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Messages - necro
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1006
« on: February 25, 2006, 04:36:00 pm »
thats what I meant by the fact you could use many fewer stats and/or add others. The code would basicaly have to be heavily modiied and optimised for the situation, IOW, all I can tell you is the method to do it unless I made it for you. The basic method involves a string of "0123456789 being sub()ed at the value of the digit you want to store into the string. IOW: you manipulate a sting to store a var into a string (why isn't that a option in basic?) and then you can paste that string into other strings and such, and you read these string chuncks with a expr() of them. If you don't get this, xlib guru (if anyone ever offers to help work on it) will have a section all about this. here are some code examples ::To get a party's pokemon's Def number (pretend the vars I made up are going to be used {48 bytes for each pkmn}) ... "Now that party stats are in string 9, lets get the individual "pokemon's data into string 8 Sub(Str9,48*(which party pokemon-1)+1,48)->Str8 "Lets get def. stat and store it into vairiable A Sub(Str8,8 "which is 4+4+3,plus a string correction of 1",3) expr(Ans)->A ::Store 35 (from D) into a pokemon's defense ... "0123456789->Str1 D/10->C round(C,0 Ans-(C C sub(Str1,C,1)->Str2 D-100C->D Ans/1->C round(C,0 Ans-(CC Str2+sub(Str1,C,1)->Str2 D-10C->C Str2+sub(Str1,C,1)->Str2 End "Now that your three digits have been stored into string 2 Sub(Str8,1,7)+Str2+Sub(Str8,11,48 "All the data before your stat plus your new stat data plus the "data preceding go together to replace the old stat's data
1007
« on: February 24, 2006, 06:01:00 pm »
~Party Pokemon Stats~ (48 bytes each)*6= ~288 bytes
Pokemon Number (1-155) 3 digits HP(-54125+9999) 4 digits MHP(-54125+9999) 4 digits Atack(-54125+999) 3 digits Def(-54125+999) 3 digits Speed(-54125+999) 3 digits Evasion(-54125+999) 3 digits Level(1-100)[+1] 2 digits move1(-54125+99) 2 digits PP(-54125+99) 2 digits move2(-54125+99) 2 digits PP(-54125+99) 2 digits move3(-54125+99) 2 digits PP(-54125+99) 2 digits move4(-54125+99) 2 digits PP(-54125+99) 2 digits Level(-54125+99) 2 digits ExprenceNEEDED(-54125+99999) 5 digits
~Box Pokemon Stats~ (29 bytes a pokemon)*[ if there are 200 boxes in the pc] ~5800 bytes ------------------------------------------- Pokemon Number (1-155) 3 digits MHP(-54125+9999) [storing auto resisitates] 4 digits Atack(-54125+999) 3 digits Def(-54125+999) 3 digits Speed(-54125+999) 3 digits Evasion(-54125+999) 3 digits Level(1-100)[+1] 2 digits move1(-54125+99)[full pp] 2 digits move2(-54125+99)[full pp] 2 digits move3(-54125+99)[full pp] 2 digits move4(-54125+99)[full pp] 2 digits Level(-54125+99) 2 digits ExprenceNEEDED(-54125+99999) 5 digits ---------------------------------------------------------- ~Individual Pokemon stats~ [155]*=15500 MAX! (WILL ALMOST SURELY BE WAY LOWER) ((even this will easily fit in the ram though))
Name:5-20 bytes
~String based stats~ 30 bytes Pokemon Number (1-155) 3 digits HP growth(.00-.999) [*.1] 3 digits Atack grwth(.00-.999) [*.1] 3 digits Def grwth(.00-.999) [*.1] 3 digits Speed grw(.00-.999) [*.1] 3 digits Evasion growth(.00-.999) [*.1] 3 digits Exprence NEEDED Growth Rate(.00-.999) [*.1] 3 digits Type1(-54125+99) 2 digits Type2(-54125+99) 2 digits Evolve into(-54125+999) 3 digits (if non evolve, make it evolve into itself) Level to evolve (-54125+99) 2 digits (-54125+1 is an evee)
Move list consists of: move(-54125+99),level gained (-54125+1 means it is possible for it to gain,0-99),...
5 bytes per move plus a few for the list header other info? (up to ~50) --------------------------------------------- I could make you a loader like this. I already do this in my map loader for zelda {and I tested that part of it out at least and it was flawless}...or you could make your own. Right now, I'm realy busy so if you wnated me to make such a thing there'd be a bit a wait before I'd get it done. Further, there are ways to even further compress data to ridiculous levels. The only thing that you will probably need is a way to store all these lists into a program and then into the flash and all. There are plenty of places to cut corners in system like this, and subsequently save yourself huge sums of memory. Further, all of these numbers are concivable maximums, not minimums...so they will likely be lower any ways (like wether you would controll a pokemon's stat growth to the thousanths place).
So, don't dispare and don't say "a long string is evil" because it is actualy way more effecient of a way to do things and is a lot more managable than a ton of lists.
1008
« on: February 24, 2006, 05:17:00 pm »
well, kerm martian said he would try and make a map manager in php and all, so cross your fingers. He did do all that stuff for opti-ti group project.
1009
« on: February 23, 2006, 12:56:00 pm »
well, I'd like to make a faster way to prgram these and all...I'll bug a few people.
also, I'd realy like to tie up some loose endes on other things before we try and tackle this again. IOW, lets put this on hold for just a bit while I see if I can get more time and rescources to work on this.
1010
« on: February 23, 2006, 12:41:00 pm »
The people ones are based off of the Golden Sun sprites I made with added GS and all. I will also try and make a bunch of enviroment sprites to.
1011
« on: February 23, 2006, 12:30:00 pm »
Confuse:may confuse Mirror:chance of reflecting the affects Chrono Mirror: can reflect a spell and alow you to continue with another spell that is not chrono mirror Mirror Prime:reflect your last turn as long as it wasn't a mirror move Solari:burning light beam that may confuse Vapor Burn:scald with boiling venom Nitrius: increase all fire effects Endotherm: increase all cold affects Lazer:burning light beam Sloth:make an enemy sleep Tundra:Freeze a foe with ice Arrow Rain:heavenly bows pour down their wrath Seer: predict (choose) enemies next move and target Chaos Temptest: may completely erradicate an enemy Radiation Funnel:a whirlwind of enchanted radiation that corodes and weakens foes etc.:makes more spells
1012
« on: February 22, 2006, 05:17:00 pm »
Well, I think we realy just need to restructure our code. Right now it all jerrymandered all over the place, we need to conciley manage how everything runs and plan all of the tile types we need. Also, it might not be a bad idea to take this game and make a simpler game based off of it to help move things along. If you wouldn't mind taking it and removing all the doors and npc and everything and try and just focus on making a simple adventure game like quest quest, itd probably help us get this program going strong again.
As far as the snake game goes, Id love to see it. I always enjoy reading new code and you could always try and make a more advanced game out of it (like simple moving enemies and scrolling levels and such).
1013
« on: February 22, 2006, 05:05:00 pm »
I won't have any sprites up till the weekend, but my opinion on it is that we could generate two dither 'buffers' and store them into temp pics and all the non gray areas would be 'or'ed so they don't get drawn onto the screen. This means if you don't use the buffers and their GS, everything is faster but you don't need three sets of sprites to do it, you just need as many sprites as it would take to do GS.
IOW: Bufer1___Buffer2 X0X0X0X 0X0X0X0 0X0X0X0 X0X0X0X X0X0X0X 0X0X0X0 0X0X0X0 X0X0X0X
Draw these pics, then cut white areas where you want no GS in out (for B areas and for W areas)
Bufer1___Buffer2 e0X0X0e eX0X0Xe 0eeeee0 XeeeeeX X0X0X0X 0X0X0X0 eX0X0Xe e0X0X0e
then you draw your B/White sprites as a non-overwriting black ("and" logic) so your black areas become black and your white remain erased
Bufer1___Buffer2 w0X0X0w wX0X0Xw 0wbbbw0 XwbbbwX X0X0X0X 0X0X0X0 wX0X0Xw w0X0X0w
end result is a gray scale with the option of non-gray scale and it uses only a single set of gs sprites. I doubt this would take very long as the recal pic funtion on xlib is VERY quick...also, sprites like this are much easier and lesstedius to make than reg GS pre dithered sprites like in ruebon quest.
1014
« on: February 21, 2006, 02:32:00 pm »
well, if thats what people want. Anyways, as far as map screen (non-combat) graphics, does anyone think GS would be good? Im making a crap load of various sprites and will make some of both kinds...
1015
« on: February 20, 2006, 01:40:00 pm »
No, not the current forum...when I try to add black areas to the tables to add more contrast they look awful...I am trying to iron them out (once I do...I will have "contrast" finished and will add it)
1016
« on: February 20, 2006, 01:17:00 pm »
This may help you out. Take a giant stack of paper and just write down everything thats ever pissed you off, who did it, and what ought to happen to them for it. Write and write and just let it all come out, if it changes into a poem or a picture or a violent scribble or whatever, just keep going till its all out. Then see if you feel like doing something or nothing and just go with it...repeat until the problems seem less bad. I find this works pretty well. Also, remeber not to care if something you write/draw is "stupid" or not, just keep going.
1017
« on: February 20, 2006, 12:42:00 pm »
well, this looks a bit diffrent, heres another option
1018
« on: February 20, 2006, 09:06:00 am »
I plan to add a "red hater" skin soon, basicaly...all the images will be made gray while the text will remain red. I will also attempt to make a skin with both black/gray areas and red...however, I can't figure a few things out that are making that forum look ugly...it will be called "contrast." I may also add a "gemetric" skin...those are my current plans.
like the avatar?
1019
« on: February 19, 2006, 05:49:00 pm »
you ought to check your pms...I have a whole thing of buttons to still update, might finish them soon
1020
« on: February 19, 2006, 05:32:00 pm »
oops...just as I emailed you
Yep, I think red is a cool color (not literaly [its a warm color] but in the sense that it is hot [as in neat])
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