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Messages - tifreak

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571
Pokémon Purple / Re: [PP] Progress '10
« on: February 01, 2010, 10:58:47 am »
Did some brain storming this morning, and have gotten the start of the new event system getting set up. So far I have the old code that made Oak walk around and stuff copied off to another subprogram, and have  come up with a quick way to checking if T=L_BDY(# (BDY for BounDarY) is to do just that:

T=L_BDY
If sum(Ans)=1:Then: code :End

Now sure why I didn't think of this sooner. Anyways, going with that. Had to move the code for the player display around, so I could make sure that you appear first on the screen before it did any form of check for events or attacks. If you notice from one of the previous screenshots, you disappear when the text appears above where you should be. This new setup should eliminate this problem.

Before I can go any further though, I need to play through pokemon on the GB and see what kind of reactions I get when I do certain things so I can get that set up properly before continuing on. ><

And then after that, I do believe I will be ready to make it so you can get your pokemon. =]

572
Pokémon Purple / Re: [PP] Progress '10
« on: January 31, 2010, 12:57:39 pm »
Other hazard is getting bugs when the game is finished and you can't find where it happens. X.X (note that bug is ambiguous when we talk in a pokémon thread :P )
I hope, at least, you don't get a nasty bugs other than pokémons with bug type. :P
Ugh I hate these... especially when they rarely occurs and seems to occur randomly. What's even worse, though, is bugs like this that arises half a decade after you released the game. Unfortunately since people don't report bugs all the time it can take ages before they get noticed :(
I was precisely thinking in your "legendary" bugs and all strange bugs we sometimes get in games.
But tifreak is going to prove if good planning and extensive notes can help avoiding and correcting them.

lol, I shall make a valiant effort in doing so, at any rate XD

One of the reasons the game got a massive rewrite a while back was because I was running into bugs that couldnt be fixed because the programs were using the same variables and shouldn't have been.

Anyways, working on this new set up now to set boundaries, I have to set up a checker routine to see if it reaches a boundary right after it refreshes the map, and then call another program to determine what action to take. Most of the time I think it causes a battle to happen. I think. XD

573
Pokémon Purple / Re: [PP] Progress '10
« on: January 30, 2010, 09:39:39 am »
That is why I do extensive testing with each new item I add, to make sure that it doesn't interfere with anything and that it works flawlessly. Wish Microsoft took to that thought and theory :p

I also take lots of notes, which does help with organizing things.

574
Pokémon Purple / Re: [PP] Progress '10
« on: January 30, 2010, 08:15:49 am »
Well, I made a promise to finish it, so it will get finished, one way or another. XD

And yeah.. I am noticing a pattern here.. every time I backup, the calc dies. <<

Anyways, devising a system to set boundaries on the map based on events and such. Let's hope it works. x.x

575
Pokémon Purple / Re: [PP] Progress '10
« on: January 29, 2010, 11:04:00 am »
Alright, I have managed to get back to where I was on my 83+SE when the nspire did its random crash. Actually, a little further along. I have now confirmed that the event works all the way to the point where you are told to choose your pokemon, and you are dropped back into the main game engine.

From here, I need to develop a system to keep your character from moving past certain points on the maps that will trigger different events. I have some ideas to go with, Mainly to check and see if an event has been dealt with and make changes to the map list to set a restriction. Might need to have it set a variable as well.

Also giving some consideration to moving the event list to an appvar, with the plus side of being able to read the value from archive, but the problem of needing more code to be able to do that. That could be somewhat countered by creating yet another subprogram that would recall that data, and I would just need to set a variable to tell it which line to look at..

AAAAAHHHH the possibilities x.x

576
Pokémon Purple / Re: [PP] Progress '10
« on: January 27, 2010, 08:19:51 pm »
thanks. It isn't a huge deal. Had added a few things to the events game engine, had updated the lists for making the npc take over movement during an event, stuff like that. Shouldn't be a huge deal to fix it all. Just got to find a few minutes to do so.

Oh yes, I had also eliminated the hesitation that it has when it comes across a list element being 0, which means no one on the screen moves and is meant to go to the next list element.

577
Pokémon Purple / Re: [PP] Progress '10
« on: January 27, 2010, 03:19:25 pm »
nope, I had shut it off with the 2nd + on combo.

They should have stopped messing with the os at 1.16, it seems to be the only stable OS they have. <<

578
Pokémon Purple / Re: [PP] Progress '10
« on: January 27, 2010, 10:19:08 am »
Stupid nspire. <<

Went to fire it up this morning to get back to programming while I waited for a store to open up, and powered up the nspire. Was greeted with the RAM clear screen. I have no idea WHY it did that, as I have done no switching of programs to appvars, or run any other asm program that I haven't been running for a while on it now.

So from my latest backup, which I made the screenshot from, I shall dump onto a cleared out 83+SE and restart from there.

579
TI-BASIC / Re: In-Program Sub-Routines
« on: January 23, 2010, 06:40:16 pm »
I usually use Repeat loop to do these things XD

Problem with Repeat is that it always runs that loop at least once, before checking to see if it is true, while checks when it sees a while command. That is the difference.

And not trying to force this on anyone, just popping it out there that this works too :p

580
TI-BASIC / Re: In-Program Sub-Routines
« on: January 23, 2010, 05:40:46 am »
Another method I use for the same thing is using While loops. It can get really complex, so it is important to write it out on paper or on the computer so you can keep an eye on how many Whiles to Ends there are, but the idea is fast.

The idea is to have your master loop, and have the rest of your loops inside that. You don't even have to make them all Whiles, you can use If as well.

Quote from: BASIC Code
:ClrDraw
:1→W:0→F
:" →Str1
:0→Xmin:0→Ymin
:94→Xmax
:62→Ymax
:AxesOff
:GridOff
:While W=1
:25→A
:Text(‾1,0,10,"SPRITE-2-HEX
:Text(25,25,"NEW SPRITE
:Text(31,25,"EDIT SPRITE
:Text(37,25,"ABOUT
:Text(43,25,"QUIT
:2→W
:While W=2
:Text(A,20,">
:getKey→K
:If max(K={25,34:Text(A,20,"   
:A-6((K=25)(A>25)-(K=34)(A<43→A
:If max(K={21,105:Then
:If A=43:Then
:DelVar ADelVar WDelVar KClrDraw
:ClrHome
:Return:End
:If A=37:Then
:ClrDraw
:Text(‾1,0,10,"SRITE-2-HEX
:Text(13,0,"THIS PROGRAM CONVERTS
:Text(19,0,"8X8, 16X16, and 32X32
:Text(25,0,"SPRITES INTO HEXADECIMAL
:Text(31,0,"TO BE USED WITH THE
:Text(37,0,"HEX-2-SPRITE PROGRAM.
:Text(47,0,"SEND QUESTIONS TO:
:Text(53,0,"TIFREAK8XHOTMAIL.COM
:Pause
:ClrDraw
:1→W
:End
:If A=31:Then
:length(Str4
:Ans/(2+2(Ans>16)+4(Ans>64
:If min(Ans≠{8,16,32
:Then
:ClrDraw
:Text(0,0,"NO SPRITE IN MEMORY
:Pause
:ClrDraw
:1→W
:End
:If max(Ans={8,16,32:Then
:ClrDraw
:3→W:2→F
:End:End
:If A=25:Then
:ClrDraw
:Text(‾1,0,10,"SPRITE-2-HEX
:Text(15,1,"PLEASE SELECT SPRITE SIZE
:Text(30,25,"8X8
:Text(36,25,"16X16
:Text(42,25,"32X32
:Text(48,25,"BACK
:30→A
:4→W
:End:End
:While W=4
:Text(A,20,">
:getKey→K
:If max(K={25,34:Text(A,20,"   
:A-6((K=25)(A>30)-(K=34)(A<48→A
:If max(K={21,105:Then
:If A=48:Then
:ClrDraw
:1→W:End
:If A=30:8→Z
:If A=36:16→Z
:If A=42:32→Z
:If A<48:3→W
:End:End
:While W=3
:ClrDraw
:If Z=8:Then
:Line(40,31,40,38
:Line(41,30,48,30
:Line(49,31,49,38
:Line(41,39,48,39
:End
:If Z=16:Then
:Line(36,27,36,42
:Line(37,26,52,26
:Line(53,27,53,42
:Line(37,43,52,43
:End
:If Z=32:Then
:Line(28,19,28,50
:Line(29,18,60,18
:Line(61,19,61,50
:Line(29,51,60,51
:End
:Horizontal(7
:Text(56,0,"EXPORT                                                      QUIT
:If F=2:Then
:length(Str4
:Ans/(2+2(Ans>16)+4(Ans>64→Z
:If Z=8:Then
:41→I:24→J:End
:If Z=16:Then
:37→I:20→J:End
:If Z=32:Then
:29→I:12→J:End
:I→C:J→U
:For(B,1,length(Str4
:inString("123456789ABCDEF",sub(Str4,B,1
:If 7<Ans
:Pxl-On(U,C
:If 3<8fPart(Ans/8
:Pxl-On(U,C+1
:If 1<4fPart(Ans/4
:Pxl-On(U,C+2
:If fPart(Ans/2
:Pxl-On(U,C+3
:C+4→C
:U+(C=I+Z→U
:If C=I+Z:I→C:End
:End
:45→M:35→N:6→W
:StorePic Pic4
:End
:While W=6
:Pt-Change(M,N
:getKey→K
:If max(K={24,25,26,34
:Then
:Pt-Off(M,N
:RecallPic Pic4
:M-(((K=24)((Z=8)(M>41)+(Z=16)(M>37)+(Z=32)(M>29))-((K=26)((Z=8)(M<48)+(Z=16)(M<52)+(Z=32)(M<60→M
:N-(((K=34)((Z=8)(N>31)+(Z=16)(N>27)+(Z=32)(N>19))-((K=25)((Z=8)(N<38)+(Z=16)(N<42)+(Z=32)(N<50→N
:End
:If K=21
:Then
:RecallPic Pic4
:Pt-On(M,N
:StorePic Pic4
:End
:If K=31:Then
:RecallPic Pic4
:Pt-Off(M,N
:StorePic Pic4
:End
:If K=15:Then
:DelVar W
:ClrDraw:ClrHome
:End
:If K=11:Then
:Pt-Off(M,N
:RecallPic Pic4
:If Z=8:Then
:41→S:48→T
:24→Q:31→R
:End
:If Z=16:Then
:37→S:52→T
:20→Q:35→R
:End
:If Z=32:Then
:29→S:60→T
:12→Q:43→R
:End
:For(A,Q,R
:For(B,S,T,4
:8pxl-Test(A,B)+4pxl-Test(A,B+1)+2pxl-Test(A,B+2)+pxl-Test(A,B+3)→C
:Pxl-On(A,B
:If C=0:Str1+"0"→Str1
:If C>0
:Str1+sub("123456789ABCDEF",C,1)→Str1
:End:End
:sub(Str1,2,length(Str1)-1)→Str4
:DelVar Str1
:ClrDraw
:Text(0,0,"YOUR SPRITE HAS BEEN
:Text(6,0,"CONVERTED, PASTE Str4
:Text(12,0,"INTO A PROGRAM TO USE
:Pause
:0→W
:End:End:End:End
Generated by SourceCoder, © 2005 Cemetech

That is an example of the set up. I managed to get everything in one program without using a single Lbl or Goto. And if you close off each While correctly, you get no memory leaks. :p

581
Pokémon Purple / Re: [PP] Progress '10
« on: January 22, 2010, 07:55:34 pm »
ssssshhh! You aren't supposed to give out our secret for being a successful programmer!! D=

XD

yeah, just really tired, suffering from a sugar crash. ><

I sort of built the code in my head already. XD I just need to add it on paper to make sure it looks right and put it in the calc to see if it works. Then update more of the event programs lists so they show up in the proper places

582
Pokémon Purple / Re: [PP] Progress '10
« on: January 22, 2010, 07:00:27 pm »
lol, thanks. XD

I should be able to easily fix this bit of a problem that is showing, Just need to motivate myself to do so. XD

583
Pokémon Purple / Re: [PP] Progress '10
« on: January 22, 2010, 10:48:14 am »
Happy to report that the.. hmm, what to call it.. 'self walking engine?' bleh, basically, you feed it a list of directions and it makes the NPC and character move around on the map all by itself.

Basically, if you happen to remember from Oct 08.

Anyways, it was implemented and tested this morning. Surprisingly, it isn't too horribly slow. I do have a few small issues to work out, mainly that when the npc walks around, he deletes the tiles ahead of him, which is what should happen.. except that he deletes the door. that being the case.. you kind of don't stop and enter oak's lab like you are supposed to, cause the door is gone XD And boy he can move on his own XD

I might have to make a screenshot of it just to show what I mean.


Edit:

And here is the little problem I have to fix XD
But I have come up with a quick solution and things should work out well enough.

584
Serenity / Re: Serenity
« on: January 19, 2010, 11:05:15 am »
i tried writing out my codes, but then again, I changed the code so frequently that the writing got so messy I couldn't read it... :P

Lol, that is why I write at the top 'outdated xx/xx/xx' and write it out on a new page :p

And sounds like xcopy works well. ^_^

585
Pokémon Purple / Re: [PP] Progress '10
« on: January 18, 2010, 09:46:03 pm »
when battles work fully and you can catch pokemon. =]

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