The code is sorta starting to come together. I've got a basic outline on how the processing will be done. I can (almost) have it output debug information consisting of who's turn is it at what point and information about their commands. If I can get that right, I can then start doing some real stuff like: A uses technique B on C and inflicts D damage. No, not exaclty, but you get the idea.
I ended up voting for "Archeowyrm" as the name. I like it. Truth be told, that name is already in-place and the only thing that stands between me and changing it back would be looking for the name.
That said, I can go on and blurb about useless stuff: File ESoR\p1\enm-name.z80 merged with ESoR\p4\names.z80 , former file deleted, and code updated to supply correct pointers to data. Verified to function correctly.
;Test condition ;Rickrollers of tomorrow. #include "ti83plus.inc" .org $9D93 .db $BB,$6D ;Character mappings: ; o m n i m a g a ; $C7 $6D $C4 $D7 $6D $BB $67 $BB ld hl,0 ld (currow),hl ld hl,RightString bcall(_PutS) ld a,'w' bcall(_PutMap) ld c,0 ;counter for the scrolling text MainLoop: bcall(_getcsc) or a jr nz,Exiter ld hl,0 ld (currow),hl call ASubroutine ; push bc ; ld bc,0 ; dec bc ; ld a,b ; or c ; jr nz,$-3 ; pop bc jr MainLoop Exiter: bcall(_ClrLCDFull) ld hl,0 ld (currow),hl ret ASubroutine: ;writes the text out onto the screen ;curRow=y curCol=x ld b,8 ;loop counter. Drawing down like that. ld e,c SubLoop: ld hl,PositionTable ld d,0 add hl,de ld a,(hl) push af or a jr z,$+3 dec a ld (curCol),a ;position from left edge pop af push de ld hl,TheOmnimaga ld e,a add hl,de pop de or a jr z,$+9 ;skip over leading space write if on left edge push af ld a,' ' bcall(_PutC) pop af push af ld a,(hl) bcall(_PutC) inc hl ld a,(hl) bcall(_PutC) pop af cp 6 jr z,$+7 ;skip over trailing space write if at middle of screen ld a,' ' bcall(_PutC) ld hl,curRow inc (hl) inc e djnz SubLoop inc c ld a,c cp 12 ret nz ld c,0 ret
It's been, like, a day. And the two remaining items on that list are done. Also got other stuff working nice-like.
Though it's not clearly shown, every shop (and inn) is named. Except the Goddess shrines. They're treated as shops (you gotta donate to get MP), but they've all got the same title. Since they're like statues and there isn't enough room for me to reasonably name its location along with the title I want for the thing.
If you want to know what the shrine shop thinger looks like, stop wondering. It looks just like the inn, except for some context-sensitive information. You want more MP? Just keep donating. Everyone gets a single charge per donation. And it's... only... 80GP. Magick ain't free
I'm taking a break from the battle engine. And by that, I mean I'm two weeks into that break. Instead, I've been working on, of all things, shopping. I've also noted that this thread has grown a little ... uh. Cold. So I intend on warming it up again by showing you guys (and maybe gals) what I have down so far.
[1] Complete ability to shop for items. And sell off your stuff too. [2] Partial ability to buy magic. You can see what you have and your eligibility, but that menu's still not done. [3] Simplistic sleeping at an INN. At the moment, what you have is a placeholder, but it serves is main function.
What isn't done with respect to shopping:
[1] Refinement and completion of shopping for magick, as stated above. [2] Buying spell charges at the Goddess statues.
For my signature, I attached an image file to one of my posts and hotlinked to that. As far as I can see, as long as the forum is up and nothing changes, it'll always be there.
The layout of the new and improved screen looks good, but I've gotta say something that I've noticed.
There doesn't seem to be enough space to allow a 3 digit number for their attack/defense/speed/special stats. That can be adjusted, right? Or do you intend on allowing these numbers to go higher than 99?
Other than that, looks sharp. Keep up teh good work.
So, how do you measure the worth of one's coding ability? One could do that by how poorly the coder's program responds to their continuous meddling. Observe.
Spoiler For Coder's Comments:
No, not really. I just wanted to show you guys for s***s and giggles. It let me save the corrupted data and I reloaded the end result of that. Thought it was pretty funny. Also, if you're wondering about the strange description text, I'm using OS ver 1.16 and that text is found somewhere in the $2800-ish range.
It's probably the early program version. If you ran CIII RAM version without regard for whatever the inputs are, you can most certainly screw up CIII RAM. I forget which string it was, but one of them is for input. And the Ans? I think that's also input. If you're messing that up, you might run into some unexpected problems.
I'm sorry if that answer's a bit sketchy. Even though I made that program, it's been *years* since I seriously looked at that program. My development is focused on the app version of CIII, along with E:SoR (not relevant to this discussion).
Now... if you're talking about the APP version of CIII, none of the strings or real variables will have anything to do with it unless you're feeding in faulty inputs to CIII.
Ehh. It's been quite a while. I've actually been slacking off with the whole battle engine thing. What I *have* been doing is enabling the use of items and magick from the pause menu, so you can heal yourself (among other things) before and after battle.
I've also been discussing with Zera about changing the behaviour of a spell (mostly) for your guys' benefit. But you're so totally screwed if you get stuck at the bottom of the Undersea Shrine ...
.dw $6DBB .org $9D95Now, it *shouldn't* make any difference between which one you use, but it does depend on your assembler and what you're trying to make that assembler do. For example, with TASM, your batch files might be assembling your files with the -b or -c switches, which causes all undefined values between known locations to be written out. Which is to say, if you did the latter code, TASM would try to fill in *all* the information between addresses $0000 to $9D95, resulting in a program that's nearly 40KB.
I made this mistake a while back and I'd rather not see it happen again. I don't know how much better the new fancy assemblers like SPASM and Brass and ZDS are, but if this problem hasn't been mentioned, they've gotta be a bit better.
Reading the info from that helped me write a small script that packaged some binary file into the .8xp format. It doesn't actually matter what's in the program, since it could be just about anything, be it a BASIC program, an ASM program, or some mess or manner of data. The header and footer (that's the two mystery bytes) just make it so the computer-to-calculator link program knows what to do with the file.
11th grade English class, messing around with the topic "Iambic pentameter."
I suck as making up nicks, so I gave it some real thought. Some online identity that I would be consistent in throughout my time here. So... here you have it. Not that long. Except with how long I've actually *used* the name.
On IRC, I've used "Xethyl" as an alternate nick in case of disconnects and nasty things like that. That was derived off the pack of a chewing gum, where it advertised "Now, with Xylitol!"
Sorry to bother you on this topic again. Will using det([[1]]) check if Celtic3 EXISTS ON CALC or just if it is INSTALLED? And, will this work on both the program and app versions of Celtic3?[...]
Sorry for the late response to this. It *is* a little busy on Omnimaga. Which is a good thing. Just hard to keep up with the latest readings.
Using the code supplied in the ReadME, it is only possible to check for the install status of Celtic III's APP version. The ASM (RAM) version of Celtic III cannot be checked for in this manner, as that program does not install hooks of any kind.
I know of no way to check for the existence of a RAM program or APP without some sort of (deletable) ASM utility. The utility, AINSTALL, that is packaged with most releases of Celtic III (found in the "MOREINFO\AINSTALL" subfolder) can only help with the installation of Celtic III APP. Conbined with the code in the ReadME to check for its installation, it is the best way to check whether or not Celtic III is installed on the calculator. It is not bulletproof, since some apps might try to reclaim its own hooks, but it should work well enough for your purposes.
--------------- To answer your main question, the thing might have to be coded in Axe, and only when its creator finds a way to incorporate file opening and reading. After that, it would be in your best interest to research what a group file is composed of. A good tool for some hands-on activity would be Calcsys. Then, you can look into a preexisting group file for yourself and find out exactly how it's composed. Hint: All VAT entries are written "forwards" instead of backwards like in the VAT.