Omnimaga

Calculator Community => Major Community Projects => Pokémon Purple => Topic started by: tifreak on January 02, 2011, 06:34:54 am

Title: [PP] Progress '11
Post by: tifreak on January 02, 2011, 06:34:54 am
To start the new year off;

Currently working on code for the battle engine, find the GUI code bits here: http://www.cemetech.net/forum/viewtopic.php?t=5548

Updated the Equations program, it used to use L_EPA for the list. The program before was 1003 bytes. I changed every instance of L_EPA to use L_2, the program is now 906 bytes in size.

Progress continues into the new year..
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on January 03, 2011, 08:24:32 pm
I'm glad this is still progressing. :)

Let's hope the 2011 topics will be larger in terms of updates than the 2009 and 2010 ones :P
Title: Re: [PP] Progress '11
Post by: tifreak on January 03, 2011, 10:04:20 pm
lol I shall definitely try to do so. I have made some progress with the code for the GUI. It should, in theory, post the NPC and player sprites, display the text that NPC TRAINER wants to fight, clear out NPC TRAINER sprite and display TRAINER POKEMON and generate the stats for it, plus display said stats, the ones that are important, anyways.
Title: Re: [PP] Progress '11
Post by: Builderboy on January 04, 2011, 01:22:27 am
Good luck with the gui, and i can't wait to see more of the 2011 updates! ^^
Title: Re: [PP] Progress '11
Post by: tifreak on January 04, 2011, 07:25:48 pm
Thanks Builder.

I have managed to get a bit done with the GUI. I think all that is left is to do for the display at this moment is display the player's pokemon and data info and the options.

Edit:

I managed to get the code theoretically up to the point where it will display the fight options, and the start of the RUN function. Go me!
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on January 05, 2011, 01:42:08 am
Cool to hear :D
Title: Re: [PP] Progress '11
Post by: Hot_Dog on January 05, 2011, 01:43:13 am
I look forward to what this new year will bring, tifreak!  Good luck, and thanks for a great program!
Title: Re: [PP] Progress '11
Post by: tifreak on January 07, 2011, 12:10:48 pm
Thanks ^ ^

Got the UI part of the code done, I believe. I still need to drop it on the calc and see how it works, but I probably won't bother too much with that until after I get the rest of the code written out. I still need to finish up the party and items menus so they will work with the battle system, now that I have how lists will be set in stone. So that is what I am working on now.
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on January 08, 2011, 07:52:59 pm
One thing is for sure: with all the people that now play newer Pokémon games instead of the old ones, when this comes out this will definitively bring them some nostalgia :D
Title: Re: [PP] Progress '11
Post by: FinaleTI on January 08, 2011, 08:13:56 pm
I agree with DJ.
Of course, I still play the older games more than the newer ones. (The exception to that is SoulSilver, because it's a remake of one of the best Pokemon games evar!)

I can't wait to see the battle engine, though. Sounds like you're making some good progress on it.
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on January 08, 2011, 08:25:22 pm
Wow I didn't know SoulSilver was a remake of Silver. I am Pokémon-illiterate so I just thought they started running out of name ideas. :P
Title: Re: [PP] Progress '11
Post by: tifreak on January 16, 2011, 10:44:30 pm
I have almost 4 of the 5 pages of code I have written on paper dropped onto the calc. I have had to redo a few of the string vars so I can try to reuse them and save the names to each. I also saw an optimization that I thought was going to be an optimization when I wrote it down. However, It took up a few more bytes than it saved, so it was changed around.

The code, in theory, as it is on the calculator, should be up to the point where it displays trainers, then pokemon, then data, and finally the menu. Once I get the last bit typed in, we'll find out.
Title: Re: [PP] Progress '11
Post by: yunhua98 on January 16, 2011, 10:51:41 pm
Cool!

I actually prefer the original Pokemon, everything after Hoenn was just not pokemon-ish, they all look sinister and look like something from Yu-Gi-Oh, no the cute pocket monsters that used to be Pokemon.  Just my thoughts.  ;)
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on January 17, 2011, 05:00:09 pm
Cool, New progress! \o/
Title: Re: [PP] Progress '11
Post by: tifreak on January 18, 2011, 06:13:29 pm
Finished typing up the code this morning to the calc, did a backup and dropped it into archive. Sadly, the code does not work as expected. It displays the text box, and Ash sprite, but then after a few seconds, it ERR:SYNTAX so I need to see about figuring out what went wrong there. :/ At least it is progress!
Title: Re: [PP] Progress '11
Post by: shmibs on January 18, 2011, 07:32:50 pm
GOTO TO THE RESCUE!
sometimes i can't believe that you are still working steadily on this, tifreak. how do you do it?
Title: Re: [PP] Progress '11
Post by: meishe91 on January 18, 2011, 08:15:09 pm
@Shmibs
Because he's a beast that way :P

Also, good luck on fixing that bug. Hope ya get it figured out and good luck on future progress.
Title: Re: [PP] Progress '11
Post by: tifreak on January 18, 2011, 11:09:06 pm
lol Shmibs, sadly the GOTO option is completely and utterly unhelpful, as all it does is redirect to the program I have the test data in that then calls the GUI. It is something in between calling the ASH sprite and calling the trainer sprite. I think.. It might be the sprite data, maybe. I could have goofed up with it and the expr( I am using with it is causing some issues. I have to pull the sprite data out of appvar and check it over, just to be sure what is going on. Could be an asm program problem too. I just don't know yet :<

And thanks meishe, definitely appreciated. lol
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on January 19, 2011, 01:40:03 am
Sorry to hear, good to hear about new progress, though :)
Title: Re: [PP] Progress '11
Post by: tifreak on February 07, 2011, 09:41:29 pm
I have finally found some time to do some debugging, and I've manage to kill a few things off. There were a couple appvars missing, and some code in the equations program that hadn't been updated to see data programs as appvars. Now I have another issue that I'm not sure what is wrong, and I will be working on that until I get it figured out.

Just letting you all know so you don't think it died again :p
Title: Re: [PP] Progress '11
Post by: kalan_vod on February 08, 2011, 12:57:43 am
I am happy to see you around :)
Title: Re: [PP] Progress '11
Post by: tifreak on February 08, 2011, 05:37:38 am
Thanks Kalan, it is equally good to see you are still in the community
Title: Re: [PP] Progress '11
Post by: tifreak on February 09, 2011, 08:26:54 am
After doing some more digging, I have found that I neglected to fill a data appvar with the data it was meant to hold. And after digging through notes, I realized I never actually compiled the data to put into it. So that is what I shall be doing over the next couple days.
Title: Re: [PP] Progress '11
Post by: tifreak on February 10, 2011, 11:00:26 am
I've made some progress with the data compiling. 165 attacks grouped in 76 attack types over 10 pages. It took 30 minutes to set up 22 lists. :/
Title: Re: [PP] Progress '11
Post by: Xeda112358 on February 10, 2011, 11:05:50 am
Ah, sweet! This really is sounding pretty awesome! I tried it out a long time ago and I was pretty impressed >_> I cannot wait for more!
Title: Re: [PP] Progress '11
Post by: tifreak on February 10, 2011, 01:10:51 pm
lol Thanks! I am definitely working on it, regardless of if it looks like there is no progress. ><

I honestly think the battle system will be quite easy once I get everything set up, with the way I am writing things. I can only hope, at any rate ><
Title: Re: [PP] Progress '11
Post by: Builderboy on February 11, 2011, 12:42:07 pm
Haha sorry to hear about the appvar issue, but glad you got it figured out and that progress is still continuing on this project! ;D Sounds like you have a lot of data to enter D: That can sometimes be the easiest, or sometimes the hardest part XD Good luck!  Can't wait to see more progress!
Title: Re: [PP] Progress '11
Post by: tifreak on February 11, 2011, 08:42:38 pm
lol yeah. It's more tedious then anything. Especially when you need the data in one way but they have it grouped in another. Have to do that whole hunt and peck thing with the information. I'm up to around 70 now though.

Edit: Stopping for the night at 80. Eyes hurt so bad it is hard to read what the pages say ><
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on February 15, 2011, 01:01:51 am
Glad to see more updates on this. :)
Title: Re: [PP] Progress '11
Post by: tifreak on February 15, 2011, 07:56:41 am
Yep, no intentions on stopping, just short bursts of progress as I can. I got up to 115 now in that list.
Title: Re: [PP] Progress '11
Post by: tifreak on February 17, 2011, 10:24:53 pm
Alright, some news.

I got all the lists dropped into a program, all the data verified and the program converted into an application.

I realized upon testing that I had put the L_EPRTY(7 in backwards, so I have that changed in my notes as well. It is now in a sprite.name format.

The stats for health isn't generated, not sure why yet. I might not have included that in the equations. Something for me to go through digging. At this point, it is causing issues with debugging since it throws up a divide by 0 error when it tries to display the hp bar.
Title: Re: [PP] Progress '11
Post by: tifreak on February 20, 2011, 10:59:53 pm
So, I managed to locate some decent information on the generation of stats themselves, and now I have to figure out how to add it to my equations program. Sadly, looking at it.. I think I broke it.

What I need to do at this point is refigure out what all is actually on there and rewrite the code to make sense. Because at this point I think a part of it might be getting skipped. :/
Title: Re: [PP] Progress '11
Post by: Xeda112358 on February 20, 2011, 11:02:46 pm
Oh, ouch. Yeah, I know what it is like to have to reformulate equations in an RPG... but I've only ever had to do that with a program just barely >9000 bytes. Good luck :/
Title: Re: [PP] Progress '11
Post by: tifreak on February 20, 2011, 11:17:13 pm
Well, the equations are in a separate program, less than 1k bytes. It's just trying to organize them in a way that I can maximize efficiency and be able to use it for the maximum amount of situations that could call for them, if you know what I mean. I have got to sit down and organize that next.
Title: Re: [PP] Progress '11
Post by: Xeda112358 on February 20, 2011, 11:18:46 pm
Ah, well I still do not envy you... it is kind of what has put me off from making large projects like that, so I hope it doesn't have any adverse affects on your programming :/
Title: Re: [PP] Progress '11
Post by: tifreak on February 20, 2011, 11:47:57 pm
Haha, not at all. I become overwhelmed at times and take some time off, but that is usually the doing of real life stress and very little to do with the project itself. Wish I had a normal 8-5 job, would be nice :/

Anyways, will try to keep people updated on here. (which at the moment seems to be you and DJ lol)
Title: Re: [PP] Progress '11
Post by: Xeda112358 on February 21, 2011, 12:03:59 am
Aww... I love Pokémon, so it is kind of a given that I would be interested :D I have always wanted to create my own version of pokemon called Pokémon Amber, so I like to see other people's renditions ♥
Title: Re: [PP] Progress '11
Post by: tifreak on February 21, 2011, 05:31:09 am
I will definitely do my best not to disappoint ^^;
Title: Re: [PP] Progress '11
Post by: Xeda112358 on February 21, 2011, 01:30:44 pm
I think I tried a beta version a long while ago and I wasn't disappointed then, so I am sure I won't be disappointed now :D
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on February 23, 2011, 03:58:47 pm
I will definitely do my best not to disappoint ^^;
Basically this means version 1.0 for March 2010 :love: ... oh wait... we're in 2011 <_<
Title: Re: [PP] Progress '11
Post by: TIfanx1999 on February 24, 2011, 09:22:50 am
I'm always lurking on this thread whether or not I actually post. ;)
Title: Re: [PP] Progress '11
Post by: tifreak on February 24, 2011, 01:40:29 pm
rofl DJ

I came to a decision on the equation stuff last night. I'm not going to worry too much about the size of that program, since there aren't really going to be too many equations to have to deal with thankfully. So there is going to be a bit of repeat code between New pokemon generation and the equation handling level ups. This should not take long to get done and programmed in, hopefully. Just have to find the time to work on it and not be distracted with other things <o<
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on February 26, 2011, 02:11:04 pm
Ok good luck with that stuff then :D

How large is the entire game so far, by the way?
Title: Re: [PP] Progress '11
Post by: tifreak on February 26, 2011, 02:48:17 pm
Ok good luck with that stuff then :D

How large is the entire game so far, by the way?

Thanks, it's proving slightly tricky, but I am making progress. :]

As to the size, I know it is over 100k, but I haven't updated the list in a while, I need to try to remember to do that, eventually.
Title: Re: [PP] Progress '11
Post by: Xeda112358 on February 26, 2011, 02:53:13 pm
O.O Wow! I think the largest project I ever worked on was about 22k. Wow!
Title: Re: [PP] Progress '11
Post by: tifreak on February 26, 2011, 03:00:01 pm
O.O Wow! I think the largest project I ever worked on was about 22k. Wow!

Yeah, Pokemon is going to be massive. I won't be surprised to easily surpass 250k with no trouble. Map data is going to be the biggest contributor to that. The pokemon sprites take up 16k all by themselves, and that is in hex, and optimized hex at that. I'll have to definitely see about updating that list :p
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on February 28, 2011, 04:49:44 pm
Wow 250 KB doesn't seems too big for me for a Pokémon game. I was expecting PP to be at least 1.3 MB large with all the Pokémon data and other stuff. But yeah way larger than any project I worked on. The final version of Illusiat 13 was expected to be 160 KB large.
Title: Re: [PP] Progress '11
Post by: tifreak on March 16, 2011, 08:04:28 am
I've sadly made little head way with the list creation over the past couple of weeks. I've been quite busy with work, life and just generally stressed out over problems that go beyond my control. I have, however, made SOME progress with it, so there is that. Just trying to make this as efficient as possible while not really caring about super optimizing, if that makes any sense lol

Also, with recent events that are happening, I would like to point out that if something happens to Omnimaga, I post updates on TI-Freakware and UTI as well.
Title: Re: [PP] Progress '11
Post by: tifreak on March 23, 2011, 10:14:34 pm
Made some progress. Got the code put in for the equations program. Sadly, it seems I didn't add enough error checking for empty attack slots. This is for new, low level pokemon that know <4 moves, so at least one of the slots will be empty. Once I can get it to stop erroring out, then I can see if the rest of it works. So far, everything else seems happy enough.
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on March 24, 2011, 10:40:54 pm
Sorry to hear you had life issues. I hope things are better soon. Glad to see some updates by the way. :)

(Btw sorry for not checking sooner, catching up on 5000 posts takes quite a while. X.X)
Title: Re: [PP] Progress '11
Post by: tifreak on March 25, 2011, 11:34:25 am
oh, whoops, forgot to update about that here lol

I got the error problem with the attacks taken care of by adding a conditional to check and make sure the slot is >0 before trying to store data to it. That solves that small issue. I've also put in the round( command because some of those equations left decimal equivalents in attack stats, and I can't have that. I considered just using iPart(, but round( lets there be a small chance that you get a bonus point in a stat.

At this point (I haven't used the list editor to compare to the list on paper to make sure all fields are properly dealt with) the equation for new pokemon seems to work. The next issue I have is that, for some reason, the battle screen doesn't display. But it didn't work before the equations program update because of the equations not working. So, moving on.

And it is fine DJ, I completely understand. :p
Title: Re: [PP] Progress '11
Post by: Builderboy on March 25, 2011, 11:54:50 am
Nice to hear you have fixed some of the issues :D And yess the file size I think is actual excellent for a Pokemon game!  Good luck in fixing some of the new bugs!  :D
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on March 26, 2011, 09:31:02 pm
More updates and fixes == great :D
Title: Re: [PP] Progress '11
Post by: tifreak on March 27, 2011, 09:17:41 am
Thanks guys.

@Builderboy: Sadly, they are old bugs, I just couldn't test it properly because my equations program was horrifically broken when I last tried. I think there are a few issues there still, in the equations program that I need to iron out. Just requires comparing lists and such and hoping I am wrong on that front.
Title: Re: [PP] Progress '11
Post by: tifreak on March 28, 2011, 01:18:13 pm
(http://tifreakware.net/tifreak8x/pokemon/ss/battlegui.3.28.11.gif)

Yes, I am aware of the line not connecting on the hp bar, just wanted to screenshot progress of what works now :p
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on March 28, 2011, 04:03:05 pm
I like the layout so far and I'M glad to see some visuals of the battle engine. :D
Title: Re: [PP] Progress '11
Post by: tifreak on March 28, 2011, 05:41:36 pm
Thanks. Now to start working on making that battle setup functional!
Title: Re: [PP] Progress '11
Post by: Xeda112358 on March 28, 2011, 09:56:25 pm
Again, this looks very nice! It's just awesome!
Title: Re: [PP] Progress '11
Post by: jsj795 on March 28, 2011, 11:53:13 pm
nice update!! awesome as always (y)

I hope the fighting moves fit into the box tho. I always had trouble fitting too many words on a calculator screen :(

btw the drawing of the trainers seem to be a lot slower than the pokemon drawing. Are you using different methods to display them?
Title: Re: [PP] Progress '11
Post by: tifreak on March 29, 2011, 07:49:06 am
Yes, benryves created a special asm program that handles the needs of the pokemon sprites, as I optimized the hex by replacing the end of a line of 0's with a single character 'G', in effect creating a new hex value of sorts. This reduced the size of the sprites severely, at the time I was using basic to display them, but ben threw that together in a few minutes after a bunch of people said it was too slow to show the pokemon. The NPCs don't take too long to load, and it is completely in BASIC.

Edit:

As to the text, the only solution I've thought of was to store a pic var right before the options pop up, then once a user selects the attack, it clears out that section that was expanded and recalls the picvar. I've not thought of anything else that would work for me.
Title: Re: [PP] Progress '11
Post by: jsj795 on March 29, 2011, 08:50:02 am
ahh yeah drawing the pokemon in addition to the NPC might've been a bit too slow. Will there be attack animations? or is that too graphic-heavy for BASIC to handle quickly? Since pokemons are drawn in asm I think slight movement when pokemon attacks wouldn't be too hard to implement.

and it seems that ditto is a bit high up, position-wise? wouldn't it be better to lower the y-value a bit? lol now i'm kinda asking too much
Title: Re: [PP] Progress '11
Post by: Xeda112358 on March 29, 2011, 08:57:24 am
Hmm, I could make a simple program to store/recall specific portions of a screen, not thta it would help much :D Other than that, if you need any small ASM tools, I would gladly try to put something together! If the code is small enough, I could supply the hex code and you could just use the Celtic 3 command to execute it.
Title: Re: [PP] Progress '11
Post by: tifreak on March 29, 2011, 09:02:15 am
I'm not using C3, I'm using C2 ;)

And thank you, I'll keep that in mind. Trying very hard to not need any more asm help lol Outside the eventual need of a linking program.
Title: Re: [PP] Progress '11
Post by: jsj795 on March 29, 2011, 09:14:15 am
lol yeah we already have enough asm pokemons. The coolest thing about Pokemon Purple is that it uses BASIC to the greatest extent possible :D
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on April 04, 2011, 03:59:42 pm
Btw does every calc you own got the app crashing issues that prevents you from using Celtic III/DCS7 (which includes Celtic III)/Mirage?
Title: Re: [PP] Progress '11
Post by: tifreak on April 04, 2011, 09:39:40 pm
I've not had issues with DCS, and I've never installed Celtic. The only one that truly gave me issues were MOS.
Title: Re: [PP] Progress '11
Post by: tifreak on April 11, 2011, 09:59:16 am
Well, I -think- I have things working properly for RUN. Only problem I am running into is that since none of the other things are working, I can't test it thoroughly. So the next item on the list is make it so you can swap pokemon from the one fighting to one on the list. I just need to verify that there are any fighting moves that might cause a pokemon to not be able to leave the arena.
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on April 17, 2011, 02:42:23 am
I've not had issues with DCS, and I've never installed Celtic. The only one that truly gave me issues were MOS.
Ah ok good to hear. I was worried your calcs all had issues with every app.

Sorry to hear you got problems with your program, though. I hope you can manage to fix it easily.
Title: Re: [PP] Progress '11
Post by: tifreak on April 22, 2011, 06:42:17 pm
Oh, you know how it goes, you get so in to programming something, that when you come back to look at the code, it looks like a vat of spaghetti. lol I just need to straighten out the party program and I can continue making progress.

If anyone noticed from twitter, I've gotten ideas for map storage as well.
Title: Re: [PP] Progress '11
Post by: Xeda112358 on April 23, 2011, 12:36:22 pm
Ah, I don't have a twitter cage or whatever it's called :D But yeah, I know what you mean about the code XD Sometimes I kind of get into a zone and my programming style changes a little. The next time I look at it, my brain implodes trying to read it :D
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on April 24, 2011, 03:42:59 pm
Oh yeah, I remember having that issue too. X.x

The worst part is that sometimes it gets slower and slower then you have to rewrite it completely, then mess things up and have no recent backup with working code...
Title: Re: [PP] Progress '11
Post by: tifreak on April 24, 2011, 09:18:25 pm
Oh, slowness isn't an issue. I just have 11 or so End commands at the very end of the program and I need to move those around so they aren't like that. Once I get that fixed, I can see about fixing the moving of pokemon from battle and such.
Title: Re: [PP] Progress '11
Post by: tifreak on May 04, 2011, 08:41:36 am
Got the code sorted and all the Ends linked to their corresponding commands. Got an idea I am going with for switching out pokemon in battles, so I am going to try to start in that over the next couple of days. Also have an idea to implement better storage methods for maps.
Title: Re: [PP] Progress '11
Post by: Reloader on May 11, 2011, 11:12:16 am
Hey tifreak, how goes Pokemon Purple? :)
Title: Re: [PP] Progress '11
Post by: Stefan Bauwens on May 11, 2011, 11:45:34 am
Well he posts updates once in a while. Maybe he's more active on tifreakware.net/forum if you wanna talk to him. :)
Title: Re: [PP] Progress '11
Post by: Reloader on May 11, 2011, 12:49:28 pm
Well he posts updates once in a while. Maybe he's more active on tifreakware.net/forum if you wanna talk to him. :)

Ok thanks ;)
Title: Re: [PP] Progress '11
Post by: tifreak on May 12, 2011, 08:43:54 pm
Hey tifreak, how goes Pokemon Purple? :)

I'm making slow bouts of progress, working out the code to switch pokemon around in battles.
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on May 12, 2011, 10:01:08 pm
I'M still looking forward for the integration of this engine into Pokémon Purple so the game looks like this

http://img.removedfromgame.com/imgs/portaloncalcs.gif
Title: Re: [PP] Progress '11
Post by: tifreak on May 13, 2011, 09:36:34 pm
Haha, yeah, like that's going to happen :p
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on May 13, 2011, 09:36:58 pm
D: Damnit :'(
Title: Re: [PP] Progress '11
Post by: tifreak on May 16, 2011, 08:05:50 am
So, some good news. I've gotten through the code for ZPP and I've managed to figure out where to insert the code for switching out pokemon in battle and have even managed to get a bit written down on paper, code wise. I don't seem to have the code written out for ZMISC, which houses the code for the stats screen, so I need to deal with that yet so I can make sure there are no conflictions within that code and ZPP for the switch out. Once the stats bit is done, then I just have to write the switch out code, which will constitute storing the important date from L_1 to the correct LP# depending on the first active slot in L_PRTY. Then from that point, I pull the next slot over and dump that into L_1, then bring back the battle screen, erase the pokemon and HP data, then redraw it, then allow the enemy to attack. (For testing purposes, I'm just going to have 'Enemy attacks!' and might even have it deal 1 pt of damage to try to work out the hp bar going down.)

I actually just had an idea to that end as well. First I calculate the length of that line, and store that to a variable. Then I calculate the damage and recalculate the line the length. Then it's just a matter of using the Line(#,#,#,#,0 with the two values obtained, should allow to subtract the damage part of the hp bar without needing to clear it out and re-rendering it.
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on May 20, 2011, 07:15:50 pm
This is nice :D
Title: Re: [PP] Progress '11
Post by: tifreak on May 27, 2011, 09:34:16 am
Quote from: TIFreakware
I've made some more progress, I've essentially gotten it to the point where I need to return control of the game back to the battle gui program. I still need to have it do attacks, but I think I will just have it do "NAME attacks NAME" and have the damage meter go down by 1 or 2 or something random from 1-5.

I also saw this morning that I made the hp bars 1 pixel too short, so I've fixed that in the code, and moved the storing of Pic 2 in the battle GUI to Pic 1 and put it before it displays the text for the  menu.

And I consolidated the code for displaying the HP bar (that shows you how much hp the pokemon has, not the border around it) from

Code: [Select]
L1(1)/L1(2)->G
(G_E2)/4->G
Line(65,25,65+G,25

To

Code: [Select]
Line(65,25,65+(.25iPart(_E2(L1(1)/L1(2)))),25
Hopefully will have this code finished and incorporated into where it should be before too much longer. Then testing to see how badly I screwed things up and see if it is fixable :p
Title: Re: [PP] Progress '11
Post by: Ashbad on June 02, 2011, 03:39:10 pm
It seems as though this is coming along nicely.  Just wondering, how many programs do you think it will take up for Data and Executable code, and what would be an estimated size toll?
Title: Re: [PP] Progress '11
Post by: tifreak on June 02, 2011, 06:50:40 pm
I can't even really warrant a guess on how many programs, though I will be moving a bit of them into appvars when I can start dropping map data over into them. As to size, I wouldn't be surprised if this broke 250kb. It's already over 100k as it stands, without taking into account variables and lists.
Title: Re: [PP] Progress '11
Post by: Ashbad on June 02, 2011, 07:15:08 pm
Well, that actually sounds abut right :) I would actually consider freeing up space on my 84+BE so that I could play this and maybe help you test it out for bugs and the like.
Title: Re: [PP] Progress '11
Post by: tifreak on June 02, 2011, 07:17:47 pm
Thanks. I am pretty stringent on testing for bugs as I add each new thing to make sure it all works, but I am always capable of missing things :p
Title: Re: [PP] Progress '11
Post by: Ashbad on June 02, 2011, 07:20:28 pm
Well, if that's the case, then Bravo, you're a better programmer than me! :D I usually write a whole program before I even consider debugging.  A quick question: you mentioned the use of Appvars in your game, are you using hybrid-BASIC, and if so what platform?
Title: Re: [PP] Progress '11
Post by: TIfanx1999 on June 02, 2011, 07:30:41 pm
It's pure basic, but uses xcopy(or celtic II, I don't remember) for copying data back and forth and a small asm hex sprite utility written by Ben Ryves for one part of the game.

*Edit* It might be 15 mhz only simply because those calcs, have more storage space.
Title: Re: [PP] Progress '11
Post by: tifreak on June 02, 2011, 07:31:44 pm
I am using absolute minimum asm interference. Currently, I have the following asm programs:

Celtic 2
Resource
List to String converter
Hex to sprite

I know for certain that I will need asm for the linking routines, but that is going to have to be very very customized. Beyond that, hoping for no other asm program.
Title: Re: [PP] Progress '11
Post by: Ashbad on June 02, 2011, 07:48:30 pm
Hmm, that's actually impressive.  I'd still call that pure-BASIC, since that's pretty minimal assembly usage right there.
Title: Re: [PP] Progress '11
Post by: tifreak on June 02, 2011, 09:35:20 pm
Thanks. The original intent of this game was to build a game using my RPGSK, however it proved to be inadequate, so I build RPGSK2 and am using that. DJ said he wouldn't host the files until games were made of them. :p Then I took it further and wanted to show people what BASIC can do with little asm help.

So far, I'd say I am doing well with that goal. :)
Title: Re: [PP] Progress '11
Post by: tifreak on June 03, 2011, 07:57:56 am
Got the last bit of code written into the calc and the calc is backed up, however, I've forgotten to include a few bits of code necessary to make things work, at least from what I can tell. Hopefully a test will happen soon!
Title: Re: [PP] Progress '11
Post by: BrownyTCat on June 03, 2011, 09:07:11 am
Got the last bit of code written into the calc and the calc is backed up, however, I've forgotten to include a few bits of code necessary to make things work, at least from what I can tell. Hopefully a test will happen soon!
Hopefully, it will be worth the weight wait. Only VALVe players will get that, it's an honest statement though, since I hope it's worth it's weight in bytes.
Title: Re: [PP] Progress '11
Post by: Ashbad on June 03, 2011, 09:38:14 am
Got the last bit of code written into the calc and the calc is backed up, however, I've forgotten to include a few bits of code necessary to make things work, at least from what I can tell. Hopefully a test will happen soon!
Hopefully, it will be worth the weight wait. Only VALVe players will get that, it's an honest statement though, since I hope it's worth it's weight in bytes.

From what I've seen form this so far, I think it'll be worth the wait and the weight ;) Plus, it's a lot smaller in comparison to TI-BOY SE pokemon ROMs, and was made and optimized for TI calculators.
Title: Re: [PP] Progress '11
Post by: tifreak on June 03, 2011, 09:40:45 am
Thanks. I'm trying to make sure it will be. I've also been optimizing things as I can find them to optimize, and hopefully Weregoose will still want to offer help with optimizations.
Title: Re: [PP] Progress '11
Post by: tifreak on June 04, 2011, 10:22:52 pm
I managed to get the code written into the calc from paper. It didn't work, and after a few minutes using Tokens to move the End commands on to their own lines and to have SourceCoder parse the code using indentions, I was able to find that I missed adding 3 End commands in there somewhere. So, now that that part is fixed, it cannot use the STATS function. I am currently working on that to solve that issue.
Title: Re: [PP] Progress '11
Post by: tifreak on June 07, 2011, 07:12:52 am
Well, I figured out one of the errors that I had concerning loading the proper pokemon in the list. I had put in the (A) bit for which element in the list to look at, I however forgot to put the list name itself in there. 0x5 Silly mistake to make, however, I WAS writing in 5 pages of code, so I think I can excuse myself in that regard. The new problem arises, however, that the While loop isn't looping, and I'm not sure wtf is up with that. I'm going to change the code to work in a For( loop and see if that doesn't fix my problem.
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on June 08, 2011, 02:14:39 am
/me hates when we debug something, take a long while to do so, then once done, we're all happy, only to later find out that our debugging introduced twice as many bugs :X
Title: Re: [PP] Progress '11
Post by: tifreak on June 08, 2011, 08:40:12 am
Lol, yeah, I really hate that as well, seems to happen to me a lot. Especially since I build the 'modules' on one calc, then drop it on the other calc and integrate it into the main game, and that normally causes issues. Just so much fun and all that.
Title: Re: [PP] Progress '11
Post by: tifreak on June 09, 2011, 07:27:12 am
Ok, so I am an idiot. Bug with pulling the correct pokemon from the list has been repaired.
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on June 12, 2011, 02:12:54 am
Good to hear it was fixed :)
Title: Re: [PP] Progress '11
Post by: tifreak on June 22, 2011, 08:46:41 pm
(http://tifreakware.net/tifreak8x/pokemon/ss/switchoutwitherrors.gif)

Oh yeah, now we're getting somewhere! :D
Title: Re: [PP] Progress '11
Post by: ztrumpet on June 22, 2011, 08:47:42 pm
That's awesome!  Great job, tifreak. :D
Title: Re: [PP] Progress '11
Post by: tifreak on June 22, 2011, 08:55:32 pm
Thanks! As you can see, there are still errors that need to be dealt with. And it is quite confusing, since it shouldn't be like that :<
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on June 22, 2011, 09:01:20 pm
Great to hear :), good luck with the errors. :)
Title: Re: [PP] Progress '11
Post by: tifreak on June 22, 2011, 09:44:14 pm
(http://tifreakware.net/tifreak8x/pokemon/ss/switchoutwithlesserrors.gif)

Managed to fix a few things with that, mostly 'cosmetic' bits
Title: Re: [PP] Progress '11
Post by: mrmprog on June 22, 2011, 10:29:22 pm
This looks very nice! The effort that must have gone into this must have been huge. +1
Title: Re: [PP] Progress '11
Post by: FinaleTI on June 22, 2011, 10:37:13 pm
Looks awesome!

I did notice that in the dialog 'Youngster wants to fight!' there is no space between Youngster and wants, yet in the next dialog, 'Youngster sent out ...' there is a space after Youngster.
Title: Re: [PP] Progress '11
Post by: tifreak on June 22, 2011, 10:44:13 pm
Looks awesome!

I did notice that in the dialog 'Youngster wants to fight!' there is no space between Youngster and wants, yet in the next dialog, 'Youngster sent out ...' there is a space after Youngster.

Thank you for pointing that out, real quick simple fix :D

And thanks for the compliments guys!

You all should be using Tokens, those that program 83+ line BASIC. With it, I'm actually making decent progress again.
Title: Re: [PP] Progress '11
Post by: ztrumpet on June 22, 2011, 11:23:40 pm
You all should be using Tokens, those that program 83+ line BASIC. With it, I'm actually making decent progress again.
Personally I like programming on-calc, but I was able to try Tokens recently and like its interface.  I'll still continue to program with the built-in editor. :)
Title: Re: [PP] Progress '11
Post by: tifreak on June 23, 2011, 05:04:07 am
Oh, I understand, I've just found with the updated wabbitemu and Tokens, I can program and test even faster now. But then, I'm working on one of the biggest BASIC games for the 83+ line, so yeah, it helps :p

Anyways, progress continues!
Title: Re: [PP] Progress '11
Post by: tifreak on June 24, 2011, 12:21:19 pm
Update:

(http://tifreakware.net/tifreak8x/pokemon/ss/switchout2.gif)

What this adds over the previous screenshot is now it detects if the pokemon you are trying to send out is the same one that is already out or not.

I've fixed the problem with Cancel being used to exit the party screen, that just now cancels out of the menu you are in. This also helps by rearchiving the lists since you don't need those all the time.

The program also cleans up after itself by eliminating 2 Pic vars upon exiting the party screen. I do believe I need to have it delete a list or two though, as well.
Title: Re: [PP] Progress '11
Post by: Ashbad on June 24, 2011, 02:52:46 pm
Looks awesome, Daniel!  It seems to be going at a very fast pace for a pure-BASIC implementation, so thumbs up for that!  I also really, really like the status screen and the shadowed box look, it really looks nice! :D
Title: Re: [PP] Progress '11
Post by: ztrumpet on June 24, 2011, 03:16:50 pm
pure-BASIC
Not quite.  It's almost pure-Basic, but I believe he uses some small Asm programs as well. ;)
Title: Re: [PP] Progress '11
Post by: tifreak on June 24, 2011, 07:22:14 pm
Looks awesome, Daniel!  It seems to be going at a very fast pace for a pure-BASIC implementation, so thumbs up for that!  I also really, really like the status screen and the shadowed box look, it really looks nice! :D

Thanks a ton! As Ztrumpet pointed out, I utilize three asm programs. For this particular bit, Resource, custom sprite routine and Celtic2.

I'm working now to fix the error that I have with the Run command not working correctly.

As to the screenshot, I forgot to mention that I added to the battle GUI program that it now shows status problems a pokemon has.
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on June 24, 2011, 07:23:30 pm
Cool update. Also question: On an empty SE calc, how often does it garbage collect now by the way? I remember ROL2 did those a lot x.x
Title: Re: [PP] Progress '11
Post by: tifreak on June 24, 2011, 07:37:13 pm
To be honest, I've no idea. Once I get the game to a playable state, I will be able to test for that then :p
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on June 24, 2011, 08:07:55 pm
Ah ok lol, I was just curious, since this is a large (although good) game :D
Title: Re: [PP] Progress '11
Post by: tifreak on June 24, 2011, 08:58:48 pm
Thanks. I'm hoping it will still be once I get it finished. The Run command is confusing to me. It looks like it should work, but it isn't. I'm beginning to suspect that the Tmin variable is at fault. going to try to find a different variable I can use in its plac eand see if that remedies the problem.
Title: Re: [PP] Progress '11
Post by: tifreak on June 26, 2011, 08:30:29 pm
I've managed to kill off bugs relating to the Run option in the battle gui.

(http://tifreakware.net/tifreak8x/pokemon/ss/switchoutrunworks2.gif)
Title: Re: [PP] Progress '11
Post by: tifreak on July 01, 2011, 07:38:23 am
Well, I decided this morning that I needed to grit my teeth and add another small program to the list of programs that are currently being used. prgmZWT is a wait for key program that flashes the upside down pyramid when it displays text.

Why am I adding such a tiny program of only 62 bytes to the mess of them that are already in the VAT you might ask?

Because in ZPP (party display program) I saved 84 bytes by replacing the 2 instances of the same code with prgmZWT. In the temp battle gui program currently called prgmA, I have saved 173 bytes by replacing the same code roughly 5 times. Once I get around to it, I'll have to go through some of the other programs and see about cleaning them up a bit with this as well.
Title: Re: [PP] Progress '11
Post by: Ashbad on July 01, 2011, 08:54:14 am
Good optimization :) what is the current count of subprograms up to now?
Title: Re: [PP] Progress '11
Post by: tifreak on July 01, 2011, 09:12:57 am
I sadly have no idea. I will guess between 60 and 70, but I won't know for certain until I can combine programs into the main project calc and get it backed up :<

And I'm not going to worry much about that until I can get the battle system fully functional.
Title: Re: [PP] Progress '11
Post by: tifreak on July 13, 2011, 07:53:25 am
As some know, I attempted to test out the items system, only to discover there isn't enough RAM to complete the task. I've done some code moving from the party display program into an appvar. I then took that program, and for every instance of a Z=#, the conditional was removed and all the code that was in the If Then End block was put onto one line. I know what 3 of the 4 lines of code are for, I'm still working on determining exactly what the last one is. The appvar is now sitting at 4601 bytes, it removed well over 1k from the party display program. There is considerable amount of work that needs to be completed yet, though I will get done what I can as I can, and hopefully I will make it so that it is playable once again.

I also think I can easily archive the picvar that is used to save the state of the battle screen as well, and unarchive it when it is needed again, that will save some used memory as well.
Title: Re: [PP] Progress '11
Post by: jsj795 on July 13, 2011, 08:42:29 am
Yeah I hate it when you run out of RAM while running a program, due to the large data it's working with, and not knowing that a code does after a while :/

Did you put a limit in how many items you can hold in inventory, like the original pokemon?
Title: Re: [PP] Progress '11
Post by: tifreak on July 15, 2011, 09:23:06 pm
I haven't implemented anything like that as of yet, I don't remember how many items a person can hold at once. I probably will put a stop at 50 unique items, but for now, I'm just trying to make things work, and it's not being very cooperative in that regard. :/
Title: Re: [PP] Progress '11
Post by: Sitarknight on July 15, 2011, 09:32:30 pm
Lookin very good :)
Title: Re: [PP] Progress '11
Post by: tifreak on July 18, 2011, 09:20:48 pm
Thanks a ton! I've started on adding archiving bits to programs that are 2 parent programs away. Like, you don't need prgmPOKEMON while you are playing in game, and you don't need the walking engine when in a battle. Hopefully this will help with memory usage and allow me a bit more wiggle room.
Title: Re: [PP] Progress '11
Post by: tifreak on July 22, 2011, 07:41:04 am
Managed some progress with getting the battle system to work again after it mysteriously stopped working. Still no idea what the problem was. Anyways, Use of Antidote now works so long as it is on a Pokemon that is in battle. It currently does nothing to the other Pokemon in the party, and I'm not sure why as of yet. I've got a few things to try to see if I can't make it work. I also need to make it subtract the amount from the Item list properly.
Title: Re: [PP] Progress '11
Post by: Ashbad on July 22, 2011, 07:55:58 am
Interesting, hope you get it working.  Is this just for antidote, or for other items too?
Title: Re: [PP] Progress '11
Post by: tifreak on July 22, 2011, 04:06:34 pm
I only really have Antidote programmed in, and one other. I figured I better test my idea and make sure the code block was going to even work before I go writing the code for the other hundred some odd items.
Title: Re: [PP] Progress '11
Post by: jsj795 on July 23, 2011, 03:40:29 am
yeah it's always good to see if one item works before adding all the others
Title: Re: [PP] Progress '11
Post by: cypressx1 on July 23, 2011, 08:32:48 am
it looks cute
Title: Re: [PP] Progress '11
Post by: tifreak on July 24, 2011, 08:23:27 pm
Thanks, I think. lol

I've been scratching my head quite hard on a bit of code that doesn't seem to want to work. I've even added in a Pause after part of it, but it ignores it. Hopefully I'll figure something out about it soon.
Title: Re: [PP] Progress '11
Post by: jsj795 on July 25, 2011, 01:36:03 am
Hmmm that's weird, if it even ignores Pause... Good luck! hopefully you figure out why it's happening soon
Title: Re: [PP] Progress '11
Post by: tifreak on July 25, 2011, 06:21:45 pm
Problem was seemingly rectified! It seems you cannot have code similar to "OHHI->Str0 in an appvar, pull it from the appvar and drop it in a program and expect the basic interpreter to be happy about it. Why? Not a clue.

Working on getting the items system to properly display again when it uses or fails to use an item, and to redisplay things properly from party screen, to item screen, to battle screen.

Also, this was thanks to Weregoose's hard work.
Title: Re: [PP] Progress '11
Post by: annoyingcalc on July 25, 2011, 08:56:26 pm
I never said it but this is the best basic game I have ever seen
Title: Re: [PP] Progress '11
Post by: tifreak on July 25, 2011, 09:25:55 pm
Thanks a ton! More comments pop up like this, I might be more motivated :p

Working on cleaning up code and trying to make screens go back to the previous properly before I work on adding more items.
Title: Re: [PP] Progress '11
Post by: annoyingcalc on July 25, 2011, 09:29:15 pm
your work is appreciated very muchI might use basic  again because of this project!
Title: Re: [PP] Progress '11
Post by: tifreak on July 25, 2011, 09:49:09 pm
Sweet! I'm hoping once this project becomes more playable, that it will inspire more people to write games with similar restrictions on themselves. :D
Title: Re: [PP] Progress '11
Post by: tifreak on July 26, 2011, 08:08:54 am
(http://tifreakware.net/tifreak8x/pokemon/ss/fixedmenubouncing.gif)

This shows I've fixed backing through the menus after selecting an item and going to the party screen. This also shows my next little graphical error to fix after using an item on a pokemon via the party screen.
Title: Re: [PP] Progress '11
Post by: tifreak on July 27, 2011, 09:25:53 am
I've managed to repair the problem with item usage on the party screen going straight to the battle menu without fixing the screen.

Also managed to solve the issue with items not getting decremented, and archiving of lists being done once items have been used.

Working on utilizing Awakening. The item itself seems to work, I just seem to have issues with ZPNA appvar disappearing on me
Title: Re: [PP] Progress '11
Post by: tifreak on July 27, 2011, 08:16:41 pm
(http://tifreakware.net/tifreak8x/pokemon/ss/awakeninginuse.gif)

This shows multitudes of things:

1. Awakening does not work on a poisoned pokemon.
2. When item is ineffective on a pokemon, it properly returns you to the item screen.
3. Awakening awakens the sleeping pokemon.
4. Antidote cures a poisoned pokemon.
5. Items are decremented properly
6. Daniel is made of win. :D

Any thoughts on what is shown so far?
Title: Re: [PP] Progress '11
Post by: TIfanx1999 on July 27, 2011, 08:33:38 pm
It's looking very good tifreak! =)
Title: Re: [PP] Progress '11
Post by: ztrumpet on July 27, 2011, 08:39:52 pm
It looks awesome.  Nice job ironing out the bugs. :D
Title: Re: [PP] Progress '11
Post by: tifreak on July 27, 2011, 08:40:16 pm
Thanks a ton! :D I'm working on the Burn Heal item right now!
Title: Re: [PP] Progress '11
Post by: tifreak on July 28, 2011, 12:08:48 pm
(http://tifreakware.net/tifreak8x/pokemon/ss/itemuse1.gif)

Here is a screenshot of the first 3 items in use on the afflicted pokemon. I think I also added the code to utilize the Cancel option from the item menu, but I don't remember if I put that amended program onto the emulator, so I didn't test that out.

Just more screenshot goodness and all that.
Title: Re: [PP] Progress '11
Post by: ztrumpet on July 28, 2011, 06:01:43 pm
This is looking awesome.  Great job on it. :D
Title: Re: [PP] Progress '11
Post by: tifreak on July 28, 2011, 08:10:40 pm
Thanks ztrumpet. Been working on the Elixer item, it's considerably more complex than the other items, and since I have to make sure pokemon have lower PP than MaxPP, and all that stuff to properly test.
Title: Re: [PP] Progress '11
Post by: Xeda112358 on July 28, 2011, 08:32:50 pm
Wow, this is really cool! The graphics are great, especially for BASIC and the amount of time put into this... I would be burnt out a bajillion times over by now. You got a few +1s from me :) I know a lot of non-calc people that would be just as impressed by this simply because it is on a calculator. Awesomeawesomeawesomeawesome!
Title: Re: [PP] Progress '11
Post by: tifreak on July 28, 2011, 09:23:52 pm
Aww, thanks so much xeda! :D

Yeah, I kept getting stuck with things and get burned out and stop for up to a year at a time, then pick things up, have inspiration and burn through things like there was no tomorrow. Now that I have Tokens, coding this has been so very easy.

This actually made Digg front page a few years ago with over 1k diggs :o
Title: Re: [PP] Progress '11
Post by: calcdude84se on July 28, 2011, 09:31:04 pm
The best I could find was from 2006, and only 870 diggs: http://digg.com/news/story/Pokemon_For_Your_Calculator (http://digg.com/news/story/Pokemon_For_Your_Calculator) :/
It is indeed great to see that you're still working on this after so many years. Good luck in the future! :D
Title: Re: [PP] Progress '11
Post by: tifreak on July 28, 2011, 09:32:16 pm
Odd, I remember one making it higher, unless my memory is flawed, which it could be. I don't know, I do remember it made front page. lol

Thanks on that calcdude. It shall be finished, someday.
Title: Re: [PP] Progress '11
Post by: tifreak on August 08, 2011, 07:34:28 am
Managed to get Elixir working on in party Pokemon, I still need to make sure that it works fully on Pokemon in battle. The fix for it was.. Rather confusing for me, but I guess as long as it works, who cares, right? Hoping to test the remainder of the Elixir code a little later today.
Title: Re: [PP] Progress '11
Post by: TIfanx1999 on August 08, 2011, 09:05:10 am
It's good as long as you didn't accidentally break something else in the process. :P
Title: Re: [PP] Progress '11
Post by: tifreak on August 08, 2011, 07:31:53 pm
Lol, nope, still have a few more instances to test, of course.

As you might know, I have all the code for a single item on a single line in an appvar, which is recalled by celtic and pasted into a program, which is run by whichever pokemon program needs to do so. The problem I was having with Elixir was a For( loop wasn't doing anything when that program ran, however, I could put a Pause in before the loop and it worked. So I simply added variable K as the first thing it sees, which allows the For( loop to work. :D
Title: Re: [PP] Progress '11
Post by: JustCause on August 08, 2011, 11:59:23 pm
I've been following this for a while, and it's good to know that it's still alive and progressing! Keep up the epic work!
Title: Re: [PP] Progress '11
Post by: tifreak on August 09, 2011, 05:08:17 am
Thanks JustCause. I don't plan on letting this die ever. Just so long as it is possible to make the game work.
Title: Re: [PP] Progress '11
Post by: tifreak on August 10, 2011, 11:14:15 pm
Not sure if people care on the smaller updates, but I did manage to get the elixir to where it increased the battling pokemon's PP correctly. I need to still test to make sure that it says 'ineffective' once the PP=PPMax. plus I need to finish testing it on the party pokemon and make sure all instances of that are correct as well. Hopefully things go well and I can move on.
Title: Re: [PP] Progress '11
Post by: shmibs on August 11, 2011, 01:35:14 am
sure, we care. you've been working on this for as long as i remember and i'm still not bored of hearing about updates :P
Title: Re: [PP] Progress '11
Post by: Xeda112358 on August 11, 2011, 10:11:25 am
Updates are great to hear. What was making the elixir difficult to work with? Was it simply because it was the first time you were working with an item to raise the PP (so you didn't have any other coding precedents)? In any case, nice work :D
Title: Re: [PP] Progress '11
Post by: tifreak on August 11, 2011, 11:16:06 am
No, because what I'm doing seems to break the BASIC parser. lol

For some reason, certain aspects of the TIBASIC code won't run. I had to put a variable infront of a For( loop to make it run. :/ Otherwise, it's a matter of making proper tweaks and such.
Title: Re: [PP] Progress '11
Post by: tifreak on August 11, 2011, 08:45:18 pm
(http://tifreakware.net/tifreak8x/pokemon/ss/muchlulz.gif)

Just testing out the height I'm going to need for the text box that shows the attack names and the available PP they will each have. Thought it was funny, so here you go.
Title: Re: [PP] Progress '11
Post by: tifreak on August 12, 2011, 07:49:29 am
(http://tifreakware.net/tifreak8x/pokemon/ss/showmoveselixir.gif)

This shows the preliminary of the FIGHT option being started, and also shows that the Elixir item works on the battling Pokemon.
Title: Re: [PP] Progress '11
Post by: Eiyeron on August 12, 2011, 10:37:45 am
Psyduck 19/999 HP...
CHEATER SPOTTED!
Title: Re: [PP] Progress '11
Post by: Binder News on August 12, 2011, 10:57:37 am
HOLY CRAP! How long have you been working on this?
Title: Re: [PP] Progress '11
Post by: tifreak 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 ^_^
Title: Re: [PP] Progress '11
Post by: Dionysus 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/ (http://imageshack.us/photo/my-images/204/oakredblue.png/)
Title: Re: [PP] Progress '11
Post by: tifreak 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.
Title: Re: [PP] Progress '11
Post by: Dionysus on August 13, 2011, 11:16:33 pm
Alright, well, if you want me to make the sprites, feel free to let me know.
Title: Re: [PP] Progress '11
Post by: tifreak 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.
Title: Re: [PP] Progress '11
Post by: tifreak 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.
Title: Re: [PP] Progress '11
Post by: imo_inx on August 31, 2011, 08:37:30 am
This game will be awesome once it's out, but huge...
Title: Re: [PP] Progress '11
Post by: tifreak 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.
Title: Re: [PP] Progress '11
Post by: Hayleia 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(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)


(if there are grammar or spelling fails, it is because I am French)
Title: Re: [PP] Progress '11
Post by: tifreak 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.
Title: Re: [PP] Progress '11
Post by: tifreak 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.
Title: Re: [PP] Progress '11
Post by: tifreak 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.
Title: Re: [PP] Progress '11
Post by: Hayleia 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 ?
Title: Re: [PP] Progress '11
Post by: tifreak on September 03, 2011, 08:31:31 am
I've been writing everything over the last couple months using Tokens and then dropping it into Wabbitemu. Tokens also builds appvars, which is what I am doing with all this item code. Each item corresponds to the item name stored in an appvar line by line. Then it's just a matter of copying just that code into a temp program and running that instead of needing a high overhead of RAM.
Title: Re: [PP] Progress '11
Post by: Hayleia on September 03, 2011, 08:43:23 am
O.O so, in other words, you have code in appvar and call it inside a temporary prog when you need !

:thumbsup: 'Nuff said ;)

For my prog, I put all the data (except text) in archived appvars and only the executable program is in Ram.
Title: Re: [PP] Progress '11
Post by: tifreak on September 03, 2011, 08:57:45 am
That's essentially what I'm doing as well. I have certain programs in RAM. Others are in ROM and Resource is used to call those in to temp programs to run and deleted right afterwards. I'm also using progressive archiving, so when you start the game, it will archive prgmPOKEMON. Then when you go into a battle, it will archive the walking engine prgmZGA. If you go to switch pokemon, it will archive the battle engine. And of course, it unarchives as it goes back to those other programs.
Title: Re: [PP] Progress '11
Post by: Hayleia on September 03, 2011, 10:27:00 am
So there is a time we see the "Garbage Collect" message ? :'(
In mine, only the saved game needs to be unarchived when I write in. But yeah, it has less details than yours.
Title: Re: [PP] Progress '11
Post by: tifreak on September 03, 2011, 10:49:16 am
Maybe, eventually. This is for the SE calcs though, so it won't be seen for a good long time.

And there isn't THAT many archives and unarchives being done.
Title: Re: [PP] Progress '11
Post by: tifreak on September 05, 2011, 09:34:02 pm
So, working on code to use Ether. Right now, dealing with the battling Pokemon. This code is really giving me a headache. For the battling Pokemon, it redisplays the battle screen, then clears out the section of the text box and expands that to show the attacks. From there, you select which attack gets the Ether. I also have to re-clear a part of that, enough to redisplay the border/box so I can display the text.

If the item is not successful, I can thankfully clear the screen to return to the item screen.

If the item is successful, I have to clear out that entire mess and recall pic1.

And if you think this is bad.. The party Pokemon's code has to be written on the fly. Meaning it isn't like the battling Pokemon where it uses list L1. This code has to be compiled and dropped into a temp program to run, based off the |LP# for the list it is calling upon, on top of all the stuff I mentioned above.
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on September 05, 2011, 10:58:31 pm
Sorry to hear about the battle coding issues. Glad to see new updates, though.
Title: Re: [PP] Progress '11
Post by: tifreak on September 06, 2011, 05:07:31 am
Eh, it's fine. Just going to be a challenge :p And I mostly like challenges. lol
Title: Re: [PP] Progress '11
Post by: tifreak on September 08, 2011, 07:51:40 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:0->Tmax:If 0<L1(3:Then:L1(3:prgmZCE:35->Tmax: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:41->Tmax: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:47->Tmax: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:53->Tmax:Text(53,9,Str9:Text(53,70+4(1-int(log(L1(22)))),L1(22:Text(53,78,"/",L1(26:End:5->W:While W=5:Text(A,5,">":getKey->K:If K:Text(A,5,"   ":A-6((K=34 and A<Tmax)-(K=25 and A>35->A:If K=31:Then:ClrDraw:1->W:End:If K=21:Then:For(F,4,14:Line(4,F,90,F,0:End:For(F,15,30:Line(0,F,94,F,0:End:RecallPic Pic1:If A=35:Then:If L1(19)>=L1(23:Then:Text(47,4,"ETHER INEFFECTIVE":prgmZWT:1->W:End:If L1(19)<L1(23:Then:Text(47,4,"USED ETHER!":10+L1(19->L1(19:If L1(19)>L1(23:L1(23->L1(19:prgmZWT:1.5->W:End:For(F,4,14:Line(4,F,90,F,0:End:End:If A=41:Then:If L1(20)>=L1(24:Then:Text(47,4,"ETHER INEFFECTIVE!":prgmZWT:1->W:End:If L1(20)<L1(24:Then:Text(47,4,"USED ETHER!":prgmZWT:10+L1(20->L1(20:If L1(20)>L1(24:L1(24->L1(20:1.5->W:End:For(F,4,14:Line(4,F,90,F,0:End:End:If A=47:Then:If L1(21)>=L1(25:Then:Text(47,4,"ETHER INEFFECTIVE!":prgmZWT:1->W:End:If L1(21)<L1(25:Then:Text(47,4,"USED ETHER!":10+L1(21->L1(21:If L1(21)>L1(25:L1(25->L1(21:prgmZWT:1.5->W:End:For(F,4,14:Line(4,F,90,F,0:End:End:If A=53:Then:If L1(22)>=L1(26:Then:Text(47,4,"ETHER INEFFECTIVE!":prgmZWT:1->W:End:If L1(22)<L1(26:Then:Text(47,4,"USED ETHER!":10+L1(22->L1(22:If L1(22)>L1(26:L1(26->L1(22:prgmZWT:1.5->W:End:For(F,4,14:Line(4,F,90,F,0:End:End:End:End:End:If iPart(W)=1:Return
This is the code I've come up with (read: untested as of yet) to deal with using the item Ether. This code -only- deals with the battling Pokemon. The code for the party Pokemon is going to be many levels higher in complexity.

This would also be a good time to note that this is now the longest piece of code in the appvar ZITU. And it's nowhere near complete.
Title: Re: [PP] Progress '11
Post by: JustCause on September 08, 2011, 08:51:00 am
...Wow. That's one hell of a line. Hope it works!

The code for the party Pokemon is going to be many levels higher in complexity.
AND IT GETS WORSE? D:
Title: Re: [PP] Progress '11
Post by: tifreak on September 08, 2011, 09:52:30 am
Yes. Because of the way I have the party system set up. There is a 6 element list, numbers 1-6, that keep track of which |LP# (there are 6, they are the stat lists for the pokemon) are in what order so you can move the pokemon around in your party. Since they are ever changing, I have to make the code for using items on the party pokemon quite dynamic. So it has to create the code, dump it off into another temp program, and then run it. :)
Title: Re: [PP] Progress '11
Post by: tifreak on September 09, 2011, 08:35:39 am
(http://tifreakware.net/tifreak8x/pokemon/ss/testetherbattle.gif)

Just shows that the ether works successfully. The first time ;)

Now to write the code to use Ether on the party pokemon.
Title: Re: [PP] Progress '11
Post by: imo_inx on September 09, 2011, 08:38:18 am
You need to add Rotom. :D Did you asign the power points for each move to variables?
Title: Re: [PP] Progress '11
Post by: tifreak on September 09, 2011, 08:49:49 am
Rotom?

And the stats for each pokemon are stored in lists. 56 element lists.
Title: Re: [PP] Progress '11
Post by: JosJuice on September 09, 2011, 09:22:17 am
Rotom?
It's a 4th gen Pokémon.
Title: Re: [PP] Progress '11
Post by: Yeong on September 09, 2011, 09:22:56 am
it looks like little electric thingy that can change forms O.o
Title: Re: [PP] Progress '11
Post by: tifreak on September 09, 2011, 09:48:26 am
Rotom?
It's a 4th gen Pokémon.

ooooo~ That would be why, I don't really remember names past first gen too well.

@yeongJIN, what do you mean exactly? Nothing is changing forms :p I just used filler data on the pokemon for testing purposes.
Title: Re: [PP] Progress '11
Post by: JosJuice on September 09, 2011, 10:00:24 am
@yeongJIN, what do you mean exactly? Nothing is changing forms :p
Rotom is an electric-type Pokémon that can change forms when you take it to a certain place in PtHGSSBW.
Title: Re: [PP] Progress '11
Post by: tifreak on September 09, 2011, 10:23:34 am
Heh, I really need to go looking through that national pokedex again..
Title: Re: [PP] Progress '11
Post by: ztrumpet on September 09, 2011, 03:17:05 pm
This is looking nice.  You've made quite a bit of progress in the past month. :)

Quick question:
Have you ever considered using Text(Y,X,"       ") or Text(-1,Y,X,"       ") to erase things instead of Line(X1,Y1,X2,Y2,0) ?
Title: Re: [PP] Progress '11
Post by: tifreak on September 09, 2011, 07:40:02 pm
I have. However, you lose the smoothness that the Line( command offers. Plus, I'd have to go through the whole game and make those changes since I want it all to be uniform, ya know? So that would eat much more time :p

Besides, using Line( is considerably more precise than guessing with the length of spaces needed to do the same thing.
Title: Re: [PP] Progress '11
Post by: tifreak on September 11, 2011, 10:01:10 pm
I come bearing gifts of headaches and suffering:

Code: [Select]
If Tmin>0 and Z=1:Then:ClrDraw:RecallPic Pic1: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:0->Tmax:35->A:If 0<L1(3:Then:L1(3:prgmZCE:35->Tmax: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:41->Tmax: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:47->Tmax: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:53->Tmax:Text(53,9,Str9:Text(53,70+4(1-int(log(L1(22)))),L1(22:Text(53,78,"/",L1(26:End:5->W:While W=5:Text(A,5,">":getKey->K:If K:Text(A,5,"   ":A+6((K=34 and A<Tmax)-(K=25 and A>35->A:If K=31:Then:ClrDraw:1->W:End:If K=21:Then:For(F,4,14:Line(4,F,90,F,0:End:For(F,15,30:Line(0,F,94,F,0:End:RecallPic Pic1:If A=35:Then:If L1(19)>=L1(23:Then:Text(47,4,"ETHER INEFFECTIVE":prgmZWT:1->W:End:If L1(19)<L1(23:Then:Text(47,4,"USED ETHER!":10+L1(19->L1(19:If L1(19)>L1(23:L1(23->L1(19:prgmZWT:1.5->W:End:For(F,4,14:Line(4,F,90,F,0:End:End:If A=41:Then:If L1(20)>=L1(24:Then:Text(47,4,"ETHER INEFFECTIVE!":prgmZWT:1->W:End:If L1(20)<L1(24:Then:Text(47,4,"USED ETHER!":prgmZWT:10+L1(20->L1(20:If L1(20)>L1(24:L1(24->L1(20:1.5->W:End:For(F,4,14:Line(4,F,90,F,0:End:End:If A=47:Then:If L1(21)>=L1(25:Then:Text(47,4,"ETHER INEFFECTIVE!":prgmZWT:1->W:End:If L1(21)<L1(25:Then:Text(47,4,"USED ETHER!":10+L1(21->L1(21:If L1(21)>L1(25:L1(25->L1(21:prgmZWT:1.5->W:End:For(F,4,14:Line(4,F,90,F,0:End:End:If A=53:Then:If L1(22)>=L1(26:Then:Text(47,4,"ETHER INEFFECTIVE!":prgmZWT:1->W:End:If L1(22)<L1(26:Then:Text(47,4,"USED ETHER!":10+L1(22->L1(22:If L1(22)>L1(26:L1(26->L1(22:prgmZWT:1.5->W:End:For(F,4,14:Line(4,F,90,F,0:End:End:End:End:End:If iPart(W)=1:Return:If (Tmin>0 and Z>1) or Tmin=0:Then:For(F,0,30:Line(0,F,94,0:End:"0ZBD":prgmZRS:{94,0,3,27:prgmTEMP:prgmZC1:"|LP"+sub("123456",|LPRTY(Z),1)->Str7:35->A:0->Tmax:4->theta:"ZTMP2"->Str0:prgmZCE:3->theta:prgmZCE:"0"+sub(Str9,1,1)+"theta:"+sub(Str9,2,1)+"rowSwap(ZAN"+sub(Str9,2,1)+sub(Str9,1,1)+"Str0:If 0<"+Str7+"(3:Then:"+Str7+"(3:prgmZCE:35"+sub(Str9,1,1)+"Tmax:Text(35,9,Str9:Text(35,70+4(1-int(log("+Str7+"(19)))),"+Str7+"(19:Text(35,78,"+sub(Str9,2,1)+"/"+sub(Str9,2,1)+","+Str7+"(23:End:If 0<"+Str7+"(4:Then:"+Str7+"(4:prgmZCE:41"+sub(Str9,1,1)+"Tmax:Text(41,9,Str9:Text(41,70+4(1-int(log("+Str7+"(20)))),"+Str7+"(20:Text(41,78,"+sub(Str9,2,1)+"/"+sub(STr9,2,1)+","+Str7+"(24:End:If 0<"+Str7+"(5:Then:"+Str7+"(5:prgmZCE:47"+sub(Str9,1,1)+"Tmax:Text(47,9,Str9:Text(47,70+4(1-int(log("+Str7+"(21)))),"+Str7+"(21:Text(47,78,"+sub(Str9,2,1)+"/"+sub(Str9,2,1)+","+Str7+"(25:End:If 0<"+Str7+"(6:Then:"+Str7+"(6:prgmZCE:53"+sub(Str9,1,1)+"Tmax:Text(53,9,Str9:Text(53,70+4(1-int(log("+Str7+"(22)))),"+Str7+"(22:Text(53,78,"+sub(Str9,2,1)+"/"+sub(Str9,2,1)+","+Str7+"(26:End:5"+sub(Str9,1,1)+"W:While W=5:Text(A,5,"+sub(Str9,2,1)+">"+sub(Str9,2,1)+":getKey"+sub(Str9,1,1)+"K:If K:Text(A,5,"+sub(Str9,2,1)+"   "+sub(Str9,2,1)+:A+6((K=34 and A<Tmax)-(K=25 and A>35"+sub(Str9,1,1)+"A:If K=31:Then:ClrDraw:1"+sub(Str9,1,1)+"W:End:If K=21:Then:For(F,0,30:Line(0,F,94,F,0:End:RecallPic Pic2:For(F,0,17):Line(0,F,94,F,0):End:"+sub(Str9,2,1)+"0ZBD"+sub(Str9,2,1)+":prgmZRS:{94,0,3,15:prgmTEMP:prgmZC1:If A=35:Then:If "+Str7+"(19)>="+Str7+"(23:Then:Text(47,4,"+sub(Str9,2,1)+"ETHER INEFFECTIVE!"+sub(Str9,2,1)+":prgmZWT:1"+sub(Str9,1,1)+"W:End:If "+Str7+"(19)<"+Str7+"(23:Then:Text(47,4,"+sub(Str9,2,1)+"USED ETHER!"+sub(Str9,2,1)+":prgmZWT:10+"+Str7+"(19"+sub(Str9,1,1)+Str7+"(19:If "+Str7+"(19)>"+Str7+"(23:"+Str7+"(23"+sub(Str9,1,1)+Str7+"(19:1.5"+sub(Str9,1,1)+"W:End:End:If A=41:Then:If "+Str7+":(20)<"+Str7+"(24:Then:Text(47,4,"+sub(Str9,2,1)+"ETHER INEFFECTIVE!"+sub(Str9,2,1)+":prgmZWT:1"+sub(Str9,1,1)+"W:End:If "+Str7+"(20)<"+Str7+"(24:Then:Text(47,4,"+sub(Str9,2,1)+"USED ETHER!"+sub(Str9,2,1)+":prgmZWT:10+"+Str7+"(20"+sub(Str9,1,1)+Str7+"(20:If "+Str7+"(20)>"+Str7+"(24:"+Str7+"(24"+sub(Str9,1,1)+Str7+"(20:1.5"+sub(Str9,1,1)+"W:End:End:If A=47:Then:If "+Str7+"(21)<"+Str7+"(25:Then:Text(47,4,"+sub(Str9,2,1)+"ETHER INEFFECTIVE!"+sub(Str9,2,1)+":prgmZWT:1"+sub(Str9,1,1)+"W:End:If "+Str7+"(21)<"+Str7+"(25:Then:Text(47,4,"+sub(Str9,2,1)+"USED ETHER!"+sub(Str9,2,1)+":prgmZWT:10+"+Str7+"(21"+sub(Str9,1,1)+Str7+"(21:If "+Str7+"(21)>"+Str7+"(25:"+Str7+"(25"+sub(Str9,1,1)+Str7+"(21:1.5"+sub(Str9,1,1)+"W:End:End:If A=53:Then:If "+Str7+"(22)<"+Str7+"(26:Then:Text(47,4,"+sub(Str9,2,1)+"ETHER INEFFECTIVE!"+sub(Str9,2,1)+":prgmZWT:1"+sub(Str9,1,1)+"W:End:If "+Str7+"(22)<"+Str7+"(26:Then:Text(47,4,"+sub(Str9,2,1)+"USED ETHER!"+sub(Str9,2,1)+":prgmZWT:10+"+Str7+"(22"+sub(Str9,1,1)+Str7+"(22:If "+Str7+"(22)>"+Str7+"(26:"+Str7+"(26"+sub(Str9,1,1)+Str7+"(22:1.5"+sub(Str9,1,1)+"W:End:End:End:End:End"->Str9:1->theta:"ZTMP2"->Str0:1:prgmZCE:prgmZTMP2:6->theta:"ZTMP2"->Str0:prgmZCE:End
This is the code currently that deals with Ether. It alone is 3569 bytes in size.
Title: Re: [PP] Progress '11
Post by: chattahippie on September 11, 2011, 10:16:42 pm
 :o Wow... that's amazing tifreak!
If the ether alone takes up over 3500 bytes, I can only imagine how big the finished game will be!
Good luck! :thumbsup:
Title: Re: [PP] Progress '11
Post by: ztrumpet on September 11, 2011, 10:33:47 pm
O.O
That's insane.  At what point does it get its own subroutine?
Title: Re: [PP] Progress '11
Post by: tifreak on September 11, 2011, 10:39:19 pm
This -is- its own subroutine :p

Don't worry, I'll be making changes to the code. I'll have to sacrifice a slight amount of speed so I can make it smaller. I'm going to drop the Text( commands that display which attacks a pokemon has into a For( loop, and hope that I don't lose too much in speed. Should knock down the size considerably though.
Title: Re: [PP] Progress '11
Post by: Builderboy on September 11, 2011, 10:52:40 pm
That is insane O.O That bunch of code along makes me wonder if this isn't one of the most ambitious TiBasic programs developed
Title: Re: [PP] Progress '11
Post by: LincolnB on September 11, 2011, 10:56:16 pm
Ether = about 2% of the game (I'm guessing, based on the old gbc pokemon games)

3569 bytes * 50 = 178,450 bytes

Oh my holy crap.
Title: Re: [PP] Progress '11
Post by: chattahippie on September 11, 2011, 10:57:43 pm
Ether = about 2% of the game (I'm guessing, based on the old gbc pokemon games)

3569 bytes * 50 = 178,450 bytes

Oh my holy crap.
D:
Title: Re: [PP] Progress '11
Post by: tifreak on September 12, 2011, 05:28:10 am
Ether = about 2% of the game (I'm guessing, based on the old gbc pokemon games)

3569 bytes * 50 = 178,450 bytes

Oh my holy crap.

This game is already sitting over 110kb, and I am no where near done ;)
Title: Re: [PP] Progress '11
Post by: LincolnB on September 12, 2011, 08:00:10 pm
are you going to use Basic Builder, or something?
Title: Re: [PP] Progress '11
Post by: tifreak on September 12, 2011, 09:16:28 pm
Nope, it wouldn't work for this project in the slightest. I plan on moving more data over to the appvars once I get battles working properly.

Sadly, Ether is giving me issues, hopefully it can be resolved soon.
Title: Re: [PP] Progress '11
Post by: tifreak on September 18, 2011, 10:35:48 pm
Well, been almost a week, thought I'd post an update.

Ether now works for the battling pokemon to the point that it applies the stat increase. However, it merely shuts the game down right after, so I need to figure out where this problem is coming in from.
Title: Re: [PP] Progress '11
Post by: Xeda112358 on September 18, 2011, 10:56:55 pm
:/ I hope you figure it out because that sounds like a tough problem :/
Title: Re: [PP] Progress '11
Post by: tifreak on September 19, 2011, 07:38:12 am
Yeah, these typically are. :<

I did find that there are 2 too many End commands in the section of code dealing with the party pokemon using Ether, and it is entirely possible this is causing the issue. I just have to split things up a bit and see.
Title: Re: [PP] Progress '11
Post by: tifreak on September 29, 2011, 07:50:08 am
WOO! *throws a FREAKING PARTY man*

I finally found the issue. It seems, that in an unrelated bit of code, I was missing an End statement. What threw me was that the loop this missing End statement was in was still working. At least the thing is fixed now. :/

And for your viewing pleasure, testing out the party pokemon with ether and the result:

(http://tifreakware.net/tifreak8x/pokemon/ss/whoops1.gif)

I think I already got those bits fixed, still amused me, so I thought I'd show it off.
Title: Re: [PP] Progress '11
Post by: Xeda112358 on September 29, 2011, 03:26:01 pm
Are the lines supposed to happen or is that just a minor bug to eventually fix? I only ask because I know you sometimes leave in obvious bugs that can be easily fixed later...
Title: Re: [PP] Progress '11
Post by: tifreak on September 29, 2011, 07:04:06 pm
Well, I forgot to add a variable, had Line(0,F,94,0 when it was sposed to be Line(0,F,94,F,0 ^^; Then the box after that was supposed to display in the empty zone :) That part was super easily fixed. The error syntax, however, not going to be as simple ^^;
Title: Re: [PP] Progress '11
Post by: tifreak on October 10, 2011, 07:20:31 am
(http://tifreakware.net/tifreak8x/pokemon/ss/evolvetest1.gif)

This is the beginnings of the evolution screen. I'm just curious what you all might think of this so far?

1. Yes, Dragonite isn't affected by Fire Stones
2. I don't care if Dragonite being evolved via Fire Stone offends you for this test.
3. Yes, I have things to tweak, like placement of the black square, how long it lasts, etc

I'm just looking for overall thoughts on how I'm displaying evolutions.
Title: Re: [PP] Progress '11
Post by: turiqwalrus on October 10, 2011, 07:35:51 am
looks good...
I'd guess that you're using the square animation because the pokemon drawing is too slow to flicker between pre-evolved and evolved
Title: Re: [PP] Progress '11
Post by: tifreak on October 10, 2011, 10:17:20 am
Not really that, I have an asm program to display the pokemon, it's the clearing out of and such that would make it hard to do :<
Title: Re: [PP] Progress '11
Post by: turiqwalrus on October 10, 2011, 12:01:54 pm
ah...
that makes sense :P
Title: Re: [PP] Progress '11
Post by: tifreak on October 16, 2011, 10:02:42 pm
(http://tifreakware.net/tifreak8x/pokemon/ss/stopevo.gif)

This shows what things look like when you cancel the evolution of a pokemon when you press the Alpha key.

(http://tifreakware.net/tifreak8x/pokemon/ss/evolvetest3.gif)

And this is what I have so far of the completed evolution. I know the pokemon needs to be moved over a couple more pixels. But otherwise, what do you all think? Better than the firewall, huh? :p

Thank Weregoose for that.
Title: Re: [PP] Progress '11
Post by: ztrumpet on October 16, 2011, 10:18:56 pm
I really like the spiraling.  It looks great. :)
Title: Re: [PP] Progress '11
Post by: meishe91 on October 16, 2011, 11:29:31 pm
That's pretty sick, man. Is that the square character that is used to create the spiraling and then Line() to unspiral?
Title: Re: [PP] Progress '11
Post by: DJ Omnimaga on October 17, 2011, 12:32:12 am
Looks nice Tifreak, and wow I didn't even know we could cancel the evolution of Pokémons.
Title: Re: [PP] Progress '11
Post by: tifreak on October 17, 2011, 05:22:28 am
meishe: No, it's two pt-on/pt-off commands that do it via a list with some complicated bit of coding, you can find it on the Cemetech topic from Weregoose. I still don't completely understand the code yet, I've gotta figure it out though :p

And thanks for the compliments! ^ ^
Title: Re: [PP] Progress '11
Post by: meishe91 on October 19, 2011, 12:43:47 pm
Ah, ya. That is some tricky coding Goose came up with :P I think I understand it for the most part but I haven't gone over it all to fully understand it. (Stopped when I got to the U+.1V part.)

Ya, until this week I had completely forgotten about the Pt-Off() command working the same as Pt-On(). Which makes something I'm working on much easier :P

Well good luck on the stuff you're working on now ;D
Title: Re: [PP] Progress '11
Post by: tifreak on October 23, 2011, 06:22:55 pm
http://tifreakware.net/tifreak8x/pokemon/ss.php

Updated the screenshot page with well over 50 screenshots that I've never bothered to link to it.
Title: Re: [PP] Progress '11
Post by: tifreak on November 07, 2011, 08:54:50 pm
(http://tifreakware.net/tifreak8x/pokemon/ss/testevolve3.gif)

Reduced the looping to just once, removed the need to recall the pic which sped things up. Checked and verified that exiting the loop still functions.
Title: Re: [PP] Progress '11
Post by: LincolnB on November 08, 2011, 10:23:18 am
hey, looks sweet.
Title: Re: [PP] Progress '11
Post by: jsj795 on January 08, 2012, 09:20:58 am
any progress on PP? :)
Title: Re: [PP] Progress '11
Post by: Sorunome on January 08, 2012, 09:24:22 am
lol, there should be a new topic: [PP] Progress '12
Title: Re: [PP] Progress '11
Post by: TIfanx1999 on January 09, 2012, 11:44:30 am
Some how I missed the evolution screenshots. I have to say, it looks quite nice! =)
Title: Re: [PP] Progress '11
Post by: tifreak on February 07, 2012, 08:08:46 am
Thanks for the compliments, guys. Sadly, I've not had tons of time to mess with this. It's mostly been chicken scratches at the overall code. Since it's been so small on updates, I've only really posted those small updates on TI-Freakware forums. Once I get something substantial done, I'll make a new topic here.