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Messages - tifreak
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346
« on: June 02, 2011, 07:31:44 pm »
I am using absolute minimum asm interference. Currently, I have the following asm programs:
Celtic 2 Resource List to String converter Hex to sprite
I know for certain that I will need asm for the linking routines, but that is going to have to be very very customized. Beyond that, hoping for no other asm program.
347
« on: June 02, 2011, 07:17:47 pm »
Thanks. I am pretty stringent on testing for bugs as I add each new thing to make sure it all works, but I am always capable of missing things :p
348
« on: June 02, 2011, 06:50:40 pm »
I can't even really warrant a guess on how many programs, though I will be moving a bit of them into appvars when I can start dropping map data over into them. As to size, I wouldn't be surprised if this broke 250kb. It's already over 100k as it stands, without taking into account variables and lists.
349
« on: May 27, 2011, 10:12:29 am »
Interesting looking game, digging the graphics you are using. I'm making a pokemon game as well, just for a different platform :p
350
« on: May 27, 2011, 09:34:16 am »
I've made some more progress, I've essentially gotten it to the point where I need to return control of the game back to the battle gui program. I still need to have it do attacks, but I think I will just have it do "NAME attacks NAME" and have the damage meter go down by 1 or 2 or something random from 1-5.
I also saw this morning that I made the hp bars 1 pixel too short, so I've fixed that in the code, and moved the storing of Pic 2 in the battle GUI to Pic 1 and put it before it displays the text for the menu.
And I consolidated the code for displaying the HP bar (that shows you how much hp the pokemon has, not the border around it) from
L1(1)/L1(2)->G (G_E2)/4->G Line(65,25,65+G,25 To
Line(65,25,65+(.25iPart(_E2(L1(1)/L1(2)))),25 Hopefully will have this code finished and incorporated into where it should be before too much longer. Then testing to see how badly I screwed things up and see if it is fixable :p
351
« on: May 16, 2011, 08:05:50 am »
So, some good news. I've gotten through the code for ZPP and I've managed to figure out where to insert the code for switching out pokemon in battle and have even managed to get a bit written down on paper, code wise. I don't seem to have the code written out for ZMISC, which houses the code for the stats screen, so I need to deal with that yet so I can make sure there are no conflictions within that code and ZPP for the switch out. Once the stats bit is done, then I just have to write the switch out code, which will constitute storing the important date from L_1 to the correct LP# depending on the first active slot in L_PRTY. Then from that point, I pull the next slot over and dump that into L_1, then bring back the battle screen, erase the pokemon and HP data, then redraw it, then allow the enemy to attack. (For testing purposes, I'm just going to have 'Enemy attacks!' and might even have it deal 1 pt of damage to try to work out the hp bar going down.)
I actually just had an idea to that end as well. First I calculate the length of that line, and store that to a variable. Then I calculate the damage and recalculate the line the length. Then it's just a matter of using the Line(#,#,#,#,0 with the two values obtained, should allow to subtract the damage part of the hp bar without needing to clear it out and re-rendering it.
352
« on: May 13, 2011, 09:36:34 pm »
Haha, yeah, like that's going to happen :p
353
« on: May 12, 2011, 08:43:54 pm »
Hey tifreak, how goes Pokemon Purple? 
I'm making slow bouts of progress, working out the code to switch pokemon around in battles.
354
« on: May 04, 2011, 08:41:36 am »
Got the code sorted and all the Ends linked to their corresponding commands. Got an idea I am going with for switching out pokemon in battles, so I am going to try to start in that over the next couple of days. Also have an idea to implement better storage methods for maps.
355
« on: April 24, 2011, 09:18:25 pm »
Oh, slowness isn't an issue. I just have 11 or so End commands at the very end of the program and I need to move those around so they aren't like that. Once I get that fixed, I can see about fixing the moving of pokemon from battle and such.
356
« on: April 22, 2011, 06:42:17 pm »
Oh, you know how it goes, you get so in to programming something, that when you come back to look at the code, it looks like a vat of spaghetti. lol I just need to straighten out the party program and I can continue making progress.
If anyone noticed from twitter, I've gotten ideas for map storage as well.
357
« on: April 11, 2011, 09:59:16 am »
Well, I -think- I have things working properly for RUN. Only problem I am running into is that since none of the other things are working, I can't test it thoroughly. So the next item on the list is make it so you can swap pokemon from the one fighting to one on the list. I just need to verify that there are any fighting moves that might cause a pokemon to not be able to leave the arena.
358
« on: April 04, 2011, 09:39:40 pm »
I've not had issues with DCS, and I've never installed Celtic. The only one that truly gave me issues were MOS.
359
« on: March 29, 2011, 09:02:15 am »
I'm not using C3, I'm using C2 And thank you, I'll keep that in mind. Trying very hard to not need any more asm help lol Outside the eventual need of a linking program.
360
« on: March 29, 2011, 07:49:06 am »
Yes, benryves created a special asm program that handles the needs of the pokemon sprites, as I optimized the hex by replacing the end of a line of 0's with a single character 'G', in effect creating a new hex value of sorts. This reduced the size of the sprites severely, at the time I was using basic to display them, but ben threw that together in a few minutes after a bunch of people said it was too slow to show the pokemon. The NPCs don't take too long to load, and it is completely in BASIC.
Edit:
As to the text, the only solution I've thought of was to store a pic var right before the options pop up, then once a user selects the attack, it clears out that section that was expanded and recalls the picvar. I've not thought of anything else that would work for me.
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