Author Topic: Pokemon Stadium - Battle Simulator in the works  (Read 38705 times)

0 Members and 1 Guest are viewing this topic.

metagross111

  • Guest
Re: Pokemon Stadium - Battle Simulator in the works
« Reply #45 on: November 24, 2008, 11:39:39 pm »
ok, here is v0.19. can someone test it for me?


EDIT: I reposted the file because the first set of programs had a small bug. thats fixed now.

EDIT: I have reposted the file AGAIN. But this time I've made some major fixes that weren't obviously apparent. I also removed all lowercase letters to reduce memory, and removed all those silly lists. Not only is it much smaller, I think it looks nicer. The big thing is that it is now completely compatible with the original TI83 Plus!
« Last Edit: December 02, 2008, 08:14:59 pm by metagross111 »

Offline {AP}

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 981
  • Rating: +74/-3
  • I am Webmaster!
    • View Profile
    • Removed From Game
Re: Pokemon Stadium - Battle Simulator in the works
« Reply #46 on: November 25, 2008, 08:03:11 am »
So far, so good.
I just don't understand what is going on in your code a lot. (only checked APOKEMON though)
More importantly, I don't see why you need over 100 files sent. O.o
I can't possibly see the use of that many subprograms ever.... much less in it's current state.

Still, the game played flawlessly.
As always, I won every much.
Great job so far. =P

Offline simplethinker

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 695
  • Rating: +16/-5
  • snjwffl
    • View Profile
Re: Pokemon Stadium - Battle Simulator in the works
« Reply #47 on: November 25, 2008, 08:32:28 am »
I'm not sure about all the programs for this game, but for Chip's Challenge there will be about 170 programs.  Each level's data takes up 9kb, and there are 150 levels.
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Pokemon Stadium - Battle Simulator in the works
« Reply #48 on: November 25, 2008, 01:12:28 pm »
I didn't checked yet but whenever I used sub-programs that much it was to make sure there's as less repetitive code as possible to save space. In my Illusiat 81 game I even have sub programs containing only one single command to save every byte possible. It's pretty much the only way to save signifiant amount of space when it comes to huge TI-BASIC games. There would be Celtic of course, but the first one is hard to use, not to mention crashes a lot, and the app version still has compatibility problems with xLIB commands

Personally I don't see how sub programs should be such a problem if it's to save space and fit the game in RAM more easier (or leave more RAM to the user when not playing). Sure, it clutters the PRGM menu, but that's the price to pay to play complete TI games such as this one. I would rather split my games into sub programs and have less worries about if I'm gonna able to work with 24 KB of RAM. In Zelda DLQ I used big files at first (there were about 140 sub programs) and I ended up getting ERR:MEMORY every few minutes even if I use no Lbl/Goto because sometimes it tried to store a string but it always lacked enough RAM. I ended up splitting the 140 sub programs until I quit getting memory errors, which ended up with 210 sub-programs. Maps also can take lot of data like in Metroid II. About 90 KB of my Metroid game are maps and don't talk about compression or not using matrices and using strings instead. It was in my intention to keep map loading under 1 second
« Last Edit: November 25, 2008, 01:18:05 pm by DJ Omnimaga »

metagross111

  • Guest
Re: Pokemon Stadium - Battle Simulator in the works
« Reply #49 on: November 25, 2008, 02:19:57 pm »
^^ basically what omni said.

in any case, there is one small error in the code. its a simple fix, but now i gotta re-upload the whole damn package. when foe charmander uses Rage, the text will say "Foe <your pokemon> became enraged!"

of course, pikachu ( who i was playing with at the time ) was not enraged. so the battle didnt mess up. just that message did.

metagross111

  • Guest
Re: Pokemon Stadium - Battle Simulator in the works
« Reply #50 on: November 26, 2008, 10:45:39 am »
just found a way to decrease size considerably. i need to be kicked in the head for not realizing it earlier. :P

Offline simplethinker

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 695
  • Rating: +16/-5
  • snjwffl
    • View Profile
Re: Pokemon Stadium - Battle Simulator in the works
« Reply #51 on: November 26, 2008, 12:09:59 pm »
Lemme guess: Celtic II?
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

metagross111

  • Guest
Re: Pokemon Stadium - Battle Simulator in the works
« Reply #52 on: November 26, 2008, 12:28:33 pm »
actually, no. i havent experimented with celtic, yet.

Offline simplethinker

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 695
  • Rating: +16/-5
  • snjwffl
    • View Profile
Re: Pokemon Stadium - Battle Simulator in the works
« Reply #53 on: November 26, 2008, 12:39:58 pm »
Oh.  What did you find to decrease the size?
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

metagross111

  • Guest
Re: Pokemon Stadium - Battle Simulator in the works
« Reply #54 on: November 26, 2008, 05:11:29 pm »
i kept using long sub( commands to represent pokemon names the entire program.

i really need to be kicked for that bright-spark move :P

Offline tifreak

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
Re: Pokemon Stadium - Battle Simulator in the works
« Reply #55 on: November 26, 2008, 09:15:23 pm »
I utilized Celtic2's ability to read a line directly from a program, that way each name is on one line, and can be read directly from flash, saved a TON of space doing it that way.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

metagross111

  • Guest
Re: Pokemon Stadium - Battle Simulator in the works
« Reply #56 on: November 28, 2008, 04:53:48 pm »
does anyone know where i can find it?

Offline simplethinker

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 695
  • Rating: +16/-5
  • snjwffl
    • View Profile
Re: Pokemon Stadium - Battle Simulator in the works
« Reply #57 on: November 28, 2008, 04:55:40 pm »
Celtic II can be found here as well as on ticalc.org, omnimaga and a few other places.
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

metagross111

  • Guest
Re: Pokemon Stadium - Battle Simulator in the works
« Reply #58 on: November 28, 2008, 05:00:45 pm »
thanks

cjgone

  • Guest
Re: Pokemon Stadium - Battle Simulator in the works
« Reply #59 on: December 01, 2008, 10:16:30 pm »
Wow, looks really cool. :D
Awesome battle engine.
You should collaborate with someone making the pokemon game since this battle engine is a must have for any pokemon clone. ;o