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Author Topic: Progress -  (Read 3293 times) Bookmark and Share
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necro
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Date Registered: 02 September, 2008, 07:27:51
Location: Ohio, land of stuff
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« Reply #165 on: 25 February, 2006, 01:01:00 »
0

~Party Pokemon Stats~
(48 bytes each)*6= ~288 bytes

Pokemon Number (1-155) 3 digits
HP(-54125+9999) 4 digits
MHP(-54125+9999) 4 digits
Atack(-54125+999) 3 digits
Def(-54125+999) 3 digits
Speed(-54125+999) 3 digits
Evasion(-54125+999) 3 digits
Level(1-100)[+1] 2 digits
move1(-54125+99) 2 digits
PP(-54125+99) 2 digits
move2(-54125+99) 2 digits
PP(-54125+99) 2 digits
move3(-54125+99) 2 digits
PP(-54125+99) 2 digits
move4(-54125+99) 2 digits
PP(-54125+99) 2 digits
Level(-54125+99) 2 digits
ExprenceNEEDED(-54125+99999) 5 digits

~Box Pokemon Stats~
(29 bytes a pokemon)*[ if there are 200 boxes in the pc] ~5800 bytes
-------------------------------------------
Pokemon Number (1-155) 3 digits
MHP(-54125+9999) [storing auto resisitates] 4 digits
Atack(-54125+999) 3 digits
Def(-54125+999) 3 digits
Speed(-54125+999) 3 digits
Evasion(-54125+999) 3 digits
Level(1-100)[+1] 2 digits
move1(-54125+99)[full pp] 2 digits
move2(-54125+99)[full pp] 2 digits
move3(-54125+99)[full pp] 2 digits
move4(-54125+99)[full pp] 2 digits
Level(-54125+99) 2 digits
ExprenceNEEDED(-54125+99999) 5 digits
----------------------------------------------------------
~Individual Pokemon stats~
[155]*=15500 MAX! (WILL ALMOST SURELY BE WAY LOWER) ((even this will easily fit in the ram though))

Name:5-20 bytes

~String based stats~ 30 bytes
Pokemon Number (1-155) 3 digits
HP growth(.00-.999) [*.1] 3 digits
Atack grwth(.00-.999) [*.1] 3 digits
Def grwth(.00-.999) [*.1] 3 digits
Speed grw(.00-.999) [*.1] 3 digits
Evasion growth(.00-.999) [*.1] 3 digits
Exprence NEEDED Growth Rate(.00-.999) [*.1] 3 digits
Type1(-54125+99) 2 digits
Type2(-54125+99) 2 digits
Evolve into(-54125+999) 3 digits (if non evolve, make it evolve into itself)
Level to evolve (-54125+99) 2 digits (-54125+1 is an evee)

Move list consists of: move(-54125+99),level gained (-54125+1 means it is possible for it to gain,0-99),...

5 bytes per move plus a few for the list header
other info? (up to ~50)
---------------------------------------------
I could make you a loader like this.  I already do this in my map loader for zelda {and I tested that part of it out at least and it was flawless}...or you could make your own.  Right now, I'm realy busy so if you wnated me to make such a thing there'd be a bit a wait before I'd get it done.  Further, there are ways to even further compress data to ridiculous levels.  The only thing that you will probably need is a way to store all these lists into a program and then into the flash and all.  There are plenty of places to cut corners in  system like this, and subsequently save yourself huge sums of memory.  Further, all of these numbers are concivable maximums, not minimums...so they will likely be lower any ways (like wether you would controll a pokemon's stat growth to the thousanths place).

So, don't dispare and don't say "a long string is evil" because it is actualy way more effecient of a way to do things and is a lot more managable than a ton of lists.
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VB.Net, C#, C++, Java, Game Maker
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