5] :[5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C] :[C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5] :[5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C] :[C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5] :[5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C] :[C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5] :[5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C] :.with 60 more lines like this
Oui, il est possible de faire Buff(2) => ºVAR ! Donc on peut bien créer de nouvelles variables en Axe.
On n'aura jamais fini de connaitre toutes les possibilités de Axe !
Avantage: tu viens effectivement de créer une variable Inconvenient: elle prend deux octets dand to executable, ne fonctionne pas si tu compile en application et active le writeback dans le cas contraire