Author Topic: [C /axe?] Hinawa Battle Engine  (Read 26504 times)

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Offline Eiyeron

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Re: [Axe] Hinawa Battle Engine
« Reply #15 on: September 16, 2013, 11:20:54 am »
Hopefully, once I made enough progress I'll release the source code! It's an engine, remember

Offline Eiyeron

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Re: [Axe] Hinawa Battle Engine
« Reply #16 on: September 26, 2013, 01:53:04 pm »
Got some coding time today! I refactored a big chunck of code to split data and code, and started to store player's stats. Now all the code based on players and fixed data are now only based on player's real values. If you change the skill typeof your player, the menu will change, if you change the id, it'll change his name!

EDIT : Meh, I really need to reinstall wabbit and TILP here. But here is some plans : I'll try to add PSI for the characters. But if you want some techinal details , here is the actual player structure:

[ID,Skilltype] : 2*1 bytes
[HP Target, HP] = 2*2 bytes
[PP Target, PP] = 2*2 bytes
[Att, Def] = 2* 2 bytes
[Spd][LVL?] = 2*1 bytes

A character takes 16 bytes.
« Last Edit: September 28, 2013, 05:35:38 am by Eiyeron »

Offline Streetwalrus

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Re: [Axe] Hinawa Battle Engine
« Reply #17 on: September 28, 2013, 06:51:03 pm »
Nice to see this progress. I like the concept of this engine, it's different from pure turn based. :)

Offline Eiyeron

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Re: [Axe] Hinawa Battle Engine
« Reply #18 on: September 30, 2013, 07:19:37 am »
It's freaking good! During the NKC battle, I saw that waiting for the rolling meter to reach its target is useless, the target HP/PP is always changed, not the rolling value.

(Dude, I love the NKC, its battle is sooo epic with that music)

Offline break

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Re: [Axe] Hinawa Battle Engine
« Reply #19 on: October 01, 2013, 10:49:23 pm »
@Eiyeron

wow...this is looking fa-nominal !!

* keep up the great work *

i'll continue to support this project  ^_^"

Offline Eiyeron

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Re: [Axe] Hinawa Battle Engine
« Reply #20 on: October 02, 2013, 02:24:01 am »
Haha Thanks! ^^
Next thing I'll add Mr. Batty's stats, and I'll try implementing bashing.b But no combo for now.

EDIT : Wow *.*, I have to finish it now!
« Last Edit: October 03, 2013, 04:16:06 am by Eiyeron »

Offline Sorunome

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Re: [Axe] Hinawa Battle Engine
« Reply #21 on: October 03, 2013, 04:16:05 am »
Congrats for http://earthboundcentral.com/2013/10/mother-3-calculator-edition/ :P

EDIT: Dang it Eiyeron for ninja-edit >.<
« Last Edit: October 03, 2013, 04:18:21 am by Sorunome »

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Offline Eiyeron

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Re: [Axe] Hinawa Battle Engine
« Reply #22 on: October 03, 2013, 04:18:43 am »
Yay! I became popular! Yay, I don't frigging know how to react to this! (Younger, I was quite shy).
* Eiyeron starts to freak about his own decisions.

Offline TIfanx1999

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Re: [Axe] Hinawa Battle Engine
« Reply #23 on: October 03, 2013, 05:16:07 am »
Hey, be happy Eiyeron. :) and congrats! I wonder how they found out about this?

Offline Eiyeron

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Re: [Axe] Hinawa Battle Engine
« Reply #24 on: October 03, 2013, 05:23:13 am »
I don't remember talking about HBE somewhere else than here. Nor twitting about this...

But just google "Mother 3 battle engine"...

Offline Sorunome

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Re: [Axe] Hinawa Battle Engine
« Reply #25 on: October 03, 2013, 06:07:07 am »
ha, nice, google is stalking you :P

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Offline TIfanx1999

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Re: [Axe] Hinawa Battle Engine
« Reply #26 on: October 03, 2013, 08:13:37 am »
Hmmm. This topic is the sixth entry in Google for me.

Offline Eiyeron

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Re: [Axe] Hinawa Battle Engine
« Reply #27 on: October 03, 2013, 02:24:22 pm »
Ah right, Google is editing our search results on per user basis.

Offline Sorunome

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Re: [Axe] Hinawa Battle Engine
« Reply #28 on: October 03, 2013, 02:30:11 pm »
for me it's also around 6th :)

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Offline DJ Omnimaga

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Re: [Axe] Hinawa Battle Engine
« Reply #29 on: October 09, 2013, 01:31:45 am »
Congrats eiyeron :D


By the way for battle backgrounds, in the past there are people who did special effects by using bugs they ran into at their advantage. For example, see Snake 84C title screen where the logo is screwed up or the random lines that sometimes appears through Super Sonic Ball title screen. :P Or in other cases such as just reading through RAM and copying the next 768 bytes into L3 to create a grayscale sandstorm effect. :P