Author Topic: [PP] Progress '11  (Read 67734 times)

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Offline Eiyeron

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Re: [PP] Progress '11
« Reply #165 on: August 12, 2011, 10:37:45 am »
Psyduck 19/999 HP...
CHEATER SPOTTED!

Offline Binder News

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Re: [PP] Progress '11
« Reply #166 on: August 12, 2011, 10:57:37 am »
HOLY CRAP! How long have you been working on this?
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Offline tifreak

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Re: [PP] Progress '11
« Reply #167 on: August 12, 2011, 11:05:34 am »
@Eiyeron: Haha, nah, just used filler data to populate lists so I can do testing :)

@Binder News: I've been working on this project off and on for.. 7 years now? I took several long breaks from it that lasted months at a time, and I've rewritten the game twice now.

Thanks for the compliments guys ^_^
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Dionysus

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Re: [PP] Progress '11
« Reply #168 on: August 13, 2011, 10:32:33 pm »
I'm posting in this thread rather than the sprite one so I'm not necro-posting so badly (I'm still new enough not to be sure of the etiquette on this forum, so I apologize if I am in error.) Anyway, I whipped up some simple sprites for Oak, Red, and Blue. They're not the best, but at least you'll have a placeholder. I skimmed the threads and didn't see anything about the trainer sprites, so I hope I'm not stepping on anybodies toes. http://imageshack.us/photo/my-images/204/oakredblue.png/

Offline tifreak

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Re: [PP] Progress '11
« Reply #169 on: August 13, 2011, 10:38:35 pm »
Oh hi there. 2 posts? Yeah, I'd say you are quite new, and there is nothing wrong with that.

Thanks for the offer up on the sprites, I'll take a closer glance at them later. We had decided to use the 16x16 sprites that I've done as place holders for now, might even become permanent. As I've been trying to get the battle system going, I've not really focused much more on the sprites.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Dionysus

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Re: [PP] Progress '11
« Reply #170 on: August 13, 2011, 11:16:33 pm »
Alright, well, if you want me to make the sprites, feel free to let me know.

Offline tifreak

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Re: [PP] Progress '11
« Reply #171 on: August 15, 2011, 09:04:59 pm »
Thanks for the offer, I'll keep you in mind :)

As to pokemon, I've finally found a spot to put DelVar L6 without it going nuts and crashing the battle system. This will free up around 500 bytes of memory. I need to go through ZPP and add in archiving and unarchiving of ZBA at certain points to save almost 3k of RAM to use for other functions.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline tifreak

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Re: [PP] Progress '11
« Reply #172 on: August 31, 2011, 07:46:20 am »
Managed to do a little bit of testing this morning, confirmed that Elixir works flawlessly with the battling Pokemon. While testing stat checking (trying to find a Pokemon with PP<MaxPP) I stumbled upon a typing error on my part, having Delvar instead of DelVar. That has been repaired.

There was also an issue where when backing out of the item system, it automatically called on the FIGHT option. I'm not sure if I repaired the issue, haven't had time to test just yet.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline imo_inx

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Re: [PP] Progress '11
« Reply #173 on: August 31, 2011, 08:37:30 am »
This game will be awesome once it's out, but huge...


Offline tifreak

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Re: [PP] Progress '11
« Reply #174 on: August 31, 2011, 08:51:31 am »
Yeah, sadly it will be. :< I try to go through and optimize as much as possible, but there really is only so much one can do with TI-BASIC.

On a side note, Elixir is now fully functional and I am ready to move on to the next item.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Hayleia

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Re: [PP] Progress '11
« Reply #175 on: August 31, 2011, 10:26:10 am »
This game will be awesome once it's out, but huge...
Yeah, try to not do my mistake: I made a Pokemon in pure Basic (before Pokemon Topaze), and it needed 25000 bytes of RAM. And we always have less than 24000 :'(

On a side note, Elixir is now fully functional and I am ready to move on to the next item.
O.O I don't even know if my Elixir works ???
Good to see progress on it ! Keep working good ;D


(if there are grammar or spelling fails, it is because I am French)
« Last Edit: August 31, 2011, 10:26:24 am by Hayleia »
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Offline tifreak

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Re: [PP] Progress '11
« Reply #176 on: August 31, 2011, 11:00:56 am »
Well, Pokemon Purple is already over 100KB in size, not counting save data and lists.

As to the items, that is the benefit of programming in BASIC. I can create a temp program and fake data more easily to do my tests on items and the like. I have too many problems trying to code everything and then going back to try to fix mistakes, as they get buried in all the code :< And thank you kind sir! :D Escape rope is my next item, I can easily code it for the battle system (since it's a non-usable item) but I've not figured out how to deal with it yet when outside of battle. I'm thinking a list with numbers that correspond to certain places, the calc runs the program with conditionals and gets the info that way.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline tifreak

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Re: [PP] Progress '11
« Reply #177 on: September 02, 2011, 10:29:26 pm »
Small update:

Fixed error I had with Item system scrolling, variable was getting overwritten and causing issues.

Added some clean up code to the testing stuff, This way I don't have to worry about it while testing.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline tifreak

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Re: [PP] Progress '11
« Reply #178 on: September 03, 2011, 07:31:56 am »
Code: [Select]
If Tmin>0 and Z=1:Then:For(F,4,14:Line(4,F,90,F,0:End:For(F,15,30:Line(0,F,94,F,0:End:"0ZBD":prgmZRS:{94,0,3,27:prgmTEMP:prgmZC1:"rowSwap(ZAN"->Str0:0->theta:If 0<L1(3:Then:L1(3:prgmZCE:Text(35,9,Str9:Text(35,70+4(1-int(log(L1(19)))),L1(19:Text(35,78,"/",L1(23:End:If 0<L1(4:Then:L1(4:prgmZCE:Text(41,9,Str9:Text(41,70+4(1-int(log(L1(20)))),L1(20:Text(41,78,"/",L1(24:End:If 0<L1(5:Then:L1(5:prgmZCE:Text(47,9,Str9:Text(47,70+4(1-int(log(L1(21)))),L1(21:Text(47,78,"/",L1(25:End:If 0<L1(6:Then:L1(6:prgmZCE:Text(53,9,Str9:Text(53,70+4(1-int(log(L1(22)))),L1(22:Text(53,78,"/",L1(26:End:
Yes, it's all on one line.

This is the start of the Ether code. This code will probably be the longest written code as of yet. :< What the code has to do is display the FIGHT option box with the attacks the pokemon knows (on the fight screen for the battling pokemon, on the party screen for the selected non-battling pokemon), and use that box to select which move you want to receive 10PP. I'm not too worried about the battling pokemon code, that should be easy since that is just stored in L1. It's the pokemon not battling that is going to be a massive pain, since the code has to be generated on the fly. :/

Anyways, just letting people know where I'm at.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Hayleia

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Re: [PP] Progress '11
« Reply #179 on: September 03, 2011, 08:18:49 am »
Unreadable code O.o Too much in too little space >.< me has a headache

I have one question: Do you program directly on calc or do you write it on a computer before ?
« Last Edit: September 03, 2011, 08:18:55 am by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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