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Messages - tifreak
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526
« on: March 09, 2010, 12:32:04 am »
Feel free to paste any bit of code up and I will happily explain function or reason it is there. If I am understanding the bit you are asking about, I made a text displayer based off of one DJ_Omnimaga made years ago, like half the size or something. it basically displays the contents of a string in a type writer effect until it hits one of those tokens is all. And thanks Eeems, I went over it several times, so I think only weregoose should be able to spot anything
527
« on: March 08, 2010, 10:58:58 pm »
/ means shift to next line + means to pause * means to return from program. the plot box tells the calc that the next character is an activation character, meaning something is supposed to happen, like get an item or otherwise. and thanks  If I wasn't in a hurry when writing that, it would have been neater.
528
« on: March 08, 2010, 09:51:36 pm »
this is actually scribblish to me  And if you see some, awesome. I tried combining the strings and making use of sub(.. but it is actually bigger that way. I think I will probably put this code onto the calc tomorrow morning, and see how far I get and what I get done, might be able to get one's starter pokemon sometime tomorrow ^ ^
530
« on: March 05, 2010, 09:29:53 am »
The maps themselves aren't slower, just take a second or two more to load, after that everything else will run fast enough.
531
« on: March 04, 2010, 07:59:58 pm »
Well, got around the problems that I had discussed before. I have a couple strings that are only used once in a while, so I dumped the text off into that and backed up the location of the string into another spare finance var. oh, and I switched the entire text display, save for position of text on the screen, into using finance variables for keeping track of things.
I have also thought about going in and writing in a routine that edits the map before it is displayed, pending on if events or pokeballs have been checked and such. This might slow map displaying down some, from the initial displaying, not the rendering or the moving around part. Is this worth it to everyone else? This way I wouldn't have extra characters or items on the screen when they are used or certain events were taken care of. Would actually be VERY easy to make, once I feel I get the pokemon to where you can get them, of course. This still holds top priority.
Also, been writing this code up to get all three pokemon, and I believe I have it written out. however, there is a lot of 'redundant code' that is the exact same between all three. So what I am thinking about doing is rewriting it to have the bulk of the same code and the conditionals to make changes to what is needed. Just not sure if it will be smaller or not. One could only hope so, but I won't know until I actually write it all out.. so yeah, here goes!
532
« on: February 27, 2010, 01:13:25 pm »
I have done some cleaning of the text display program, changing variables from normal variables finance vars. I am considering moving the text string to another string variable, but sadly I am almost out of them, so yeah, working out that issue right now.
533
« on: February 26, 2010, 05:29:59 am »
yeah.. plus if I HAVE to, I can just use celtic2 to make a program to dump a string into for a short time.
534
« on: February 25, 2010, 09:46:18 pm »
oh no, I have 11 variables still open, not counting many others that are available if you know to use them. It's just keeping track of everything while trying to use minimal amounts of variables, because each variable you use is 18 more bytes of RAM that is taken.
The Str vars, I wish there were more of those available ><
I am pretty sure I know how to fix the problem, I just need to get the program's code all pulled together and run through visually just to be sure.
535
« on: February 25, 2010, 10:54:06 am »
Well, got to looking at some things, and I came to realize with the way I am doing things, a couple of important variables are going to get overwritten. >< So now I am looking to see where I can back up that information and use different variables to do what is needed.
I am just glad I noticed NOW instead of before putting this all down and getting irritated with some bug. <<
536
« on: February 21, 2010, 10:18:51 pm »
I am more concerned they may learn the location of the Rebel's secret base. Then we WILL be in trouble. D=
537
« on: February 21, 2010, 09:20:46 pm »
Yeah, I think the lack of new (non-bot) members in the past month or so kinda made us forget about the peanuts and now we lost the bag to squirrels 
I sold the largest quantity of them to the gnomes, something about being able to use them to squander the plans of the clowns for world domination, but I am not 100% sure on that.
538
« on: February 21, 2010, 08:16:59 pm »
We will just have to see how much memory it ends up taking up. I can't be for certain how much the overall game will take. I am shooting for around 200kb, but it might be 250kb or maybe even 300kb, I can't be for certain yet.
540
« on: February 20, 2010, 11:41:24 am »
hehe, well, there won't be less data, but here is how I am looking at it.
With moving these lists, I will be able to use C2 to read just that one number. Otherwise, I have a 151 element, 3kb list to unarchive, read from, and rearchive. So this should be a 2 fold thing, speeding up some of the equation things, and eliminating a 3k list to be dropped in ram for a short time.
Edit:
Well, maybe not a 3kb list, but anyways..
Moved the evolved data over to a program to be moved to an appvar here shortly. List was 1373 bytes, the program is 391 bytes. Changing to an appvar doesn't change size, so it should be that once converted. decent amount of savings, don't you think?
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