Author Topic: [PP] Progress '10  (Read 55992 times)

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Offline DJ Omnimaga

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Re: [PP] Progress '10
« Reply #45 on: January 27, 2010, 03:49:15 pm »
ouch x.x

I personally never had problems with OS 1.18, though. However, I never tried the later OSes. I know that 1.13 and 1.17 gotta be the most buggy ever, though.
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF


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Offline ztrumpet

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Re: [PP] Progress '10
« Reply #46 on: January 27, 2010, 04:38:06 pm »
Ouch. :(
Good luck!!

Offline tifreak

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Re: [PP] Progress '10
« Reply #47 on: January 27, 2010, 08:19:51 pm »
thanks. It isn't a huge deal. Had added a few things to the events game engine, had updated the lists for making the npc take over movement during an event, stuff like that. Shouldn't be a huge deal to fix it all. Just got to find a few minutes to do so.

Oh yes, I had also eliminated the hesitation that it has when it comes across a list element being 0, which means no one on the screen moves and is meant to go to the next list element.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline tifreak

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Re: [PP] Progress '10
« Reply #48 on: January 29, 2010, 11:04:00 am »
Alright, I have managed to get back to where I was on my 83+SE when the nspire did its random crash. Actually, a little further along. I have now confirmed that the event works all the way to the point where you are told to choose your pokemon, and you are dropped back into the main game engine.

From here, I need to develop a system to keep your character from moving past certain points on the maps that will trigger different events. I have some ideas to go with, Mainly to check and see if an event has been dealt with and make changes to the map list to set a restriction. Might need to have it set a variable as well.

Also giving some consideration to moving the event list to an appvar, with the plus side of being able to read the value from archive, but the problem of needing more code to be able to do that. That could be somewhat countered by creating yet another subprogram that would recall that data, and I would just need to set a variable to tell it which line to look at..

AAAAAHHHH the possibilities x.x
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline ztrumpet

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Re: [PP] Progress '10
« Reply #49 on: January 29, 2010, 11:26:46 am »
Sounds really cool! 
*ZTrumpet wishes you more luck... ;D
« Last Edit: January 29, 2010, 11:26:54 am by ztrumpet »

Offline DJ Omnimaga

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Re: [PP] Progress '10
« Reply #50 on: January 29, 2010, 06:30:49 pm »
It must take a lot of motivation to not give up on a project after so many crashes/data loss x.x

But again you always have recent backups, which helps

Good luck
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF


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Offline tifreak

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Re: [PP] Progress '10
« Reply #51 on: January 30, 2010, 08:15:49 am »
Well, I made a promise to finish it, so it will get finished, one way or another. XD

And yeah.. I am noticing a pattern here.. every time I backup, the calc dies. <<

Anyways, devising a system to set boundaries on the map based on events and such. Let's hope it works. x.x
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Galandros

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Re: [PP] Progress '10
« Reply #52 on: January 30, 2010, 08:21:36 am »
Other hazard is getting bugs when the game is finished and you can't find where it happens. X.X (note that bug is ambiguous when we talk in a pokémon thread :P )
I hope, at least, you don't get a nasty bugs other than pokémons with bug type. :P
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Offline tifreak

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Re: [PP] Progress '10
« Reply #53 on: January 30, 2010, 09:39:39 am »
That is why I do extensive testing with each new item I add, to make sure that it doesn't interfere with anything and that it works flawlessly. Wish Microsoft took to that thought and theory :p

I also take lots of notes, which does help with organizing things.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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Re: [PP] Progress '10
« Reply #54 on: January 30, 2010, 11:22:51 pm »
Other hazard is getting bugs when the game is finished and you can't find where it happens. X.X (note that bug is ambiguous when we talk in a pokémon thread :P )
I hope, at least, you don't get a nasty bugs other than pokémons with bug type. :P
Ugh I hate these... especially when they rarely occurs and seems to occur randomly. What's even worse, though, is bugs like this that arises half a decade after you released the game. Unfortunately since people don't report bugs all the time it can take ages before they get noticed :(
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF


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Offline Galandros

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Re: [PP] Progress '10
« Reply #55 on: January 31, 2010, 11:14:54 am »
Other hazard is getting bugs when the game is finished and you can't find where it happens. X.X (note that bug is ambiguous when we talk in a pokémon thread :P )
I hope, at least, you don't get a nasty bugs other than pokémons with bug type. :P
Ugh I hate these... especially when they rarely occurs and seems to occur randomly. What's even worse, though, is bugs like this that arises half a decade after you released the game. Unfortunately since people don't report bugs all the time it can take ages before they get noticed :(
I was precisely thinking in your "legendary" bugs and all strange bugs we sometimes get in games.
But tifreak is going to prove if good planning and extensive notes can help avoiding and correcting them.
Hobbing in calculator projects.

Offline Builderboy

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Re: [PP] Progress '10
« Reply #56 on: January 31, 2010, 12:28:10 pm »
The worst type of bug is one that happens once and then never again, and no matter what you do, you can't replicate it, but you havent changed anything so you know the bug is still there x.x

Offline tifreak

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Re: [PP] Progress '10
« Reply #57 on: January 31, 2010, 12:57:39 pm »
Other hazard is getting bugs when the game is finished and you can't find where it happens. X.X (note that bug is ambiguous when we talk in a pokémon thread :P )
I hope, at least, you don't get a nasty bugs other than pokémons with bug type. :P
Ugh I hate these... especially when they rarely occurs and seems to occur randomly. What's even worse, though, is bugs like this that arises half a decade after you released the game. Unfortunately since people don't report bugs all the time it can take ages before they get noticed :(
I was precisely thinking in your "legendary" bugs and all strange bugs we sometimes get in games.
But tifreak is going to prove if good planning and extensive notes can help avoiding and correcting them.

lol, I shall make a valiant effort in doing so, at any rate XD

One of the reasons the game got a massive rewrite a while back was because I was running into bugs that couldnt be fixed because the programs were using the same variables and shouldn't have been.

Anyways, working on this new set up now to set boundaries, I have to set up a checker routine to see if it reaches a boundary right after it refreshes the map, and then call another program to determine what action to take. Most of the time I think it causes a battle to happen. I think. XD
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline ztrumpet

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Re: [PP] Progress '10
« Reply #58 on: January 31, 2010, 01:56:57 pm »
Sounds great!  Have fun fixing bugs, if any occur. ;D

Offline tifreak

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Re: [PP] Progress '10
« Reply #59 on: February 01, 2010, 10:58:47 am »
Did some brain storming this morning, and have gotten the start of the new event system getting set up. So far I have the old code that made Oak walk around and stuff copied off to another subprogram, and have  come up with a quick way to checking if T=L_BDY(# (BDY for BounDarY) is to do just that:

T=L_BDY
If sum(Ans)=1:Then: code :End

Now sure why I didn't think of this sooner. Anyways, going with that. Had to move the code for the player display around, so I could make sure that you appear first on the screen before it did any form of check for events or attacks. If you notice from one of the previous screenshots, you disappear when the text appears above where you should be. This new setup should eliminate this problem.

Before I can go any further though, I need to play through pokemon on the GB and see what kind of reactions I get when I do certain things so I can get that set up properly before continuing on. ><

And then after that, I do believe I will be ready to make it so you can get your pokemon. =]
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%