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Pokémon Purple / Re: [PP] Progress '11
« on: July 25, 2011, 09:49:09 pm »
Sweet! I'm hoping once this project becomes more playable, that it will inspire more people to write games with similar restrictions on themselves.

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Pokémon Purple / Re: [PP] Progress '11« on: July 25, 2011, 09:49:09 pm »
Sweet! I'm hoping once this project becomes more playable, that it will inspire more people to write games with similar restrictions on themselves.
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Pokémon Purple / Re: [PP] Progress '11« on: July 25, 2011, 09:25:55 pm »
Thanks a ton! More comments pop up like this, I might be more motivated :p
Working on cleaning up code and trying to make screens go back to the previous properly before I work on adding more items. 318
Pokémon Purple / Re: [PP] Progress '11« on: July 25, 2011, 06:21:45 pm »
Problem was seemingly rectified! It seems you cannot have code similar to "OHHI->Str0 in an appvar, pull it from the appvar and drop it in a program and expect the basic interpreter to be happy about it. Why? Not a clue.
Working on getting the items system to properly display again when it uses or fails to use an item, and to redisplay things properly from party screen, to item screen, to battle screen. Also, this was thanks to Weregoose's hard work. 319
Pokémon Purple / Re: [PP] Progress '11« on: July 24, 2011, 08:23:27 pm »
Thanks, I think. lol
I've been scratching my head quite hard on a bit of code that doesn't seem to want to work. I've even added in a Pause after part of it, but it ignores it. Hopefully I'll figure something out about it soon. 320
Pokémon Purple / Re: [PP] Progress '11« on: July 22, 2011, 04:06:34 pm »
I only really have Antidote programmed in, and one other. I figured I better test my idea and make sure the code block was going to even work before I go writing the code for the other hundred some odd items.
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Pokémon Purple / Re: [PP] Progress '11« on: July 22, 2011, 07:41:04 am »
Managed some progress with getting the battle system to work again after it mysteriously stopped working. Still no idea what the problem was. Anyways, Use of Antidote now works so long as it is on a Pokemon that is in battle. It currently does nothing to the other Pokemon in the party, and I'm not sure why as of yet. I've got a few things to try to see if I can't make it work. I also need to make it subtract the amount from the Item list properly.
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Pokémon Purple / Re: [PP] Progress '11« on: July 18, 2011, 09:20:48 pm »
Thanks a ton! I've started on adding archiving bits to programs that are 2 parent programs away. Like, you don't need prgmPOKEMON while you are playing in game, and you don't need the walking engine when in a battle. Hopefully this will help with memory usage and allow me a bit more wiggle room.
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Pokémon Purple / Re: [PP] Progress '11« on: July 15, 2011, 09:23:06 pm »
I haven't implemented anything like that as of yet, I don't remember how many items a person can hold at once. I probably will put a stop at 50 unique items, but for now, I'm just trying to make things work, and it's not being very cooperative in that regard.
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Pokémon Purple / Re: [PP] Progress '11« on: July 13, 2011, 07:53:25 am »
As some know, I attempted to test out the items system, only to discover there isn't enough RAM to complete the task. I've done some code moving from the party display program into an appvar. I then took that program, and for every instance of a Z=#, the conditional was removed and all the code that was in the If Then End block was put onto one line. I know what 3 of the 4 lines of code are for, I'm still working on determining exactly what the last one is. The appvar is now sitting at 4601 bytes, it removed well over 1k from the party display program. There is considerable amount of work that needs to be completed yet, though I will get done what I can as I can, and hopefully I will make it so that it is playable once again.
I also think I can easily archive the picvar that is used to save the state of the battle screen as well, and unarchive it when it is needed again, that will save some used memory as well. 325
TI Z80 / Re: Pokemon TI« on: July 01, 2011, 09:06:34 pm »
Don't feel bad. I rewrote pokemon purple's walking engine at least twice, and the overall game has been rewritten once to handle variables in an organized fashion.
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Miscellaneous / Re: What pisses DJ off the most, by far (even more than bullies)« on: July 01, 2011, 09:15:40 am »
The ultimate thing that upsets DJ_O on a daily basis:
*drumroll* .... .... *still rolling* ... .. . Pokemon Purple isn't finished yet :< lol j/k 327
Pokémon Purple / Re: [PP] Progress '11« on: July 01, 2011, 09:12:57 am »
I sadly have no idea. I will guess between 60 and 70, but I won't know for certain until I can combine programs into the main project calc and get it backed up :<
And I'm not going to worry much about that until I can get the battle system fully functional. 328
Pokémon Purple / Re: [PP] Progress '11« on: July 01, 2011, 07:38:23 am »
Well, I decided this morning that I needed to grit my teeth and add another small program to the list of programs that are currently being used. prgmZWT is a wait for key program that flashes the upside down pyramid when it displays text.
Why am I adding such a tiny program of only 62 bytes to the mess of them that are already in the VAT you might ask? Because in ZPP (party display program) I saved 84 bytes by replacing the 2 instances of the same code with prgmZWT. In the temp battle gui program currently called prgmA, I have saved 173 bytes by replacing the same code roughly 5 times. Once I get around to it, I'll have to go through some of the other programs and see about cleaning them up a bit with this as well. 329
Pokémon Purple / Re: [PP] Progress '11« on: June 26, 2011, 08:30:29 pm »
I've managed to kill off bugs relating to the Run option in the battle gui.
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Pokémon Purple / Re: [PP] Progress '11« on: June 24, 2011, 08:58:48 pm »
Thanks. I'm hoping it will still be once I get it finished. The Run command is confusing to me. It looks like it should work, but it isn't. I'm beginning to suspect that the Tmin variable is at fault. going to try to find a different variable I can use in its plac eand see if that remedies the problem.
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