Omnimaga
Calculator Community => Major Community Projects => Pokémon Purple => Topic started by: tifreak on January 01, 2010, 12:37:11 am
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Yup, new year, new topic.
I got the code for the NPCs to supposedly talk, but something is messed up and I get an error syntax and dumped onto the homescreen with 'prgmZGA' listed. It is odd, because this is a BASIC program, not ASM.
I am not 100% sure what is wrong at this very moment, but I will work on it more in the morning.
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ouch, good luck fixing it
Backup too in case x.x
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yeah, I think I know what's wrong, I shall begin testing now, if I don't get distracted with wanting to play games or other silly things. =p
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Ooh oooh could it be Y2k10? ;D You probably just mis-typed something somewhere. =) Debugging can really be a pain in the arse sometimes though!
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yeah, it can be, And I don't think that is the problem.
I totally got distracted by F.E.A.R. Files <<;;
*goes back to work*
Edit:
yeah, as I thought, was using expr( and that is what was causing the error. Now, for some reason, it isn't displaying the sprite, because of wrong length issues.. hmm..
however, it does pull up the correct NPC text.. =D
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Yes, if you get dumped back to the homescreen at the name of the program, it is most likely an expr( error.
Good luck. I can't wait to see NCPs talk and move. :)
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oh, its coming.. very, very soon. >]
Edit:
(http://tifreakware.net/tifreak8x/pokemon/ss/NPCtalk.gif)
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Wow! That looks incredibly incredible! ;)
I really, really like that. You did an awesome job! I'm glad it works. I can't wait to see what you come up with next! ;D
Again since this is a new forum, I can't click the +1 thumbs up. :(
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Thanks! =D
You have no idea how immensely proud of myself I am with this. XD Took a while, but I finally came up with an idea that works and works well.I need to add in the the event related stuff with the NPCs, lord only knows how long that will take, since it all has to be hard coded. But the way I have it set up, it is a matter of recalling a list, seeing if it is set or not, and then getting the portion of the string that is wanted, so shouldn't really take much.
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Very nice! Glad to see you got it working smoothly now! =)
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Thanks, and yes, I am happy that that part works too.
Next up is working on the 'Event NPCs'.
Basically they are things that are effected by you doing certain things. An example would be Ash's mom. She repeatedly just says you need to gtfo and the prof is looking for you. Once you get your pokemon, she will then be able to heal.
This part is easy to code. It is a matter of 'groups'. Each 'group' is based off the NPC#, And then those check to see if the L_EVEN list element is tripped. From there, it sub(s the string and dumps it back off into Str7 for safe keeping until it is needed.
I also just realized that I can eliminate 2 bytes per NPC string being used for the normal NPCs and 4 or more for the ones that are event related. The event related ones I currently have separated out in to chunks split by the '[' character, but I will end up removing them as I get the ZNPCEV program created.
Hooray for small optimizations XD
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Wow, this is a very good milestone! Everything looks very nice :)
(and good job on the smal optimizations ;))
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Thanks.
I might have to create a program so I can select a point in a string and have it tell me what positions and stuff to use XD
Counting strings on paper is just not nearly as fun as it looks, let me tell ya.
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Sounds great! Good luck.
I don't know if this would be useful to you, but here's my favorite way of using sub(.
ex:
2->A //You want the second item
{1,6,6,4,1,4,1 // 1 followed by the lengths of the Item. (Item 1 has a length of 6, Item 2 has a length of 6, Itm3 has a length of 4... )
sub("Item 1Item 2Itm3455556",sum(Ans,1,A),Ans(A+1
This results with the second item, "Item 2".
I hope this helped someone. :)
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Item names are stored in a program, line by line so just need to be recalled from there with celtic 2.
And that might be useful to someone. Not saying it isn't, but not sure how that will help me at this time. Thanks tho.
Right now I have the code written out for the events npcs, will possibly get that put in tonight, might be tomorrow tho. Lots to do this evening.
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Oh, right you use Celtic II. Silly me. ;)
Oh well. It might help someone. :)
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The character rendering and the dialog look nice. I hope things went well with implementing the event NPCs yesterday (if you were able to get around to it). :)
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It did for the most part, I have my numbers off for some things, so I will need to make adjustments on that. Otherwise, those particular NPCs are set up and ready.
Next up, rewriting the events routine.
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/me wonders if Pokemon Purpple progress is still really 10% o.o
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to be truthful, I have no idea ^^;
once I get the events system 100% and the battle system working, then I might bump it up some. =p
Edit:
I have decided to discontinue the idea on the events walking engine, and just see if I can't optimize it. I believe revamping to do what I did with NPCs walking would be horrendously slow.
Now to just see if it works XD
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Working on rewriting the events system so I can get rid of other problems I was having with it from before, now that I have the new walking engine for NPCs. Also, I found an optimization that speeds up walking up and down for NPCs, however, it isn't working properly yet. Have to figure out why yet. Just thought I would let ya'll know.
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More progress! ^^
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Nice! :)
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yeah. See, I ran into a problem before with the old NPC events. You would need to keep track of them where ever you walked, and of course once off screen all sorts of problems happened. With the new NPC walking routine I wrote up, that completely eliminates that problem. It also makes the game walking engine that much smaller for not having to deal with the extra crap.
Also, I believe I finally got the optimized routine for going up for NPCs fixed. I just have to work on the going down so it works right.
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Nice job! and did it get slower or faster with the new walking routine?
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Sounds great! Once you're done with it, can you show off some of your code? ;D
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It seems to have gotten a bit faster, since it isn't doing twice the work it was before. But it was never really slow to begin with. XD
As to the code, yes, I actually started up a topic on my forums that will have it all explained and such. I just have to get it finalized before I post the source. =]
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Managed to get both up and down working again with the new, optimized code. I shall be working on that forum post soon, hoping to have it finished sometime this weekend, if anyone is actually interested in it.
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I sure am interested! I can't wait to see it. :D
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I am curious how the code looks like too now ^^
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http://tifreakware.ath.cx/index.php?showtopic=1490&st=0#entry9706804
Well, I have some explanation on how the lists and such should be. You have to keep in mind that this is developed also for the RPGSKII, so you will have to reference its engine (prgmZGA) so some of this other makes sense.
I am not sure if I need to explain any of how the code works, but if I do, please feel free to leave questions there so I know exactly what else I need to add. ^_^ And I ask for them to be there, so it makes it easier for me to keep track. ^_^
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Aw I wanted the entire game code to steal it D:
j/k Nice job :)
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lol, sorry, you will have to wait for v 0.2.0a for that to happen. ;)
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Nice! When will v 0.2.0a come out?
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when battles work fully and you can catch pokemon. =]
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Happy to report that the.. hmm, what to call it.. 'self walking engine?' bleh, basically, you feed it a list of directions and it makes the NPC and character move around on the map all by itself.
Basically, (http://tifreakware.net/tifreak8x/pokemon/ss/event1.4.gif) if you happen to remember from Oct 08.
Anyways, it was implemented and tested this morning. Surprisingly, it isn't too horribly slow. I do have a few small issues to work out, mainly that when the npc walks around, he deletes the tiles ahead of him, which is what should happen.. except that he deletes the door. that being the case.. you kind of don't stop and enter oak's lab like you are supposed to, cause the door is gone XD And boy he can move on his own XD
I might have to make a screenshot of it just to show what I mean.
Edit: (http://tifreakware.net/tifreak8x/pokemon/ss/heywaitdontgooutnew.gif)
And here is the little problem I have to fix XD
But I have come up with a quick solution and things should work out well enough.
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Oh nice, a bit like in ROL3. During developpement, I had an alternate walking engine that acted as a keylogger. It would register the position/direction of my character on screen everytime I actually moved around, as well as screen changes. Afterward, I simply ran a for( loop through the created list. I used it mostly for when NPCs or characters moved around during special events.
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Nice, although I must admit that I loled at the professor knocking down his own door, so no one can go in his lab. Why don't bosses in other games do this? ;D
I really like how it looks. I'm amazed at how great this looks, as it looks sooo much like pokemon. Give yourself a pat on the back; You deserve one. :D
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lol, thanks. XD
I should be able to easily fix this bit of a problem that is showing, Just need to motivate myself to do so. XD
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Watching less porn would probably help a lot... erm I mean I hope you get some motivation :P
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ssssshhh! You aren't supposed to give out our secret for being a successful programmer!! D=
XD
yeah, just really tired, suffering from a sugar crash. ><
I sort of built the code in my head already. XD I just need to add it on paper to make sure it looks right and put it in the calc to see if it works. Then update more of the event programs lists so they show up in the proper places
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Stupid nspire. <<
Went to fire it up this morning to get back to programming while I waited for a store to open up, and powered up the nspire. Was greeted with the RAM clear screen. I have no idea WHY it did that, as I have done no switching of programs to appvars, or run any other asm program that I haven't been running for a while on it now.
So from my latest backup, which I made the screenshot from, I shall dump onto a cleared out 83+SE and restart from there.
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Stupid nspire. <<
Went to fire it up this morning to get back to programming while I waited for a store to open up, and powered up the nspire. Was greeted with the RAM clear screen. I have no idea WHY it did that, as I have done no switching of programs to appvars, or run any other asm program that I haven't been running for a while on it now.
So from my latest backup, which I made the screenshot from, I shall dump onto a cleared out 83+SE and restart from there.
Yeah, the nspire emulator memory is not trust worth.
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Ouch, when I first got my Nspire I had this happen. I turned it on one day, and the entire RAM content vanished.
Are you sure you didn't forgot to exit PP/turn off the calc the previous time, though? Back then I had this happen with one of my game once, I forgot to exit it and left my calc idle for an entire day, when I returned I got greeted by a RAM Cleared message
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nope, I had shut it off with the 2nd + on combo.
They should have stopped messing with the os at 1.16, it seems to be the only stable OS they have. <<
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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.
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Ouch. :(
Good luck!!
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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.
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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
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Sounds really cool!
*ZTrumpet wishes you more luck... ;D
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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
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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
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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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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.
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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 :(
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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.
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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
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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
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Sounds great! Have fun fixing bugs, if any occur. ;D
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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. =]
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I assume the L in L_BDY means left, right?
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I assume the L in L_BDY means left, right?
I think it's the list L. :)
T=L_BDY
If sum(Ans)=1:Then: code :End
If you want you can do this:
:If max(T=LBDY //For this max is faster than sum. :D
:Then
code
:End
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nah, I use L_ on forums to indicate that it is a list variable. Too lazy to play around with the size tags and such XD
Ninjaed by a ZTrumpet!
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oooh I see! ok :P
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Thought I would post up what progress I have now.
Added in the code that should have prevented you from leaving Oak's lab after he drug you there, but it did not. I can force-ably make the program run from the home screen, but I am unable to get it to work from within the game. I will spend a bit more time tomorrow, since it is unlikely I will be cutting firewood this weekend, picking the problem apart.
At this point the problem can only be in one place. And that is in the program that calls the actual events themselves. I most likely just have a wrong value being looked at somewhere.
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X.x I hope you can fix it soon
Btw Are game events coded by map IDs like in my games? For example in Illusiat 13 for dungeon 1 through 24, when you're in map column 0 through 4 it will load the first event program, 5-9 the second and all events above dungeon 24 it loads the 3rd event program, regardless of the column. Once inside the program, it's mostly a set of If MapRow=45:do this:If MapRow=46:Do that, etc.
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Something similar. A lot of events in pokemon were set off by invisible boundaries, which I figured out how to do via lists and such. Getting Prof Oak to drag you back to the lab was easy. Getting it so you don't leave the lab, not so easy. :p And I have 2 vars set formap loading. If it is just a straight number, L=1 and M=1, then it loads the world map, but if it is L=1.1 and M=1.1, then it knows to load interior maps. Then once it looks to see which map it is in, it calls the appropriate program based off that (prgm ZEV1, prgm ZEV2, etc) I create a new prgmZEV# when the last one reaches 6k in size.
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That sounds really nice! Good luck finding the bug. :)
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Bug found. It seems trying to optimize L_EVEN(1)=1 as L_EVEN(1) will not work if you are also trying to do L_EVEN(1)=.5 :p Cause if it is still .5, it is >0, which means that L_EVEN(1) just like that is still true. Now with that fixed, and you not able to leave Oak's lab (going to have to figure out a way to maybe save the current map and such to a save slot when only working with events. If you save and quit, the map resets and you won't get yer pokemon D=
Anyways, that is what I am doing later this evening, making it so you can has your very first pokemans.
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I sometimes had problems doing stuff like If A instead of If A>0 before. if you notice, in Illusiat 13, despite knowing this optimization, I still won't use it because I had so much problems with it. Could this be another TI-OS glitch?
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Not really, because If L_EVEN(1) is just seeing If L_EVEN(1)>0 basically. I just have to remember to be very specific with this stuff from now on. Anyways, going to do a check on calc, see if the game actually sees it. If so, I will most likely post up a screenshot of that part in action. =]
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Sounds great! I'm glad you found your bug.
Cause if it is still .5, it is >0, which means that L_EVEN(1) just like that is still true.
Almost. The calc interperts :If LEVEN(1 as :If 0 != LEVEN(1 not as :If 0 < LEVEN(1 .
(It's not-equal, not greater than. I just wanted to clear this up. :) )
Yay! I can almost have Pokemon! ;D
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lol one step closer :p
(http://tifreakware.net/tifreak8x/pokemon/ss/invisbleboundaries1.gif)
This shows off a better view of invisible boundaries. aka, not just walking into grass sets things off. =]
And no, the game is faster than the screenshot. I don't know why it is showing up that slow. =/
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Are you using the new version of wabbitemu?
Because my screenshot was pretty slow too...
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Buckeye Dude fixed screenshot glitches in the last version of Wabbitemu, but maybe some stuff still need to be fixed, idk
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I am using a newer version, I am thinking I need to dig back and get an older version, those always worked well, just made tiny pics ><
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yeah this is why i always keep multiple versions, in case I would have trouble with the new ones. Plus what if they somehow decided to delete all old stuff x.x
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It looks great! My only gripe is the screenie speed; You can see how slow it is from the text showing up...
I'm sure it's really good!
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I just noticed, when Ash is auto-moved up when he tries to leave, he's still facing down. (unless down/up look the same and I'm crazy)
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Down has the two dots above the 'I'. There are a few things like this that will need to be perfected of course. =3
Right now concerned with getting us a pokemonz and some battling. :p
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As to getting us some pokemanz, I figured out what was causing the error keeping it from seeing the pokeballs. I changed some code around to see correct values of the pokemon, and now it allows you to see what is there, but you can't exactly get them yet. Working on it tho.
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Cool! :)
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At least there's still progress, tho :)
I was worried last Winter when there were no more progress, I was afraid you kinda ditched calcs :/
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eh, I have lost interest in the projects a few times over the years, but I always end up back with them at some point. =]
Anyways, would like to inform I have fixed the flashing player character problem, by ignoring that section of the map (aka, where the character would appear in the map, it displays before and after it, but not that spot).
I was also able to confirm that the calculator can see all three pokemon as 'gettable' meaning that it brings up the 'So you want the blah pokemon, blah?' on all three, which is something it refused to do before the massive code overhaul.
I will now be seeing if I can consolidate the code for all three of them and see about actually allowing you to get said pokemon =D
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Yay! It sounds really great! I'm looking foreward to this, and I'm not the only one. Remember a while back when I worked on getting the heights and weights into a list? I did it during school, and told a few friends about it and, well, they still are like "So do you have Pokemon for us yet?" It's pretty cool. Needless to say, Pokemon Purple is one of these games that will be increbible, and widely downloaded. I can't wait untill I can see Pokemon in Pokemon! ;D
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lol, well if I don't get distracted too much or get interested in working on one of my other things I have going on, then I might have some form of progress for y'all tonight, but definitely by this weekend. ^ ^
I still need to work on this whole saving map data to a program if an event is in progress, because otherwise it causes problems ><
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eh, I have lost interest in the projects a few times over the years, but I always end up back with them at some point. =]
well my worry is that at that time you also dissapeared completly from the entire community x.x, so I feared you probably moved on. I was glad to see you return tho and now to still see some progress on the project
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yeah, been a few times I considered tossing up my calc collection on ebay or one of the TI sites for sale, but still here.
Working on making it so you can actually get your pokemans now. I will have to review the equation setup for stat generation. And, um, see if I can find the list of elements for the pokemon lists that I have written down somewhere o.o
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/me wonders how large will be the save data in the game after compression
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lol, I doubt there will be any compression to speak of. :p
And the save data, I don't know.. I really have no idea how large it could get. I still have to devise a way to save the state of the screen without the game rewriting the map. I am not sure what to do with it, other than disallow saving until after you exit a 'event'. This is what I will most likely end up doing, to save myself even more coding time and headaches. XD
Going through the equations right now for stat generation, trying to make sure that everything is there before I finalize the getting of the starter pokemon. From there, I have to rebuild the pokemon party screen, so you can determine which pokemon you have and check their stats.
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As long as we don't get 4 garbage collects everytime we save XD (like when sending Illusiat 13 to a regular 83+ without deleting the older version first x.x)
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Im glad to see this is still coming along. Keep up the good work! P.S. I can't wait to see another screenie :)
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definitely still progressing, just somewhat slowly as I have to juggle a bunch of things around to keep life going, ya know?
I have been running checks on the equations and stuff, getting stat generation working. however, I won't know that until I am able to make the pokemon party screen again. XD *sighs* always something needing to be done v.v#
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Nice to still see you around trevor ^^
TIfreak8x btw you got so much competition now XD: Metagross111, AMKiller, Finale TI, Shimbs and http://group.revsoft.org/pokemon.8xk, altough the 2nd, 3rd and 4th are not ports, but simpler clones. I'm not sure about the last, though. All I know is that the 8xk file seems regulary updated, from what I could see in that RS directory listing
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Nah, we all have different goals in mind with each of our projects. Granted, it does help spur me on to making sure I keep going, but otherwise, not really competition. =]
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Alright, happy to announce I have found the code from 2 years ago that was going to be the pokemon party display screen. I am not 100% certain how far along the code truly was, only that this is the code that was devised by myself and Weregoose. So, I will see about getting this code put back into the calculator, fix the variable usage problems that will most likely be a problem, and see about getting this thing off the ground, so we can see the stats of our brand new pokemans once I complete that bit. ^ ^
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Alright, happy to announce I have found the code from 2 years ago that was going to be the pokemon party display screen. I am not 100% certain how far along the code truly was, only that this is the code that was devised by myself and Weregoose. So, I will see about getting this code put back into the calculator, fix the variable usage problems that will most likely be a problem, and see about getting this thing off the ground, so we can see the stats of our brand new pokemans once I complete that bit. ^ ^
Woooooot.
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Nah, we all have different goals in mind with each of our projects. Granted, it does help spur me on to making sure I keep going, but otherwise, not really competition. =]
it also can convince you to finish it in time for POTY 2010 :D
j/k but I'M happy it's still going after this long. As for the party displaying, was it some of the progress you lost back then? I remember you had a big data loss once and lost parts of the game
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To be truthful, this code is from so long ago, I am uncertain. All I know is is this code is from 06/23/07 and I am ever so thankful that it was printed off. I have to double check that the list elements correspond with eachother, as I believe the lists for the pokemon may have changed since then, but I am uncertain. I will know more once I get it cleaned up and put into the calc.
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Awesome! Good luck! :)
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Hoooray I know what it is like to suffer data loss (as im sure a lot of us are) glad to hear you managed to recover some! ;D
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Todo list for version 0.2.0a:
+Getting first pokemon:
---Run through of equations and storing to list elements
-----will need routine to determine which L_P# to store to of the 6
+Create Pokemon Party Screen
---Some code already available (box creation)
---Need to create a stats screen
---Sub-Menu code needs to be rewritten, horridly bloated and might be able to consolidate into main program
---Need to recreate program to allow pokemon to be moved in the party
+Battle system
---Goodluck!
---Code for screen generation should already exist
---Need to create battle menu
---Need to code in attacks for first 5 attacks of each starter as minimum.
This is essentially what I will be doing now, in pretty much this order. Just putting this out here for those that might be curious as to the state of my progress and what is needed.
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Awesome! Good luck! :D
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Nice, I should really give this a try again at one point, maybe when the next beta comes out
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Heh looks like you have a good amount of work ahead of you.
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It's actually not as bad as it seems. The battle system is what will be the hardest thing to deal with, as I am already writing out the code for getting the starter pokemon. I also forgot to set up the Trainer ID, so I have to add that in.
Edit
Started setting up code to do the experience needed equation for next level. Got some of the code to get Charmander all written out on paper, should have it done later today. Then I should be able to basically copy that code over to write out getting the other 2 pokemon.
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battle systems can be hard indeed x.x, especially with a lot of abilities. Strangely enough, though, what I always found the hardest iN RPG making was to code building/maps exits/entrances that are doors type, not going outside the map, because when you have many, it gets quite hard to read through the list of events that just contains warping code x.x. Events themselves gets hard to code after a while because you'll always forget to add a few Ends or add too many of them sometimes, then when you test your entire game later, you run into plenty of errors in code that used to work fine, and since these programs are often huge, it gets friggin hard to search for the bug.
Can't wait for more screenshots :)
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yeah, I ran into that problem a lot too. That is why now I have this 2 foot tall stack of note books. XD Any time I make significant changes to code, I end up writing it out to make sure it looks correct. Now I write the code out on paper before code even makes it to the calc, to keep better track of things.
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Awesome! Good luck.
2 feet! Wow! How much time do you think has been spent writing out all that code?
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wow 2 foot, that's more than all notes I still have from random RPGs on calc, comic book based, stories plus LEGO RP'ing games notes/stuff. I don't even have 6 inch of them and it has been 12 years since I started storing them x.x
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no no, that is just paper I have to take notes on XD
So far, I have roughly 4 inches of paper notes on pokemon alone, probably another 3-4 on the other projects combined.
Edit: I have decided today to move lists that only get used to recall data into programs, on a line by line basis. This way they don't take up space in Archive as a list and have to have the entire list in RAM. I can then utilize Celtic2 to recall the data corresponding to the pokemon # directly from the archived app var.
I have already done this, sort of, with the pokemon element type list. I have at least one more to do this for, and it is the list that contains the evolution at what level list. Beyond that, I am uncertain if there are any more lists that I can do this to, but I will of course scour the code to see.
Sad thing is, the program that kerm made for me to change a program into an appvar, causes instability within the vat, and if your code errors, you get a RAM clear. So to keep the project safe, I have the program to change programs to appvars on another 83+ of unimportance, that will allow me to make the change and transfer back to the project calculator.
Have also went through and confirmed what list elements need to be filled out before sending it through the equations to get the stats generated. So I should have that working this afternoon .
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cool, should reduce the amount of data on calc ^^
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Your fingers will get seriously tired if you get to the situation of put that down to calculator. :D
I have a bunch of notes in paper too.
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hehe, well, there won't be less data, but here is how I am looking at it.
With moving these lists, I will be able to use C2 to read just that one number. Otherwise, I have a 151 element, 3kb list to unarchive, read from, and rearchive. So this should be a 2 fold thing, speeding up some of the equation things, and eliminating a 3k list to be dropped in ram for a short time.
Edit:
Well, maybe not a 3kb list, but anyways..
Moved the evolved data over to a program to be moved to an appvar here shortly. List was 1373 bytes, the program is 391 bytes. Changing to an appvar doesn't change size, so it should be that once converted. decent amount of savings, don't you think?
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oh I meant less files, sorry x.x, not data
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Awesome! It's too bad that it corrupts the VAT, but a RAM clear will fix that. :P
Sounds cool. 4 inches is still a lot. ;D
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that's why I am using the other 83+, I don't care about it at all. XD
also, for those that might be interested and have excel or openoffice, http://tifreakware.net/tifreak8x/pokemon/files/pokemonmemoryusage.xls
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That's really cool! Will it fit on a 84+ (not se)?
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From what I remember about 5 years ago, I think he isn't planning for 84+ support, just SE models, as such game would be far too big to fit on non SE ones. It's alerady 100 KB even if 15% complete :P
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A little offtopic but is worth to say:
Excel sheets can be quite useful for developing certain projects aspects.
Don't forget Excel sheets, be imaginative and you will find good uses to it. Even just tables with data.
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true. Just make sure other softwares (such as Open Office) can open them, tho :P, for ppl who don't want to buy or pirate M$ Office :P
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We will just have to see how much memory it ends up taking up. I can't be for certain how much the overall game will take. I am shooting for around 200kb, but it might be 250kb or maybe even 300kb, I can't be for certain yet.
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Well, got to looking at some things, and I came to realize with the way I am doing things, a couple of important variables are going to get overwritten. >< So now I am looking to see where I can back up that information and use different variables to do what is needed.
I am just glad I noticed NOW instead of before putting this all down and getting irritated with some bug. <<
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Nice catch! Good luck renaming stuff. :)
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ouch I hope you can find a solution x.x
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Yeah i know what you mean, in especially large projects having only 27 Reals and a few more hacky variables can add some pressure on the coders :(
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oh no, I have 11 variables still open, not counting many others that are available if you know to use them. It's just keeping track of everything while trying to use minimal amounts of variables, because each variable you use is 18 more bytes of RAM that is taken.
The Str vars, I wish there were more of those available ><
I am pretty sure I know how to fix the problem, I just need to get the program's code all pulled together and run through visually just to be sure.
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You can use This program to get up to 256 String variables, as well as Pic, Matrix and GDB.
http://www.ticalc.org/archives/files/fileinfo/391/39138.html
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keep in mind these needs to be grouped to be sent on the computer, though.
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Mmm thats true, I keep forgetting about that X.X
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yeah.. plus if I HAVE to, I can just use celtic2 to make a program to dump a string into for a short time.
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I have done some cleaning of the text display program, changing variables from normal variables finance vars. I am considering moving the text string to another string variable, but sadly I am almost out of them, so yeah, working out that issue right now.
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ouch, hope this is not too much work/hassle x.x
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Ouch. Good luck! (I think when I hit this point with Elmgon, I'll use calc84's XtraVar program to get more strings. :D )
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You can use This program to get up to 256 String variables, as well as Pic, Matrix and GDB.
http://www.ticalc.org/archives/files/fileinfo/391/39138.html
Yep :P The only problem though is that you need to group them to send them from computer to calc.
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Well, got around the problems that I had discussed before. I have a couple strings that are only used once in a while, so I dumped the text off into that and backed up the location of the string into another spare finance var. oh, and I switched the entire text display, save for position of text on the screen, into using finance variables for keeping track of things.
I have also thought about going in and writing in a routine that edits the map before it is displayed, pending on if events or pokeballs have been checked and such. This might slow map displaying down some, from the initial displaying, not the rendering or the moving around part. Is this worth it to everyone else? This way I wouldn't have extra characters or items on the screen when they are used or certain events were taken care of. Would actually be VERY easy to make, once I feel I get the pokemon to where you can get them, of course. This still holds top priority.
Also, been writing this code up to get all three pokemon, and I believe I have it written out. however, there is a lot of 'redundant code' that is the exact same between all three. So what I am thinking about doing is rewriting it to have the bulk of the same code and the conditionals to make changes to what is needed. Just not sure if it will be smaller or not. One could only hope so, but I won't know until I actually write it all out.. so yeah, here goes!
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Good luck!
I think I'd prefer the slower maps, as long as they aren't too much slower. :)
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Same as Ztrumpet here. If the loading isn't extreme it should be fine I think.
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The maps themselves aren't slower, just take a second or two more to load, after that everything else will run fast enough.
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I guess it should be fine then. After all people played the old Illusiat games that took 6-7 seconds to render maps sometimes :P
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http://tifreakware.net/tifreak8x/pokemon/ss/001.jpg
warning, large picture is large.
This is the code I am using for you to get ALL 3 STARTER POKEMON. =D
What do you think?
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You have neat writing x.x
it looks good. I'll look closer later and tell you if I find any optimizations and such.
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this is actually scribblish to me XD
And if you see some, awesome. I tried combining the strings and making use of sub(.. but it is actually bigger that way.
I think I will probably put this code onto the calc tomorrow morning, and see how far I get and what I get done, might be able to get one's starter pokemon sometime tomorrow ^ ^
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That looks really cool! You've got excellent and easily understood writing too. :D
What do the / + and * mean? I think the / is a newline. What are the others?
Great code! ;D
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/ means shift to next line
+ means to pause
* means to return from program.
the plot box tells the calc that the next character is an activation character, meaning something is supposed to happen, like get an item or otherwise.
and thanks XD
If I wasn't in a hurry when writing that, it would have been neater. XD
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Hmmm...I hate that I can't follow all of the code. :P
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Lol, well it is somewhat specialized to his whole setup, but if you don't get how some of the stuff works feel free to pm me and I'll explain whatever you want explained.
Tifreak: I don't think I can see any optimizations at all, looks like you did a great job!
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Ya, I figured that it would be. I just don't get the whole new line/pause/return thing that he said. Other than that I could probably work through lol.
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Wow nice code
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Oh, that is just what is put in his strings and is parsed later on, it's nothing really to do with basic.
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Feel free to paste any bit of code up and I will happily explain function or reason it is there.
If I am understanding the bit you are asking about, I made a text displayer based off of one DJ_Omnimaga made years ago, like half the size or something. it basically displays the contents of a string in a type writer effect until it hits one of those tokens is all.
And thanks Eeems, I went over it several times, so I think only weregoose should be able to spot anything XD
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Oh ok, I get it. So basically when the sub( reaches those characters it acts a certain way and then continues on?
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in a nut shell, yes.
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Ah, that's really cool! Do you mind if I use something like that for Elmgon? (I may use it, I may not. I'm still deciding what I want to do when you talk to people. :) )
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Not at all, here's the file: http://www.ticalc.org/archives/files/fileinfo/409/40966.html
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That's a pretty nice program. I love the little down arrow!
Thanks! I don't know if I'll use it, but it's still pretty cool. Great job! ;D
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I had a different version than my original in The Reign Of Legends 4 defunct project from 2004, but I lost the files since they were hosted on Earthforge. It allowed changing the windows borders and background, using CODEX.
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That's really cool.
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I had a different version than my original in The Reign Of Legends 4 defunct project from 2004, but I lost the files since they were hosted on Earthforge. It allowed changing the windows borders and background, using CODEX.
Yeah, I have a program that creates 2 border types for pokemon, very dynamic in its size, etc. Basically just drop 4 values into a list, and run the border program.
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Thats a nice piece of code there :) I think i wrote something similar for a demo a while back but it wasn't nearly as advanced as that. Good job!
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Thanks a ton.
I am working on organizing the routines right now to deal with dropping the temp list off into the appropriate list. I realized I had forgotten to do that before I can see if you get the right pokemon or not. XD So that is next.
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Nice. Keep up the good work!
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Thanks, workin on it.
Have determined that for organizing where the temp enemy list goes, I will have to utilize Celtic2's ability to create a program, dump the info to it, run the program, overwrite as necessary, and delete after completed. This -should- make this work much much easier. At least I am hoping it will. I have written out some of the code to organize it, but so far it is a mess and I need to redo it.
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Gotta love Celtic code modifying utilities :D
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And to think that I didn't see any point to those features when I was going through the Celtic readme the other day...
Anyway, I'm still as excited about this project as ever :D
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And to think that I didn't see any point to those features when I was going through the Celtic readme the other day...
well, just to tell you how useful they would be, you would be able to do RPG Maker for the 83+ with this. The user would enter maps and setup some basic events, and the RPG Maker would create the entire code for you.
/me wonders if tifreak8x will ever do a RPG Starter kit 3 with this...
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I highly doubt I will. XD
However, I do plan on updating the RPGSK2 with a lot of the new things I have done for pokemon, just pokemon is a higher priority right now.
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aw D:
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This hasn't died, even if it has been a week since I have done anything with it. I have been slowly working on the code for the game to know what to do with pokemon, until this morning when I realized that I have a problem on my hands.
Since I am using 6 appvar programs to store the pokemon into when they are in the 'PC', and 6 lists to keep track of which pokemon is in which slot, I have realized that if one were to start a new game, those pokemon would still be in there 'PC' and could be gotten after.
To fix this problem, I have decided that once a person starts a new game, it will ask to see if the user REALLY wants to do that, because it will delete all the data within those programs and lists and such. This is the only sure way I have to be able to not have this problem.
So yeah, thar we go. XD
Also, have been distracted by SoulSilver version. <<
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Also, have been distracted by SoulSilver version. <<
And how is SoulSilver? Are we planning a calculator version? ;)
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Also, have been distracted by SoulSilver version. <<
And how is SoulSilver? Are we planning a calculator version? ;)
lol, nope. screw that. Once Purple is done, I am going to focus on other projects and such, if I even want to program on calcs at all anymore. We shall just have to see.
And silver is kinda awesome thus far, but I haven't been playing too seriously as of now, got other things I am dealing with too, so yeah.
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Aw, I wanted tifreak to do a GBA emu for 84+ too D:
jk glad to see this is still alive. I noticed you seemed more busy lately. Glad you're still around :)
I think you should do the warning thing when starting a new game, if you want the save files to be updated as you progress in the game (which saves a lot of space, since you don't have both an entire save file plus an entire set of temporary variables, altough you must be careful to not run into issues like messed up game x.x)
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Well, it would warn before starting a new game, like 'Warning, starting a new game will cause all previous game data to be deleted. Continue Y/N'
And I would have to add that into the new game program, have it go through and replace each ZBX# program, 6 of them so far, because each box would hold 25 pokemon. That would allow 150 pokemon to be stored. I guess I could go with 8 of them, but right now I don't even know what kind of space that will use up.
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Yeah I know. I think it's better to warn anyway than do like what the first versions of Illusiat 1 through 4 and Illusiat 2002 did, then people complaining about lost save data cuz they accidentally hit New Game XD
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So I have replanned some of what I was working on with the list sorter routines. I realized I had forgotten the texts and such for whether the pokemon goes to the party or to the PC. Then I further realized.. I need to finish the pokedex so I can have that info screen so from there I have that to show up when you get a new pokemon.
So now I am designing the pokedex info screen.
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Thanks for the update. How are things coming along?
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very slowly, got so many things to do, plotting and planning my garden and getting it ready, work related stuff, etc.
But it is going. ^^;
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Well at least you're still able to work on it :) Good luck with all that other stuff too :)
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Glad this is still alive. I hope you don't give up on it :) (altough I can understand lot of work hours can be hectic sometimes. Didn't you work like 70 hours a week last year?)
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at the moment, I work from 6am til 5pm monday through friday as my normal hours, the wrecker service is 24 hours a day, so never know when I get called in to work that.
working on revamping some of the code for the pokedex, trying to make it a little more friendly to changes and such that are needed. Got to keep it as dynamic as possible. I was giving some consideration to making the pokedex menu itself dynamic, by doing like the original did and only making the list longer as you found pokemon higher up in the numbers. Might make it a little more interesting, anyways.
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ouch. And yeah I remember about the car thing x.x, It must be hectic on holidays with 2x-3x more accidents than on a regular day x.x
I am amazed you still manage to pull off some more progress with such work hours.
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heh, I started the project, it will eventually get done. One way or another.
Designing/writing code for the pokemon info screen for the pokedex.
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glad to hear :)
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Got the start of the pokedex data screen done, kinda looks nifty and loads quickly. Once I get the last of the stuff set up and ready, I will try to get a screenshot posted up.
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Nice, can't wait for screenshot :)
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This project looks completely amazing. I don't know if I could put up with coding something for this long straight. Plus, I'll be able to play it when I get my Nspire!!!
Red/Blue didn't run very well on Ti-Boy, did they? I heard they crashed it, but never tried it as Zelda appealed much more to me.
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I think one of them worked fine, but the other had issues.
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I'm pretty sure it was Red Version that ran fine, I haven't checked that document in a long time though.
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I have updated the pokedex program I had posted separately to ticalc.org, just waiting for them to get it approved.
Anyways, this new update includes the following:
- added pokemon data text for each of the 151 pokemon
- added height and weight for each of the 151 pokemon
- data viewable only if pokemon is caught, otherwise shows ???
Something to note, is that this program now takes up 36,813 bytes all by itself. I still need to update this one more time with the area finder, however, I have not even started in organizing how I want this done, so that is something that will happen at a later date.
And for the juicy details that most will be waiting for:
(http://tifreakware.net/tifreak8x/pokemon/ss/pokedexpurple83pl.gif) (http://tifreakware.net/tifreak8x/pokemon/ss/pokedexpurple83plse.gif)
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Wow! great job! It seems it loads pretty fast^^ It must have been a pain writing all the data and height -_-;;
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Looks really nice, I love the layout and it seems to load quite fast considering all the data you have to fetch from.
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Thanks gents!
The only real pain was the text for each pokemon, as I had to write up another program to display that all one at a time so I could check and make sure the text would all fit.
Also, there are 2 screenshots of essentially the same because I wanted to show the difference in speed between an 83+ (left) and an 83+SE (right).
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Well I think those speeds are both very acceptable and still pretty close to the same speed. It looks very nice, can't wait for more ;D
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lol, the 83+ one is very much slower than the 83+SE one. :p
And it looks like I will have little choice but to dump this info screen routine off into its own program, as I need it for other instances as well. =/
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Is it mostly due to lack of RAM?
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Well ya, but I mean it could be a significant difference. It's still a tolerable speed :P
That sucks though about the putting it in its own program though. So that basically means this is an automatic 36KB bigger, right?
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Yes and no. The pokemon sprites were already part of the game, 17k, as were the names, which was another 1300 bytes or so. The hurt was the 1k of weight and height data, and the 14k or so of text for the pokedex entries.
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The speed for both is still very acceptable and not heavy on graphics either :) Melikes ^^
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Thanks, I tried to make sure that it was at its fastest, I am sure there are things that can be done to it to make it faster, but not truly important now, just got to make the entire game work first. In the end, the 83+ won't be able to play this game anyways.
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Yes and no. The pokemon sprites were already part of the game, 17k
Does the sprites uses hacked pics? I forgot how you stored them in more recent builds. I am asking cuz with hacked pics, you may want to try using the ones that can be ungrouped safely on a computer running aversion of Windows older than Vista (that supports fewer special chars in file names)
Also I wonder if you think regular 84+ support will be possible?
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all the sprite data is in the form of hacked hex, basically, and displayed using a special program from benryves to recognize my special character I use.
As to 84+, it is something we shall see pending how much memory I end up using. *shrugs* I have no real idea at this time, only thing I can promise is that it will be on the SE calcs.
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Ah ok, so about 15KB then?
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Aaah ok I see, thanks for the info ^^
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yeah, pokemon goes up roughly another 15k or so. :p
Once I get it so you can get your pokemon and such, I will see about going through and updating the program memory list, to get a total on what is being used. I am sure it is over 100k now.
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Not too bad so far, considering it's Pokémon in TI-BASIC with few ASM used.
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How complete is it? Your sig says 10% but I don't know if that's up to date. And do you mean once you get it to where you get the starters? Or talking about different ones.
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I would guestimate it being around 15%? give or take, it's really hard to tell with the scope and complexity that this game represents.
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Nice ^^
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I am contemplating making the events list be based in an app var, due to memory reasons. A 150 element list takes up roughly 1500 bytes while a program with around 150 '0s' takes up around 300 bytes. Kind of a no brainer in that regard, and I can read the data from the appvar from flash, and only have to unarchive it occasionally, instead of like a list and having it in RAM to read.
Not sure I want to do this with the pokedex yet or not. It could potentially slow down the program significantly since it has to call for each instance of the name showing up. The event setup wouldn't be a massive blow on speed, since it gets called every once in a while.
Just some more idle contemplations on my part I guess, to help lower memory usage.
Thoughts?
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That could work, but would it be hard to fetch the data? Would you be using Celtic II for that? I know the Asm command is also very slow when you have several subprograms x.x
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I think it's a good idea to move the event list to an AppVar. The reduction in size is too vast to not do it.
As for the pokedex, I would probably go the same way. I think in the long run once you get more near completion, you'll be glad you did it as an AppVar rather than a list, even if using it as a list now
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The events, yes, I am definitely leaning towards doing. Pokedex tho, it will remain as a list, simply for the fact that it is used heavily in the pokedex program. Searching events shouldn't slow anything down noticeably. This of course might happen before the next update, since I want to have everything set so all that is left is adding data.
Anyways, moving along. XD
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Random post of interest, pokemon, without the code for the new screen and stuff, currently takes up 106,585 bytes of memory. The list of things still needed to be put into the game is much too long to list here.
Anyways, found that interesting, thought others might as well.
*goes back to coding*
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nice ^^
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It's OVER NINE THOUSAND BYTES!
That's a lot of bytes O.O so most of it os going to be in sprite data then right? How many pokemon are you going to have/have currently?
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http://www.ticalc.org/archives/files/fileinfo/389/38997.html
If anyone would like to try out the pokedex itself and let me know what they think, that would be awesome of you. Really would appreciate someone running through all 151 pokemon, make sure things look correct and let me know if there are any that don't? appreciate it.
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That look great! Awesome job as always, tifreak! ;D
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http://www.ticalc.org/archives/files/fileinfo/389/38997.html
If anyone would like to try out the pokedex itself and let me know what they think, that would be awesome of you. Really would appreciate someone running through all 151 pokemon, make sure things look correct and let me know if there are any that don't? appreciate it.
cool, will check out asap :)
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I get a syntax error when I tried to look at mewtwo and mew. It seems like all the other pokemons doesn't. Here's the screenshot.
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alright, thank you for alerting me to this, I will take a look and see what is going on.
Edit:
I see the problem, now to figure out where it is actually at. The problem is that Celtic is trying to pull from data that isn't there. I seem to have omitted 2 of the height lines from the program. This should be interesting to find and fix.. ><
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Yeah I was trying it just now in WabbitEmu. The syntax error gotos outside the program on the prgmPOKEDEX.
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Yeah I was trying it just now in WabbitEmu. The syntax error gotos outside the program on the prgmPOKEDEX.
What rom did you use to try it? Was it fast enough for you?
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I used TI84+SE. It was decent, i guess. What I suggest if you have enough pic var is that you save the screen into picture and after you read the img, then it recalls the picture and deletes the picture to save the name loading time. That kind of annoyed me. And I also didn't like that you had to scroll all the way down from pokemon 1 to 151 to get to mew. Can't you make it so that if you press up when you are at pokemon 1 then it goes to pokemon 151? (idk if I explained well enough)
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Yeah I was trying it just now in WabbitEmu. The syntax error gotos outside the program on the prgmPOKEDEX.
What rom did you use to try it? Was it fast enough for you?
pretty fast for me. And TI-84+ OS 2.41
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I'll have to try it out when I have time. It really does look cool :)
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oh yeah, I used OS 2.43
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I used TI84+SE. It was decent, i guess. What I suggest if you have enough pic var is that you save the screen into picture and after you read the img, then it recalls the picture and deletes the picture to save the name loading time. That kind of annoyed me. And I also didn't like that you had to scroll all the way down from pokemon 1 to 151 to get to mew. Can't you make it so that if you press up when you are at pokemon 1 then it goes to pokemon 151? (idk if I explained well enough)
I had actually planned to add in a quick search function sometime down the road to allow you search for a specific pokemon faster. Code for it would be slightly complicated, due to how I have the code to make the text scroll in the first place.
right now, priorities are getting the pokemon game itself up and playable.
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ability to go from last page to first or vice versa might be a good idea actually. Altough it would be more of a plus. I did not have issues with the speed at 15 MHz mode, though. Everything seemed fine for me. If sprites were still rendered in pure BASIC I may have got a problem, though x.x
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yeah, it is something I will have to debate on and figure out how I want to do that. That bit of code would just be a little tricky to deal with because it has to stay so far back from the end so not to error out.
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ticalc uploaded the newest version of the pokedex, which fixes the bug with the stats and error when trying to view mewtwo and mew.
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Cool to hear :D
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I have to go back through all this code, figure out where I am currently using the list 'EVEN' so I can begin revamping the events system for calling and such.
What this will do is allow me to free up the 1400 bytes that the list takes up in RAM in any given time for a program that takes 308 bytes that can be read from archive as an appvar. However, it will take up a bit more space calling and storing to the appvar, but in the long run I think it will be worth it.
So, that's next!
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gah I hate when I need to figure out where I use a variable in particular. I sometimes haev ideas of where I do, but sometimes, I may use it at other places too and forget x.x
Good luck!
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yeah. That is why I did that massive rewrite a while back if you remember. I wrote out every bit of code out on paper and then rewrote THAT code then put it on the calc. I still have those pages and it is what I am using to determine what I have done where. ^_^
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as long as you don't rewrite it way too many times, though x.x
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nah, if a program gets a rewrite, I rewrite it on paper first anyways, and the old code is thrown away.
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oh i meant like rewriting the game over and over, not making any progress for a few more years x.x
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ah, lol
That is kind of why I get a touch angry at these people that come in wanting me to drop this project and upgrade it with xlib/celtic3, so freaking annoying =/
But yeah, no major rewrites are planned, just upgrades to code as I see them.
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ppl told you to switch? :O
There are alerady over 9000 Celtic/xLIB pokémon projects going on around there x.x. I kinda like the idea of a graphical one and an ASCII one, where the later will most likely be MUCH smaller in size and also looks old skool.
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oh yeah, I have gotten it a lot on UTI, in the past. So many want me to do it with graphics and blah blah blah.
I think the game is pulling off rather nicely as is, myself personally.
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from UTI? o.o
quite ironic considering back then so many people there were totally against ASM libs x.x
But yeah you use ASCII pretty well IMHO so it looks good enough.
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yeah, from them. Most of the requests were done via pms, but were still annoying. I am thinking I need to remake the introduction post for pokemon, so people understand the goals completely for why pokemon is being made like it is.
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yeah maybe it might be a good idea. Like Illusiat 13, IIRC (or maybe it was the readme). Else graphics fanboys whine all the time. If they want a graphical game they just have to wait for JoeYoung's port which seems amazing too or wait for someone else to finish his clone, or they make it themselves (they'll then realize how hard it is)
Quoted from I13 readme:
───────────────────
Why ASCII graphics?
───────────────────
As you will notice, this RPG uses ASCII graphics (walls, trees, characters, enemies and everything else is represented by symbols, even letters, numbers and punctuations. This is far from being as good-looking as graph screen sprites and tiles and grayscale seen in many other hybrid-TI-BASIC and ASM games on TI websites. Even though I have experience in making such beautiful-looking games too and that I released many from 2004 to 2007, I decided to revert back to ASCII for Illusiat 13 for the following reasons:
-The main reason is nostalgia. Large ASCII overworld maps were set as a standard starting in Illusiat 6 and lasted for the rest of the serie afterward. The battle layout standard was set by Illusiat 8. Despite improvements and changes in Illusiat 13, I decided to stick to these standards for this RPG to remain true to the original series. This new game was also completly written from scratch, unlike the previous games, where code was re-used game after game. That way, people who don't play games solely for graphics will now be able to play an Omnimaga RPG the way it used to be 7 years ago, without the problems encountered in the previous games due to poorer coding knowledge.
-Another reason for sticking to homescreen graphics for Illusiat 13, even after having released many graphical games, is because I felt making a graphical Illusiat game after the 7 previous games, released at an average of 1 month interval in 2002, were all ASCII (except Illusiat 10 battles and certain movie sequences) would cause the new game to not be Illusiat enough anymore.
-Final reason for sticking to ASCII for this game is because this game storyline has been developped so much compared to the old games and like the old games, there's a considerable amount of areas to explore and events that can occur throught the game. Because I wanted this game to fit on a regular TI-83+, I decided to stick to ASCII, as over 700 graphical maps and over 70 different monsters would take an extreme amount of memory and cause this game to be SE/84-only, like almost all the games I released after 2003.
In conclusion, even if I knew z80 assembly and made this game entirely in ASM instead of BASIC, it would still have used ASCII graphics.
So if you are the kind of person to not judge an entire game solely based on the graphics, like many gamers tend to do in this era of 3D and gigabytes, go ahead and try it!
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I'll write one up eventually, when I can become unlazy. XD
Anywho, back to making things 'better' =D
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People need to understand that graphics don't make a game ^^.
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Very well said. So many people play games solely for graphics and don't care about the rest. And it has been happening ever since the old SNES days.
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Hell. Yes.
Graphics are probably the last thing that makes a game. Game play being the first, followed shortly by speed, as nobody likes to play a game that has .5 FPS :P But yeah, it bugs me when people complain about graphics x.x although sadly its usualy the first thing people look to in a game :/
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yeah. Keep in mind if they are really horrible and hinder game play, then it can be problematic, though.
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It doesn't help that we have become a highly visual oriented society. TV and internet have a huge impact on so many people.
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yeah true. With movies and stuff it doesn't help much since they,re so realistic, so people want this to happen in video games too.
Just to tell how bad it is, recently I watched the meteor falling part of Deep Impact movie on Youtube and people kept complaining that special effects were so unrealistic and dated by 2010 standards and that just because of that the 1998 movie was quickly forgotten
Back on topic, I think Pokémon Purple's ASCII map looks quite nice. For ASCII they're pretty well designed too.
Slightly less on-topic: Your other PP thread just reached 20000 views ;D : http://www.omnimaga.org/index.php?action=stats
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How big is this game going to be? (Ram and archived space)
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I think he's aiming for around 1 MB, like the original
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SE's only, then.
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What about 84+'s? Or only 83+SE/84+SE?
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those only have about .5 kb, IIRC
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IIRC he aimed for SE-only.
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Honestly, I have NO clue how large the overall game is going to be. I am currently sitting at over 100k, and the game still isn't really playable, I have so much more to do.
But yes, in the end, SE calcs only. If we get lucky, 84+ that has been fully cleared out.
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Pokemon is a huge undertaking, and it's going to be huge. Tifreak, you're doing a great job with it. Keep it up! ;D
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heh, thanks ^ ^;
missing some pages from my notebook with code that I need, so I am going through and getting written down stuff I am missing, and editing programs that work with the events list.
I also have to see about rewriting the code that checks your party for an open slot and if that is full, to figure out which pc box to drop it in. I realized the last version of this code failed hard, got to redo it.
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Progress is still on going with the event system code. I was sadly ill most of last week, with some odd form of virus that had given me a massive headache from saturday until thursday, and a flu bug on monday.
Feeling decent enough now, finally getting some progress done with the pokemon shift routine, from when you catch it in the wild. Absorbing it into the party of 6 is complete (on paper, not tested) and I am currently writing the code out to put them in the proper PC box. This code is a bit.. complex, to say the least. I am writing code, that will create a program and write code based on which box number was last successfully uploaded to, and scans it for an open slot. If all slots are full, it moves on to the next pc box and starts the process over again.
So.. I am writing code.. that has to write code as a dynamic program, which calls an asm program to convert a list to a string, and then unarchive the proper pc box appvar, and write the pokemon data to it.
Probably the most complex BASIC/Celtic hybrid code I have written yet.
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ouch sorry to hear you were ill, nice to see progress again now
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Thanks, and yeah, it was really rough. Finally got a good 20 minutes programming time in this morning, was a nice boost. XD
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now try 1 hour, then 3, then the next week, you must program 10 hours a day, even if you have work and stuff, like me during Summer 2002 (and 2003) ;D
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Nice tifreak! It's too bad you were sick, and I'm glad you're better, but that program's awesome. I hope you can get it to work! ;D
DJ, I have no idea how it's possible to have a work ethic like that. You're work ethic was awesome! :D
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Lol I was kidding :P
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Thanks. The code is hell-a complicated to write out for Celtic to post to the temp program, but I am getting it done. x.x
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Feeling decent enough now, finally getting some progress done with the pokemon shift routine, from when you catch it in the wild. Absorbing it into the party of 6 is complete (on paper, not tested) and I am currently writing the code out to put them in the proper PC box. This code is a bit.. complex, to say the least. I am writing code, that will create a program and write code based on which box number was last successfully uploaded to, and scans it for an open slot. If all slots are full, it moves on to the next pc box and starts the process over again.
So.. I am writing code.. that has to write code as a dynamic program, which calls an asm program to convert a list to a string, and then unarchive the proper pc box appvar, and write the pokemon data to it.
Probably the most complex BASIC/Celtic hybrid code I have written yet.
That's some pretty cool stuff. Can't wait to see it in action! ^^.
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I just found this :O
http://pocketgaming.blogspot.com/2007/01/calculating-pokemon.html
old, but still awesome to see PP got recognition outside the TI community :O
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yeah, pokemon blew through all sorts of sites when it made digg's front page o.o
Still working on it tho! Realized I forgot to write out code to set the screen up before shifting the pokemon to where they need to go, once I get all that fixed, hopefully I can move on to the next phase!
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Oh wait wow I forgot it did made digg x.x
I think I remember the BASIC vs ASM discussion there (sadly, from many people who had no clue what they are talking about. I even heard someone say it's faster in BASIC than ASM IIRC).
Keep up the good work :)
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Why thank you. ^_^
At the moment, I have mostly completed the headache code of writing a program to write a program to write to an appvar bit and should soon be dropping that into the calc. After this, I need to finish up the status screens of the pokemon party so we can see if the 'getting a pokemon' bit actually works. =]
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Nice :D
Hoping you won't get too much crashes :P
How stable is Celtic II, btw? (when used properly)
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Celtic 2 is amazing. I haven't had any crashes caused by it.
And as soon as I get this code typed into the calc, I am going to do a backup and start working on the pokemon party screen. :p
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Making some headway with this code for the pokemon party menu. I had found the coe that displays the boxes and such, so all I have to do is redo the code for displaying the names and HP of each. From there I will need to make the boxes selectable, and get the switch and stats options of them all working. I also still need to tie in that code that sends the pokemon you receive to the appropriate place into the 'getting starter' event.
After that, it is the dreaded battle system I will have to start working on ><
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After that, it is the dreaded battle system I will have to start working on ><
After working on Elmgon's, I know how you feel. Good luck... :)
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Glad to see this progressing :D
And yeah battle systems can be rather hard sometimes. It's one of my least favorite part of RPG coding because there are so many things to think about. It's partly the reason why the last ROL4 project died x.x
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I'm also glad to see this progressing. Good luck on the battle system coding. What do you plan on making it like? Fully graphical and all or what?
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Glad to see this progressing :D
And yeah battle systems can be rather hard sometimes. It's one of my least favorite part of RPG coding because there are so many things to think about. It's partly the reason why the last ROL4 project died x.x
Yes, but you have to realize there are something like 140 attacks to program in to it. And some of those attacks just cause status problems. It gets a bit complicated. ><
But yes, progress indeed!
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Making some progress on pokemon, minuscule things.
I am also going to be setting up a subfolder on tifw forums ( http://tifreakware.ath.cx/index.php?showforum=85 ) Where I will be dumping the code for each program into their own topic, so people can see all what I am doing with the game, utilizing Source Coder to keep the code up to date. I am doing it on my forums so I don't go and plug up everyone else's sites. I might, however, see about setting up my phpbb3 forum I wanted to do, and drop it there. Not sure yet, we will just have to see.
At this point coding wise, I am working on the pokemon party screen and trying to get it to be fully functional. I have moved this aspect of the project over to another calculator so I can manipulate lists without having to worry about screwing things up on the main project calc.
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Awesome, thanks for the update :)
What is phpbb3 by the way?
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It is a forum, you upload to a server to use, etc.
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Ah ok, so it is just sort of like what Smart Machines is for Omnimaga? Doesn't really matter, I can just look stuff up later :P Thanks though.
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lol, no problem.
Found some of the original code for the pokemon party display, but it will have to be revised to some extent because I no longer use that system for name storing. This shouldn't take too long to modify, hopefully, and soon after a working menu system will follow.
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Hey did you got any luck so far getting a conversion from IPB or even using a screen scrapper tool to grab the database? If you created a PHPBB board you could include all old posts. That said nice to see more of the game code in one place
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Progress as of this morning, I have the data being displayed to the screen correctly, I just have to finish populating the lists with enough data so I can begin working on getting menus and the like to work.
Edit:
(http://tifreakware.net/tifreak8x/pokemon/ss/party1werrors.gif)
Shows what I have at this moment. I am going to work on nullifying the 'errors' that pop up there. More screens coming soon.
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By nullifying errors you mean the random stuff to the rigth, right? /me wonders what the P:IS:FN stands for :P
Otherwise nice job and I hope you don't get too much crashes :D
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lol, I know what the crash was, I should have RAM cleared the calc before going and programming.
And yes, I was referring to the garbage on the right side of the screen. I have it no longer trying to post data if the value of the pokemon level isn't greater than 0. I have moved a few things slightly, to get better adjustments and a better fit for the text. And right now working on making the hp bars work correctly without requiring yet -another- loop.
Edit:
(http://tifreakware.net/tifreak8x/pokemon/ss/partywithouterrors.gif)
Proof to show that it now only shows occupied lists for pokemon, and the hp bar is calculated within the data display loop.
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Nice to see it fixed ^^
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I notice that some of the text is coming outside of the boxes. Is this made to happen? Or should you think about increasing the size of the boxes?
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I notice that some of the text is coming outside of the boxes. Is this made to happen? Or should you think about increasing the size of the boxes?
The status messages? Yeah, it wasn't at first, but at the time, everyone agreed it was kind of cool, so we left it. =]
I am hoping people will continue to agree it looks nice.
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Honestly I don't like the text outside of the boxes. I think it would look better if it were all in. Everything else looks awesome though. ;D
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I have to say im with Ztrumpet, but do what you want, its your program :)
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Well, I can easily get rid of the !, as they don't really serve a purpose. But the status messages have no choice but to be where they are, I have no room for them otherwise =/
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Could you extend the boxes? Or is there still no room? =/
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There isn't enough room to do that and contain all the text. =/ And if I do that, then things just look bad.
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I think it is fine as it is, plus some games did that anyway.
http://www.flyingomelette.com/greatgames/screens/ffmqtree.gif
http://www.consoleclassix.com/info_img/Dragon_Warrior_NES_ScreenShot2.jpg
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Yeah. Wow, Mystic Quest, talk about a game I haven't messed with in a looooong time.
Anyways, it isn't like it is permanent. You see it has a status problem, you heal it, text is gone. :p
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Yeah. Wow, Mystic Quest, talk about a game I haven't messed with in a looooong time.
Anyways, it isn't like it is permanent. You see it has a status problem, you heal it, text is gone. :p
"I don't heal Pokemon because I care about them! I'm just want the text boxes to be symmetrical!"
lol :P
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lol Calc84maniac
And yeah tifreak I played it a year or two ago but mostly to discover that easter egg when pressing START+SELECT (doesn't work on emulators) and an attempt at doing a low level run, which failed.
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Nope, not dead, still very much alive. :p
The heat and work has been killer on me though. Just feeling all bleh and such all the time.
I have managed to get the party screen and party menu to pop up. I need to work out a way to condense the large list of Ifs into something smaller and far more memory friendly for speed. But at least it does work.
Right now I am working on the pokemon stats screen. The original is here: http://media.photobucket.com/image/pokemon%20red%20stats%20screen/Ekkel/PokemonRedUES_02.png
That is actually page 1 of 2. The border box in the lower left irks me. So what I am going to do is use the separator lines on the right in place of the left. I also plan on sort of making that a border. It is hard to explain that plan, so I hope to have something to show of it soon.
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Is the location where you live more in the center/north-east? It has been rather hectic on the east coast in USA and the southwest/center portions of Quebec lately x.x. We had 109F for a few days with the heat index included x.x. Now we just got some thunderstorms for the first time in a while and it made the heat go away slightly, but it's still a bit too warm for my tastes (and humid).
Nice to see this is still progressing :D
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I am in Indiana. Our weather is pretty erratic and it sucks. x.x
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So, progress on the menu setup.
I now have 1 of 2 status screens set up.
(http://tifreakware.net/tifreak8x/pokemon/ss/status1.gif)
Compare this to:
(http://tifreakware.net/tifreak8x/pokemon/ss/status1orig.png)
Would like some thoughts on this. I didn't like how theirs was set up, so I modified it like this. I think this looks better, and will probably will go with it, unless everyone is against it.
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Mhmm looks pretty great. I prefer your version. I would make the top-left vertical bar two pixels to the right, though, so the space between each boxes is the same as the space between the bottom ones
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Thanks, I shall add that real quick ^ ^
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The layout of the new and improved screen looks good, but I've gotta say something that I've noticed.
There doesn't seem to be enough space to allow a 3 digit number for their attack/defense/speed/special stats. That can be adjusted, right? Or do you intend on allowing these numbers to go higher than 99?
Other than that, looks sharp. Keep up teh good work.
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That's a really nice looking screen there! I agree with DJ I like it more than the official one! Nice work!
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The layout of the new and improved screen looks good, but I've gotta say something that I've noticed.
There doesn't seem to be enough space to allow a 3 digit number for their attack/defense/speed/special stats. That can be adjusted, right? Or do you intend on allowing these numbers to go higher than 99?
Other than that, looks sharp. Keep up teh good work.
I can easily make room as necessary for a 3rd digit.
And thanks for the compliments gents!
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Alright, I believe these shall be the final adjustments to page one of the status screen.
(http://tifreakware.net/tifreak8x/pokemon/ss/status1b.gif)
So, thoughts? Comments? Safe for me to go to work on page 2 now?
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I like it except the leftmost edge being blanc....can you use the extra row and columm in celtic 2?
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Left most.. you mean right most? o.o
No sadly, it doesn't have that option. Celtic2 allows for reading/writing programs and appvars, creating and deleting programs, archive/unarchive and access to sto> and ".
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ooh well...never mind really. It does not decrease the fun of the gameplay. Iwas just wondering IF it oucld be "fixed".
Nice work!
edit:50th post!
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Lol, it's no problem. Thanks for your compliment ^_^
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For "NO", why don't you align with the other stats like attack, etc.?
IMHO it might look better, but it's really your choice :P just throwing out the idea
otherwise, it looks awesome! Great job!
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Looks good bro! :D
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For "NO", why don't you align with the other stats like attack, etc.?
IMHO it might look better, but it's really your choice :P just throwing out the idea
otherwise, it looks awesome! Great job!
I shall look into that, I am going to try to figure out a way to right align the numbers. Kerm has some code he posted on cemetech, but to do it for 5 of them would slow down loading of that screen a bit I am guessing.
I will add it to the todo list as I start in on the next page.
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Nice job ^^
I agree with jsj, though, but if it's too much hassle, I guess keep it this way
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I shall at least make a valiant effort at making those numbers right centered :p
Hmm.. or maybe I could move the words over so they sort of center in on themselves? Might make a screenshot of it later to show what I mean..
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Start of page 2
(http://tifreakware.net/tifreak8x/pokemon/ss/STATUS2.JPG)
Got to do some filling in numbers into the list, so I can get some moves and such 'set' to have something to show.
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Nice :D, I think the text should be either aligned to the left or everything should be centered, though, for the top right box. ATM there are lines that are centered and others that aren't.
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I don't know, I kind of like it like that just because I think it will be easier to read everything, but it's tifreak's choice in the end :)
Looks great though! Can't wait to see more progress!
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As for the top right box, i agree with Dj, i think it might look better imho if the text is aligned left or right or centered.
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(http://tifreakware.net/tifreak8x/pokemon/ss/status2.gif)
I now have the attacks listed with their PP / Max PP next to each one. Of course, the numbers are all just filler data, Just going for what things should look like. I also used the longest names for the attacks, which is 12 characters. This way I could be sure that there was enough room to display the PP next to them.
Thoughts?
Next bit is to integrate it into the party menu and see about making the code kerm provided work on right aligning the numbers for the first status screen, bottom left.
As to alignment, I could make some code up I guess to attempt to align the stuff center and such.. but the code could get messy.
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looks great. my only problem is that its not in color :P
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Lol, thanks. Sadly, I can't compensate for a lack of hardware. :p
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Actualy i take back what i said before, the top right box looks quite stylish by itself right now!
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I kinda like it now, actually, in the new screenie. Nice job so far :)
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Ya, looking great, tifreak!
Actualy i take back what i said before, the top right box looks quite stylish by itself right now!
I kinda like it now, actually, in the new screenie. Nice job so far :)
Ya, I think it might have been since there was a lack of numbers and such to fill in the space :)
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(http://tifreakware.net/tifreak8x/pokemon/ss/status2b.gif)
Implemented Kerm's code to right align the numbers, used on the stats and the PP for attacks screen.
Next will be to integrate into the pp party.
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wow nice, the is in ASM, right? Aligning numbers is something I had trouble with before because I always forgot how to do it, so I spent 30 minutes figuring out how to do it everytime x.x
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Nope, number alignment is all in BASIC. I don't understand the log( command, so I can't explain how it works, but it is nifty. Got the code written down off to the side so I know where to find it in the future XD
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What is the right align code? I'm curious what it looks like now :P
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Aaaah ok. I personally used a combination of ipart and fparts. I always forgot about the log usefullness for that x.x
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Log finds the number of digits in a number, which he then uses to find the length :) Its pretty hacky but it works well ^^
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Yeah I know. I just always forgot what it did at the wrong moments XD
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I've used log( like that before to right-align data for Output(
Meishe: a simplified version that right-aligns all positive integers under ~14 digits (in Ans here) and displays them on the first row is Output(1,16-int(log(Ans)),Ans
A more complex version capable of handling 0 and negative numbers (same range) is Output(1,16-(Ans<0)-int(log(abs(Ans)+not(Ans))),Ans
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Nice calcdude84se ^^
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Definitely a fancy equation you got there o.o
Hoping tomorrow to have some time to actually work on pokemon. Didn't get the time in on the project today that I had hoped, so yeah, shooting for tomorrow.
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Thanks, but what is in the Ans variable? I don't get that.
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The number you want to display :)
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Wow, that looks wonderful! Awesome job! ;D
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Thanks!
My attempt to integrate it into the party system.. failed a bit. XDI haven't set it up yet to look at the data from the selected pokemon to dump into L1, and I need it to exit out of the cursor routines and go back to the draw section of the code. So, hopefully I can get that ironed out and make the stats setup work fully.
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(http://tifreakware.net/tifreak8x/pokemon/ss/status2c.gif)
With this screenshot, I officially dub the status setup complete. It is adaptive in the sense that it merely takes into account which LP# is in the slot via the L_PRTY list, stores it to Z, takes that and uses expr("LP"+sub("123456",Z,1->L_1
Then it bases all the display data off of what is in L_1. Makes that so much easier. You can also see that it does not allow you to select on an empty box.
Next bit is moving pokemon from one slot to another. This.. will be a bit tricky. I am thinking about allowing a pokemon to be moved, say in to the last slot regardless if the other two are occupied or not, simply to save space on programming, though if people are against this, I will make it so it cannot. Just makes the code that much more complicated.
The other bit of problem I will have is making it so it doesn't redraw the entire screen each time you move a pokemon. I haven't figured this out yet, but I am working on a solution. Weregoose, at one point in time, had helped with this code, but that was 2+ years ago, and I doubt he would have the code for it anymore. I can assure you that I do not. I have tore through everything in my notes, it simply no longer exists.
Anyways, that's progress up to date.
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That looks really good! :) Aesome job on the update, and congrats on the status setup progress completion ^^ Cant wait to see more :)
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Wow, amazing. That looks really cool. Can't wait for more progress :) Good luck!
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Thanks guys!
Weregoose dropped me some code to try out to see if I can't get moving of pokemons between slots working, so that's next!
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Wow nice, glad to see this part finished :)
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(http://tifreakware.net/tifreak8x/pokemon/ss/move1.gif)
Yeah, not much that has went on, I managed to get the menu to see 'move' as an option, it clears the little box and restores the party screen via a pic variable.
Next up is making it so that it actually moves the pokemon around. Weregoose has already given code for this (which is safely written down in my notebook) So I will try to get this working later today or tomorrow.
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Keep up the good work! By the way, are those excliamation points next to the menus supposed to be there?
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Yes, it's just another way for the game to call attention to pokemon that have a status problem.
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Yeah I like the ! mark. I think it's a good idea to warn the player
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Slight update.
Managed to get the code Weregoose gave me to make the boxes clear out work, after realizing I was breaking my own code by overwriting an important variable. It has been replaced with a temp var and it clears out the boxes.
Next up is repopulating and redrawing the boxes correctly. This should be relatively easy, and I should be able to have that all done within one for( loop.
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Awesome, congrats on getting the code to work :) Good luck with the box redrawing.
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Thanks. It shouldn't be overly hard to get it to work. Or at least I hope it won't be. XD Just too tired now to really try to make it work. Hopefully it will function and be screenshot ready in the morning sometime.
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Well that's good it shouldn't be to hard :)
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(http://tifreakware.net/tifreak8x/pokemon/ss/move2.gif)
Some progress with the moving of pokemon in slots. The pauses were so I could easily jump to that point using ON, I just haven't gotten around to taking the first one out yet. I still need to get it to repopulate the boxes and then go back to the main aspect of the menu program. I also got to make sure that the other side of the menu works. But reposting the data to the boxes is a higher priority at this point. Thought I would share.
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Nice, it brought be back old memories from when I coded ROL2 actually :P (the only other RPG allowing you to switch party members around or outside the party for calcs). I also like the small menu at the bottom-right
I hope you finish the game soon. :P *runs*
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So, here it is, the mostly working pokemon party screen. Currently the only features it lacks is backing up out of that little submenu and the HMs and other moves that show up on here.
(http://tifreakware.net/tifreak8x/pokemon/ss/party1.gif)
Thoughts?
Edit: found after watching the screenshot closely that the status problems show up in the wrong spot, 2 columns to the left too far. This has been fixed, just don't feel like rescreenshotting this.
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Looking very cool tifreak! What do you mean though about the status problems?
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Watch the screenshot. I go through status on the first one, Kingler. Then I move him to Ditto's position. After it clears and redraws those boxes, look at the PSN and SLP in the boxes compared to the one on the bottom. They don't line up.
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Looks great! I wish I was this far on my Pokemon game...
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Watch the screenshot. I go through status on the first one, Kingler. Then I move him to Ditto's position. After it clears and redraws those boxes, look at the PSN and SLP in the boxes compared to the one on the bottom. They don't line up.
Oh, ok. Now I see what you meant. Was it hard to fix?
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lol
It only took me.. 5 years to get this far XD
But I am on a roll so I hope to get this playable soon. :] Just a few things to finish up with this menu and I can begin working on the battle system.
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Awesome TiFreak, I wish I had as much dedication as you :) Are all the maps and such done yet?
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No, maps are done up to Viridian I think it was. I stopped because it didn't make much sense to go map making when you couldn't even play the game fully. Once I get a battle system in place and the ability to catch pokemon going, I will see about adding more maps.
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Cool, I wouldn't mind helping out. I'll have to brush up on making good text sprites however.
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Cool, I wouldn't mind helping out. I'll have to brush up on making good text sprites however.
I think all the moving is done on the homescreen. (Unless I'm wrong, which could be.)
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hmm? If you mean the maps, they are just padded strings iirc.
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I'm so confused now. Because when you said text sprites I thought you meant about helping creating the maps to move on. Which if all the moving is on the homescreen there is no need for text sprites. I'm not sure what we're talking about now though.
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Oh, when I said text sprites I meant like: using Y or similar for a tree, or a lowercase o for a rock or something like that. Sorry for the confusion. I meant just good characters to use.
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Ah ok. It's fine. Just since there are actual sprites called text sprites its easy to get confused. ASCII sprites I think is a more appropriate name for this game. As for what is being used, I'm going to guess tifreak already has a bunch laid out for certain things.
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Yeah, I'd assume so.
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Lookin' good tifreak! ;D
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Thanks ztrumpet ^ ^
as to the map making, I did that all on large graph paper so I could more easily keep track of what symbols/ascii went where. It also allows me to make borders where needed so I know how much 'padding' to add past the borders before I go typing in all that text.
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Very nice updates again. I hope you can manage to finish this within the next year or close ^^
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Well, I have managed to incorporate the code that creates the small menu list into the party menu program itself, to save the space in ZMISC.
Sadly, I have run into an issue with being able to back out of the main menu to exit the program. It works when you first activate the program and press ALPHA. When you move a pokemon, and get back to the main menu, it refuses to exit out of it. I am not sure what is going on there, got a bit more testing to do I suppose.
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Ouch, I wish you good luck to fix it. Those bugs can be annoying x.x
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Not sure what I did, but it seems to be fixed. I also made the 'Back' option functional. I also saw a few slight issues with the boxes being redrawn and the placement of text; basically things were off by one column. These have been fixed as well.
The only aspects of this 'engine' is that the items system doesn't work yet (though I have code in there so it is a matter of just adding it and it should be done) and I don't have the special moves and HMs programmed in. Since the map system isn't set up for it yet, it is irrelevant.
So, it be time to start planning the battle system.
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I wish you luck!
If you wanna see some old code I had for my battle engine, I could post it. I think it still uses xLib and Celtic II and it's not very optimized, but it might be a good springboard.
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I did have the code for the display of the battle screen, I just have to figure out where I put it. lol
Then comes the fun of determining variables and clearing of portions of screens for expanded menus and blah blah blah XD lol
The interface is going to be soooo easy. The stuff people can't see is going to so not be easy.
Edit:
I found the code, I think, to display the battle screen. I just have to clear the unneeded programs from the testing calc and see about setting it up to get ready to start in on a battle system. And item system.. hmm..
Might be best to break out the 84+se to tackle this, not sure a normal 83+ will be up to snuff. :/
Anyways..
I will have to determine what all variables I will need for the next section. I know a great many will already be in use for specifics, and I need a pic var to store first when the screen is created, then after both pokemon have caused their damage or status changes. This will allow faster reload times when dealing with the sub-menus and such. Or, at least I hope it will.
The interface should be a cake walk. What has me worried-ish is the equations and all the data that I have on the 150ish attacks that are available in the game. This next bit shall take some time to get going, so might not be much in the way of screenshots and such in the mean time.
I also need to set up temporary lists for this. Well, at least one.
This way, I won't be affecting a main list with things that could cause problems, like temporary status changes, and push over any relevant data, like hp and pp data when the battle is over or the pokemon is being switched out for another. status changes like poison or paralysis persists, however confusion would not, swap it out and it is no longer confused. I believe there was another status effect that was similar to confusion, however I can't recall it at this time.
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Just so you know I now have the battle screen up and running to the point that it displays the 4 options and the cursor moves between them. I have found information about how to do the 'Run' function, so that is first on the list. After that, I will see about 'moving' a pokemon from your party to the playing field. That shall be fun.
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Nice to hear some progress! Good luck on your next task!
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Great job!
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Great to hear some work!
I look forward to this with great anticipation :)
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I'M happy to see more work on the battle engine ^^
Keep up the good work.
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I have been working on organizing more of the lists and such. The user pokemon and party are going to remain the same, but I have create a similar setup for the trainers/NPCs, and allow it to be adaptable to having link battles. I believe I have this part figured out.
I have also come up with an easier way to tell if a pokemon is fainted so it does not have to go through and unarchive all the lists (which is roughly 3700 bites with all 6 of them). I plan on adding a .5 to an element in L_PRTY to indicate that said pokemon has fainted. It will start at the first slot and move through the list until it comes across the first pokemon that is not fainted, then call up that data and drop it into a temp list.
The temp list will be dumped back into the main list after the battle is completed. The things that will be affected in the returned list is HP, PP of each move, and any status changes that have been completed. I might also do the exp check at this point and level up as needed before dumping back into the main list. So that means with each passing of lists, I will have to verify that the 4 attacks are the same with each list, and if not, dump those over as well.
Once I get these aspects done I can thusly start working on the escape routines. Have to do this so I stop confusing myself <<;
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Wow, what a long list to do! Hopefully, you get everything straightened out to make your work easier! ;)
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Glad to see progress :) Good luck.
I thought of a question though when I saw the thing about status updates. When a Pokemon is poisoned do you plan to make it so every three steps, or what ever it was, will lower it's health?
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Glad to see progress :) Good luck.
I thought of a question though when I saw the thing about status updates. When a Pokemon is poisoned do you plan to make it so every three steps, or what ever it was, will lower it's health?
I think it might have been 5, but yes, that will be in effect as well. Just have yet to figure out how to do that with the 'glitchy' screen. One of the many things to implement :p
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Ya, that glitchy screen could be hard. An option would be to quickly run an assembly invert screen program twice real fast. I don't know how feasible that is though.
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What was the problem with the glitchy screen? And how would inverting the screen twice work? Wouldn't that reset everything back how it was?
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When a Pokemon that was in your party gets poisoned it continues to get hurt even outside of battle. So the screen would "glitch" (like shake kinda or something) to signify when it got hurt each time. Eventually, if you didn't take the poison away, you Pokemon would faint.
I was saying that inverting the screen fast twice would just make it seem like something happened that signified that. Another option would have a program (most likely assembly), if possible, that would shift the whole screen a few pixels really fast in both directions or something. You could do it in TI-BASIC but it'd probably be really slow and look weird.
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You could just make your person shake and invert. It's smaller and faster, since a large scale shake or invert in basic could take a while
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Inversion or flashing like for entering battle would probably be the best. If I recall correctly, in the original the screen didn't shake, instead the tiles distorted for a second, then returned to normal.
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You could just make your person shake and invert. It's smaller and faster, since a large scale shake or invert in basic could take a while
That's why I suggested using a assembly routine. That way its fast no matter what.
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I think he's trying to keep the usage of ASM as low as possible, though. He wants to show what TI-BASIC can do with as less ASM lib usage as possible.
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Yeah, I would like to come up with something that is in basic that achieves a similar effect, if possible. DJ nailed it right on the head with the why. :p
Been busy the last week or so, hope to have some time and no distractions tonight to work on it.
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Ya, I know that's your goal. I was just saying because I can't think of any fast way to to it in TI-BASIC.
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I haven't come up with a solution to this bit, since I am more concerned with the battle system at this point.
I have made slight amounts of progress with it. Sorry for the lack of updates here, I hope to have some real progress to show very soon.
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Kk, good luck with it. I hope you have some more free time to work on PP soon :)
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Keep up the good work tifreak!
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Sorry for the lack of updates gents.
Been reworking the battle system, and realized I would like to put sprites up for the trainers. but in order to accomplish that, I would need sprites! However, they seem to be 52x52. This of course goes outside what I can do with the programming limitations I have set, and since the screen doesn't have enough room, kind of makes things a bit more difficult.
I could cheat, and use the generic 16x16 sprites that is used in the gameboy game map, or I can attempt to shrink down sprites and make them look as good as possible in a 32x32 environment.
(http://tifreakware.net/tifreak8x/pokemon/ss/GARY.JPG)
This is what I was able to do in like 10 minutes worth of work. I should try on one of the wider ones, see how well that works out. -IF- I can make them all work acceptably, would you like to see them in there, should I go to the generics (since they are already going to be in there anyways) or should I just ignore the sprites and say 'oh hey, someone wants to battle!'
The above costs roughly 260 bytes as a string, not optimized with my extra hex character.
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One of the spriters here may be able to help shrink them down so they still look good. We got some talented guys. I personally don't think it matters to me, though it'd look better. Whatever ends up happening though, good luck :)
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How many would you have to shrink down? I had to shrink 512 sprites for Ultima V -- from 16x16 to 11x11.
It was not fun.
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less than 40 I think x.x and these aren't really shrinking down, more like cut and remove the body and such :p lol
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Ahhh... Yes... much easier ;)
40 is not too many. You can do it! :)
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Oh, well then that shouldn't be to hard :P
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That looks nice tifreak. I hope you do not have too much sprite work involved x.x
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i'm a bit busy at the moment and so dont have time to help(sorry)
however, here are mono versions of the trainers i made for my own usage way back when, if someone wants to use them resized
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One of the spriters here may be able to help shrink them down so they still look good. We got some talented guys. I personally don't think it matters to me, though it'd look better. Whatever ends up happening though, good luck :)
http://img80.imageshack.us/i/56x56.png/
If anyone wants to give it a shot. 32x32 is my max I can deal with, black and white. Still working at cutting down the sprites so they fit, if no one wants the challenge :p
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So, sorry to say the last couple weeks has been a bit busy and I haven't really had time to work on this project. I am hoping things slow down some soon so I can resume work. Thought ya'll like to know so you don't think I have died lol
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That's okay. Slow and steady wins the race as long as it's top quality. :)
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Glad it's not dead. What have you been up to lately, btw? I've been wondering since every year you seem to get busier and busier than usual, even thought you've been out of school for the entire time :S
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Just work. And at the end of the day I am so tired I can't bring myself to do a ton of much of anything. I have troubles sleeping at night, and life has just sort of been.. not worth much to me. Things have been changing though over the last year, so yeah. Trying to keep up progress, work just keeps overworking me at times.
Progress as it stands now, working on making those 56x56 sprites into 32x32 sprites, thanks to KermMartian for showing me how.
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I see X.x. I hope you eventually have lower work hours or something. Glad this project is still running, btw.
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I took the liberty of converting the sprites, and most look pretty good. I thought maybe I could save you some time to do stuff out of my reach. (like BASIC...) If you want me to touch up some of the not-so-pretty ones, I might have some time Thursday, and probably Saturday. Or maybe before that if I don't have too much homework. :P
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Hmm those looks nice. Some might just need some retouching like re-adding missing outlines. Are you sure those are the ones he did not convert already, though?
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I have no idea, as he didn't really say which ones are finished. But, if these are the wrong ones, then I could just find the right ones and convert them. It really didn't take long the way I did it, probably somewhere around 20 minutes. If I give a little more individual care, instead of doing the whole sheet and finding a good average threshold, maybe an hour, two? Seems faster than whatever he was doing.
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Ah ok I see. Hopefully they can be useful to other people as well. :)
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While the outline of them look nice, it is still too much black. I have to remove the greyscale from the images and resize them.
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Are those sprites displayed with a BASIC program, btw, or are they displayed with an ASM routine? I think somebody around here, with the help of others, managed to have complex sprites show up using line() commands, after being generated from a program. I wonder if it's very large, though...
EDIT: The Game. http://ourl.ca/6686/123931
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While the outline of them look nice, it is still too much black. I have to remove the greyscale from the images and resize them.
Well if it's not greyscale, then it's black or nothing. I didn't draw these myself, just recolored and resized using GIMP. I guess I could try a different threshold to use less black. Btw, are those the ones that still need converting?
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Are those sprites displayed with a BASIC program, btw, or are they displayed with an ASM routine? I think somebody around here, with the help of others, managed to have complex sprites show up using line() commands, after being generated from a program. I wonder if it's very large, though...
EDIT: The Game. http://ourl.ca/6686/123931
Ya, I'm the one who helped MRide with the compression/decompression of the sprites. I wrote the different routines I made here (http://ourl.ca/7276/123716).
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They are going to be displayed with the asm program, Just got to finish the sprite compressor to work with single sprites passed to it instead of a complete program. ><
smitty: yeah, it definitely isn't going to be greyscale, I need to remove the 'colors' from the sprites and make them strictly black and white sprites, then resize them. Hoping to have time to try tomorrow when I don't have tons to do. x.x
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Ah ok, sounds good. Good luck tifreak :)
Are those sprites displayed with a BASIC program, btw, or are they displayed with an ASM routine? I think somebody around here, with the help of others, managed to have complex sprites show up using line() commands, after being generated from a program. I wonder if it's very large, though...
EDIT: The Game. http://ourl.ca/6686/123931
Ya, I'm the one who helped MRide with the compression/decompression of the sprites. I wrote the different routines I made here (http://ourl.ca/7276/123716).
Ah right I remember now. :)
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smitty: yeah, it definitely isn't going to be greyscale, I need to remove the 'colors' from the sprites and make them strictly black and white sprites, then resize them. Hoping to have time to try tomorrow when I don't have tons to do. x.x
I could try again if you want, I'll just have to change the threshold. I'll have time tomorrow. The ones I made were the right size, right?
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So, back in the game I think. Been digging around in my notes, trying to refresh myself on where I left off. Decided to:
-Draw the 16x16 npc sprites as I come to them.
-Dropping the 32x32 sprites for NPCs, that's extra work over something that has already been started.
-Get this blasted battle system underway.
That is all, for the moment.
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Glad to hear it's alive again! ;D
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So, after going over what I had of the battle engine written down on paper and that that was working on calc, I have come up with a check list of sorts to go through and build the code on paper in chunks and I will assemble it later as I figure out exactly how I want the program to be done, since I need this thing to be extremely dynamic in what I want it to do.
-Clear screen
-recall data on enemy pokemon
-recall data on user pokemon
-Display text box
-Determine if wild or trainer battle
--if trainer battle, display NPC sprites and text
---clear sprites and post info bars
--if wild battle, post info bars
-store screen to temp pic var
-post pokemon sprites and hp data
-post menu options
This is as far as I have planned ahead so far with the battle system. I know, I have a LONG way to go, but this is the start. I didn't get the time this morning to work on this like I would wanted, but it is definitely a start.
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-Clear screen
-recall data on enemy pokemon
-recall data on user pokemon
-Display text box
-Determine if wild or trainer battle
--if trainer battle, display NPC sprites and text
---clear sprites and post info bars
--if wild battle, post info bars
-store screen to temp pic var
-post pokemon sprites and hp data
-post menu options
The other day we were talking about Pokemon games not having been updated a long time ago in IRC Chat, and these are some of the things we discussed, so, good luck!
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So, after going over what I had of the battle engine written down on paper and that that was working on calc, I have come up with a check list of sorts to go through and build the code on paper in chunks and I will assemble it later as I figure out exactly how I want the program to be done, since I need this thing to be extremely dynamic in what I want it to do.
-Clear screen
-recall data on enemy pokemon
-recall data on user pokemon
-Display text box
-Determine if wild or trainer battle
--if trainer battle, display NPC sprites and text
---clear sprites and post info bars
--if wild battle, post info bars
-store screen to temp pic var
-post pokemon sprites and hp data
-post menu options
This is as far as I have planned ahead so far with the battle system. I know, I have a LONG way to go, but this is the start. I didn't get the time this morning to work on this like I would wanted, but it is definitely a start.
I'm glad that the battle system will start being coded. I hope you have more free time for yourself in the upcoming year so you can work on this more often and do other stuff as well. You seemed incredibly busy in the past 2 years for some reasons, compared to before. X.x
I remember you easily pulled 50-100 posts a day on every forum combined back in the days. :P
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Awesome Ti Freak! Good luck on it. :)
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That is awesome :) Good luck with all the work you have ahead of you!
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this looks cool, is this the pokemon game in the youtube video?
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It depends. If you mean the one under the nickname mtgross111, then nope, although both are really cool.
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so. um.. hi. o.o
I have rewritten the start of the code for the battle gui a few times now. I believe at this time, I have it set up the way I want it. >.>;;; We shall see though. Progress is going slow, life just keeps me knocked back almost all the time. I promise though, things are still being worked on.
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Nice to see this is still progressing. I hope you don't get even busier next year, I notice that every year it seems to get worse x.x. Good luck with everything!
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very nice to see progress indeed!
oh, and if you're still looking for 32*32 monochrome trainers, here are a few. they're a bit messy.
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Wow that looks nice Shmibs!
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Wow. O.O I wish I could sprite like that.
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Fantastic tifreak!
Gitter done. :)
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Been chipping away at the battle system. I'd rather not try to update 2 different forums with the code, so you can see what I am working on code wise here: http://www.cemetech.net/forum/viewtopic.php?p=129899
This is like the 5th revision of the battle GUI. I hope it will be the last.
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Glad to hear progress is still chugging away and that this is still alive and working :) Good luck with the Battle GUI, i hope you get it to work! ^^
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Awesome work tifreak. :)