586
Pokémon Purple / Re: [PP] Progress '10
« on: January 18, 2010, 03:05:34 pm »
lol, sorry, you will have to wait for v 0.2.0a for that to happen.

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 586
Pokémon Purple / Re: [PP] Progress '10« on: January 18, 2010, 03:05:34 pm »
lol, sorry, you will have to wait for v 0.2.0a for that to happen.
![]() 587
Serenity / Re: Serenity« on: January 18, 2010, 01:31:41 pm »
lol, I know what you mean, I half filled a 5 subject notebook, with the 50 someodd programs and 88kb of code that I have
![]() ![]() 588
Serenity / Re: Serenity« on: January 18, 2010, 01:18:32 pm »
Resource copies programs from RAM or ROM into a temp program, can be either asm or basic.
As to the program flow, that's not what I meant. ![]() I mean you write out ALL your code, except data programs, on paper. As long as you have good handwriting, so you can read what you wrote. ![]() 589
Serenity / Re: Serenity« on: January 18, 2010, 01:09:10 pm »
Don't know whether this would help you or not, and it takes a lot of effort, but in the end you become quite intimately familiar with your code.
![]() Take the time to get a 3-5 subject notebook, and write out ALL your code, program by program. This will allow you to easily and quickly know what your program will do when it reaches certain things. I did it for pokemon and I was able to spot optimizations like no other, and clean up my variable usage considerably, giving my 13 free, unused variables. And I have never used XCOPY either before o.o Resource has been an amazing program for what I have needed, guessing these two are similar in usage? 590
Pokémon Purple / Re: [PP] Progress '10« on: January 18, 2010, 12:09:45 pm »
http://tifreakware.ath.cx/index.php?showtopic=1490&st=0#entry9706804
Well, I have some explanation on how the lists and such should be. You have to keep in mind that this is developed also for the RPGSKII, so you will have to reference its engine (prgmZGA) so some of this other makes sense. I am not sure if I need to explain any of how the code works, but if I do, please feel free to leave questions there so I know exactly what else I need to add. ^_^ And I ask for them to be there, so it makes it easier for me to keep track. ^_^ 591
Pokémon Purple / Re: [PP] Progress '10« on: January 16, 2010, 01:17:57 pm »
Managed to get both up and down working again with the new, optimized code. I shall be working on that forum post soon, hoping to have it finished sometime this weekend, if anyone is actually interested in it.
592
Pokémon Purple / Re: [PP] Progress '10« on: January 15, 2010, 05:00:15 pm »
It seems to have gotten a bit faster, since it isn't doing twice the work it was before. But it was never really slow to begin with.
![]() As to the code, yes, I actually started up a topic on my forums that will have it all explained and such. I just have to get it finalized before I post the source. =] 593
Pokémon Purple / Re: [PP] Progress '10« on: January 15, 2010, 01:50:44 pm »
yeah. See, I ran into a problem before with the old NPC events. You would need to keep track of them where ever you walked, and of course once off screen all sorts of problems happened. With the new NPC walking routine I wrote up, that completely eliminates that problem. It also makes the game walking engine that much smaller for not having to deal with the extra crap.
Also, I believe I finally got the optimized routine for going up for NPCs fixed. I just have to work on the going down so it works right. 594
Pokémon Purple / Re: [PP] Progress '10« on: January 14, 2010, 10:47:50 pm »
Working on rewriting the events system so I can get rid of other problems I was having with it from before, now that I have the new walking engine for NPCs. Also, I found an optimization that speeds up walking up and down for NPCs, however, it isn't working properly yet. Have to figure out why yet. Just thought I would let ya'll know.
595
News / Re: Ztrumpet joins Omnimaga staff.« on: January 06, 2010, 11:19:51 am »
congrats, I am sure you will definitely add positive attributes to the team. =]
596
Pokémon Purple / Re: [PP] Progress '10« on: January 03, 2010, 08:36:32 pm »
to be truthful, I have no idea ^^;
once I get the events system 100% and the battle system working, then I might bump it up some. =p Edit: I have decided to discontinue the idea on the events walking engine, and just see if I can't optimize it. I believe revamping to do what I did with NPCs walking would be horrendously slow. Now to just see if it works ![]() 597
Pokémon Purple / Re: [PP] Progress '10« on: January 03, 2010, 06:12:23 pm »
It did for the most part, I have my numbers off for some things, so I will need to make adjustments on that. Otherwise, those particular NPCs are set up and ready.
Next up, rewriting the events routine. 598
Pokémon Purple / Re: [PP] Progress '10« on: January 02, 2010, 04:51:12 pm »
Item names are stored in a program, line by line so just need to be recalled from there with celtic 2.
And that might be useful to someone. Not saying it isn't, but not sure how that will help me at this time. Thanks tho. Right now I have the code written out for the events npcs, will possibly get that put in tonight, might be tomorrow tho. Lots to do this evening. 599
Pokémon Purple / Re: [PP] Progress '10« on: January 02, 2010, 02:29:39 pm »
Thanks.
I might have to create a program so I can select a point in a string and have it tell me what positions and stuff to use ![]() Counting strings on paper is just not nearly as fun as it looks, let me tell ya. 600
Pokémon Purple / Re: [PP] Progress '10« on: January 02, 2010, 01:11:08 pm »
Thanks, and yes, I am happy that that part works too.
Next up is working on the 'Event NPCs'. Basically they are things that are effected by you doing certain things. An example would be Ash's mom. She repeatedly just says you need to gtfo and the prof is looking for you. Once you get your pokemon, she will then be able to heal. This part is easy to code. It is a matter of 'groups'. Each 'group' is based off the NPC#, And then those check to see if the L_EVEN list element is tripped. From there, it sub(s the string and dumps it back off into Str7 for safe keeping until it is needed. I also just realized that I can eliminate 2 bytes per NPC string being used for the normal NPCs and 4 or more for the ones that are event related. The event related ones I currently have separated out in to chunks split by the '[' character, but I will end up removing them as I get the ZNPCEV program created. Hooray for small optimizations ![]() |
|