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Could you explain this a little more, or give an example program. I need something like this for one of my projects.
:0->C:for(L,0,[player's current Y in map]*[total map X]+[player's current X in map]:If {[map data pointer]+L}=[number used to define a link tile]:C+1->C:End:End:C-1->C ;because this counting method will label the first tile as link tile number 1, and we want it to be number 0
{[total map length(X*Y)]+[map data pointer]+(C*3)+[0,1, or 2, depending on which piece of information you want]}
:0->D->L:Repeat C+1=D:If {[map data pointer]+L}=[number used to define a link tile]:D+1->D:End:L+1->L:End
Heh, you spelled Phoenix wrong Nice to see my npc engine style is of use. The hardest parts to get are the conditionals and stuff Also, if you want a custom input routine, I have one similar to the Pokemon style that you can take a look at if you want. It writes the string to the beginning of L5 and is capped at 8 characters, though that of course could be changed easily
To that, I can only respond:
Quote from: graphmasturCould you explain this a little more, or give an example program. I need something like this for one of my projects.<very large post goes here>
The TMs which a Pokémon can learn are stored as a bunch of flags. Starting from the LSB of the first byte, and ending with the MSB of the last byte. The five HMs are treated as TMs 51-55.
01 2D 31 31 2D 41 16 03 2D 40 55 00 40 E5 40 21 2D 00 00 03 A4 03 38 C0 03 08 06 00