Omnimaga
Calculator Community => Major Community Projects => Pokémon Purple => Topic started by: tifreak on October 01, 2008, 03:33:07 pm
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(http://tifreakware.net/pokemon/pmt4.gif) (http://www.ticalc.org/archives/files/fileinfo/382/38297.html)
Introducing Pokemon Purple, for the TI-83 Plus Silver Edition, a game made almost entirely in TI-BASIC, using ASCII graphics for the maps, and actual graphics for NPC interactions and battles.
I was "inspired" to create this game, as people were complaining that TI-BASIC is not capable of great things, and I wish to prove them wrong.
The game is currently in an early beta stage, as the overall game is only about 7% complete. I am hoping to be able to provide a window for TI-83+ users to get a glimpse of the Pokemon world that many people, young and old, still enjoy.
There were some screenshots of Pallet town here, however, they are outdated, as I no longer use them anymore.
Currently the ability to enter into buildings is not programmed in yet, hence no screenshots of the interiors are available as of yet.
The menu system is fairly easy to navigate through as you have a series of selections and you pick one. No brainer, right?
(http://tifreakware.net/tifreak8x/pokemon/ss/menu.gif)
As you progress in your journey, you have 8 Gym Leaders to defeat, which you can keep track of on your Badge Card:
(http://tifreakware.net/tifreak8x/pokemon/ss/ashid.gif)
As you defeat these trainers, and you get their badges, your Badge Card begins to fill up:
(http://www.tifreakware.net/pokemon/badges3.GIF)
(http://www.tifreakware.net/pokemon/badges5.GIF)
(http://www.tifreakware.net/pokemon/badgesall.GIF)
The items system is something that I created, because of the complexity of having or not having items. So, I created this menu of it, seperated into "pockets" which help organize where things are.
(http://www.tifreakware.net/pokemon/pokeitems.gif) (http://www.tifreakware.net/pokemon/itemsall.gif)
The Pokedex system is still in works, though I almost have it complete. I had to design and create a scrolling menu syste for the graphscreen, which, to my knowledge, had not been done before, had not been done too well. Creating this gave me some troubles, but they have all been worked out, here is a screenshot (so far) of the pokedex system:
(http://www.tifreakware.net/tifreak8x/textscroll/textscroll3.gif) (http://www.tifreakware.net/tifreak8x/pokemon/ss/pokedex.gif)
And after spending many, many weeks, I managed to get all the Pokemon pictures (32x32 icons) posted to black and white, hexadecimal. I use a program that was first created by me, and then severely optimized by another programmer, to take a hex value, and interpret it to display a sprite on the graphscreen, in much the same way that assembly programmers can do the same. Here is some screenshots of the pokemon:
(http://www.tifreakware.net/tifreak8x/pokemon/ss/26.GIF) (http://www.tifreakware.net/tifreak8x/pokemon/ss/pikachu.GIF)
And for the last bit that I have so far up to 12/14/2006, here are some of the NPC's that you will eventually be able to interact with:
(http://www.tifreakware.net/tifreak8x/pokemon/ss/ppl1.gif)
The latest things that have happened is a fully functional save system, and a 4-way scrolling map system:
(http://tifreakware.net/tifreak8x/pokemon/ss/scrollingmap3.gif) (http://tifreakware.net/tifreak8x/pokemon/ss/scrollingwalk2.gif)
If you want a ton more screenshots, you will have to go check out the screenshot page, as any other dialup user would die with them all showing at once... :P http://tifreakware.net/tifreak8x/pokemon/ss.htm
To check out the latest alpha, download here: http://tifreakware.net/tifreak8x/pokemon/files/pokepur0.1.6.zip
I am currently working on completely revamping the pokedex system, and other such things, as I have changed certain data structures.
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I know, generally one is supposed to update the post if less than 12 hours, however, didn't feel like adding more stuff to the Intro post. :)
(http://tifreakware.net/tifreak8x/pokemon/ss/pokedexrevamp.GIF)
The above is what I have been working on on making the pokedex into a new system. Compare to (http://www.tifreakware.net/tifreak8x/textscroll/textscroll3.gif) and tell me what you think. :)
Oh yes, and no, this does not have the cursor yet. I am working on it though, just thought I would post progress...
Edit: And no, Kingler should not be there... not sure why he is listed, looking in to it :P
Edit 2: Used N instead of N... <.< The simple mistakes... stupid stupid stupid...
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Looking good tifreak =D
The only thing I don't like is the pokedex, it looks like it's taking forever >.<
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wow this is skill right here!
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Tribal: Yeah, I know. However, at this moment, scrolling on the new system works. :) I have a few issues with clearing scrolling numbers and the "pokeballs" that I am dealing with right now. I am hoping for an animated screenshot later this evening. And, it has only taken... maybe 3 hours total thus far?
Ding_Programs: Thanks, this game has been in progress for over 2 years. :P
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yea, i remember going on your site a couple months ago and seeing this. I really hope you finish it.
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oh, and when you finish it, are you going to convert it to an app? cuz i don't see how it's going to fit on a calculator...
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Yes, I am going to finish it, and no, not going to be in basic builder. It will fit, on the 83+SE anyways... :P
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this is awesome as always, I hope you finish this :)
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well i know you aren't going to use basicbuilder, but how much mem is it going to take up?
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I am unsure but this is probably gonna take almost 0.7-1 MB total of archive, given the amount of data in a Pokemon game. Such huge games are expected to have large file size.
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Nah... It's going to be OVER 9000!!! :o
Oh wait, it is already over 9000. XD Somewhere around 80k, if memory serves...
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wow, that's a lot!
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It is. :)
I currently have 'scrolling' and 'page turning' functioning, I have it set up to correctly select the correct line, I am working on setting up the mini menu to the right. I have also changed "DATA" to "IMG" to just show the pokemon's image. Not sure when this will be done...
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i can't believe its mostly in basic! And i thought i was a pretty advanced basic programmer!
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Yeah, so far, it is better than 95% in BASIC.
I am sure to have at least the Exit function of the menu to work. I think it is supposed to kick it out of the pokedex... not sure yet, I have to fire up the Red version on the gameboy and see for myself... :P
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alright, bad new though...calc crashed=(
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? What, playing the alpha? That is not overly playable, in the sense of a game. You can see some maps, interact with the Pallet Town NPCs, etc. I'm workin on it though. :P
As to the new pokedex, quitting from the menu works, and the IMG now displays the correct pokemon sprite, however, the pokemon sprite seems to be off on the first row, I am working on getting that fixed next.
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no, i accidently crashed my calc, not playing your programs, your programs are amazing. *Bows down*.
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Thank you.
(http://tifreakware.net/tifreak8x/pokemon/ss/pokedexrevampanim.gif)
Things are working splendidly. ^_^
Do you guys like this better than the first attempt at a pokedex system?
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looks great!
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Just wondering, but why do you use the line funtion to clear the screen? Wouldn't using large or small "blank" text boxes be quicker? I have the same complaint with AOD 86. Also, ti connect didn't like the last beta i tried to send to my 83+SE, though I was able to send it to my regular 83+ BE
*Edit* New pokedex screens look really nice btw.
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o.O
O.o
I am not using the Line( command on the 86 for clearing anything...
As to on the 83+, it makes things disappear more smoothly than the jerky motions of Text(, though I only use them in the clearing of sprites and the inside of menus.
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Would Text(-1 be much faster? Altough some parts of the screen may still require line( to be erased due to Text(-1 needing to be multiple of 6 pixels width
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I am not sure where everyone is seeing this erasing part... o.O
The only things that get erased, is the small pokeball and the numbers. Those are simple 4 char strings that have spaces, pretty much it. The names are being overwritten via a string containing the --- in it. The clearing happens just before reposting the o and the ###, so that does not effect speed that much. And this is a bit faster on calc than on emulator...
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I agree with tifreak. dj omnimaga reputation lv=18
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Um, thanks. :P
I will release a new pokedex program, possibly tonight. I need to get with Iambian to make sure it is ok to release celtic2 within that zip. I don't see him having and problems with it, I just want to make sure.
After that... I am not sure what is next to do...
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have you actually finished all the maps?
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No, I don't have that many completed, as I am trying to get the engines and routines completed before worrying about how many maps are available. I remembered, however, I need to see about getting the final bits of the equation stuff completed...
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good luck with that!
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@Tifreak, just wanted to share my oppinon that's all. I thought AOD 86 did use line to clear things also O_o my bad. On the old 83 I always used text to quickly clear out larger areas at a time if i didn't want to do a clear draw or wanted to preserve some of the screen. Although, I haven't tested it v.s line on the SE. How about giving us a recap on pokemon, of what is completed so far? Methinks you should write yourself out a diagram of what is done and what all needs to be done and then make a plan on what to tackle and in which order. That way you can organize related subprograms and work on them together. ;)
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good idea mr. camelot
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Ok, Pokemon alpha 0.1.6 has the following:
::Fully working title screen with introduction
::Save - Load fully operational
::Walking engine at 70%
----Engine still needs support for:
--------Pitch black
--------Jumping ledges on left and right sides
--------NPC line of sight (still not sure about this one..)
::Random encounters works, with flashing animation
::Stat Generation mostly works, needs to give attacks properly
::Entering buildings works
::Maps from Pallet Town through Route 2
----Can enter buildings in Pallet only at this point
::Can interact with NPC's, including one in Viridian that has a Yes/No menu
::In-Game menu seems to work, or at least, in theory it is fully functional. :P
::Town Map is created
::Can view Ash's stats
::Pokemon Party screen was created at one point, not sure if it is still there
::Pokedex system completed
I think that covers a big portion of what is functioning in the game. Still to come for beta 0.1.7:
::Completed stat generation
::Functional Battle system
::Functional Items system (it is started, just not useable)
::Events system
And I understand, Art_of_Camelot, opinions are welcome, its just I was trying to figure out where that topic came up from. :P If I was doing large boxes, I agree, I would probably use Text(, but since the boxes and sprites are generally small, I am trying to go for smoothness, and Line( is sure smoother than Text(, and uses less bytes, because of all the spaces generally required to clear out long sections.
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i can't wait for the battle system
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Oh, trust me, not nearly as badly as I can't wait for it... :P
Edit:
I have put pencil to paper and hopefully have created new, faster code, to get the attacks stuck correctly to the appropriate pokemon. I will find out later this evening. At this point, there is an Oktoberfest going on, with lots of junk food, and I am missing out! :o
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cool, beta tomorrow? jk nice work :)
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is your final program going to include all the source? cuz i would really love to study your programs and code!
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It's 97% in BASIC, so of course it will include the source. :P
I will probably get around to the code tomorrow, and checking it then. I picked up 4 more dragons for my collection. ^_^
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dragons?
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He has an army of dragons he keeps in the fissure behind his house, right next to the umpa lumpas.
jk, I think he collects pictures of dragons?
Hey tifreak, nice progress so far.
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I has many dragon statues. :) It is a bit of a hobby of mine. I will post pics up later this afternoon.
And thanks. ^_^
After I can get away from work in... 4 hours, I will get time to look through that code and get it on calc to test. Hopefully it will drastically speed things up.
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4 hours? O.o Is your work place that far or is it cuz there got an accident that far?
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cool, how many dragons in your collection?
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4 hours? O.o Is your work place that far or is it cuz there got an accident that far?
No, I just work at the shop for 4 hours. Was longer today though. :(
cool, how many dragons in your collection?
*tifreak counts*
10 statues, 3 posters. :)
And with food in front of me, and getting it shovelled down, I can get to work on pokemon... ^_^
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(http://tifreakware.net/tifreak8x/pokemon/ss/pokedexrevampanim2.gif) vs (http://tifreakware.net/tifreak8x/pokemon/ss/pokedexrevampanim.gif)
Think it looks faster?
What I have done is removed all the error checking for the displayer, as that should all be done through the getkey loop and detection, etc. I also added a While command in to right before the displaying of just the names, so it would go to that instead of redrawing the other few parts each time it moved. I had not realized it was doing that before hand... <.<
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wow looks much faster!
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@Tifreak I tend to hone in on small details sometimes so I guess thats why I brought the line thing up :). And yea I understand using the line commands take up less memory and i figured that was why you did it that way. Speed really shouldnt be a problem on the se anyhow :). Also, second pic defenitly scrolls through selections faster.
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nice
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BWHAHAHAHAHAHAHAHAHAHAHAHAHA
I am so awesome. Or at least, I think I am. I might not be. *shrugs*
Anyways, here be important stuff for you all. I have gotten random encounters to 100% !!!!!!1111oneeleven You have no idea how happy I am to have that done and over with, after pitting myself against it for over 2 hours today. But, enough babbling. You want a screenshot, I am sure...
(http://tifreakware.net/tifreak8x/pokemon/ss/randencv2.gif)
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Hey that's great! It runs at a nice speed too. Good work!
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whoah that is amazing!
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wow awesome looking battle intro, this means contrast now works in Wabbitemu screenshots, w00t. But I like it, it reminds me one of the Illusiat remakes battle intro (I think Illusiat 2 or 4), but it flashed a bit faster and less longer. Nice work so far :)
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Thanks. After I go get some food, I will begin working on concept shots for the battle screen...
Edit: Didn't see your post DJ :P
What you are seeing there is a pic var that is completely black, and it just flashes between the home screen and graphscreen. I think I used rand(8 to put some pauses in there... might have been rand(18... :P
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oooh ok I thought you were using SETCON from Michael_V BASIC tools set of programs. I did that for the Illusiat remakes
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I thought about it, however, trying to come up with ways to make things without asm, and since that made it possible... :)
I am about 60% done with this concept shot... I am working on it in a program to make sure it will work at all...
Edit:
What battle system? ::) Oh! You mean this:
(http://tifreakware.net/tifreak8x/pokemon/ss/battlescreen.gif) :D
Of course, I am just using the enemy data to populate the screen and information right now. The next thing to do is begin with the events system, so you can even get your first pokemon to start battling. But it is still progress. ^_^
(http://tifreakware.net/tifreak8x/pokemon/ss/pokemongb.png) Is the way it looked on the gameboy game. :D
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wow that almost looks like the real pokémon layout. Nice job again :)
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crazy... that's all i got to say....crazy....
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That looks great!
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Well, I have given in, and benryves was kind enough to get it to work. I am going to use an asm program, JUST FOR DISPLAYING THE POKEMON SPRITES! That is ALL it will be used for, no NPC sprites, No scrolling tilemapped game, etc. It is a program less than 400 bytes in size. It now displays the pokemon sprites a bit faster to the screen, so that makes me fairly happy. :) Anywho, back to creating the events system on paper...
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oooh awesome, I remember kerm wanting to write a program for that I think back then but he never finished it or you wanted the routine to be BASIC, right? It might be a good idea if people complain about speed. Personally I wouldn't mind since I am used to slow loading time (on both calc and PC)
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Well, he tried with normal hex and failed to get it working. benryves had it working within just a couple hours, if not less.
And yeah, I wanted it to be basic... however, just to dodge some bullets, I have got it now. However, NPC sprites will still be displayed the old fashioned way. Not changing that. :P
Also, been thinking about the pokemon sprites... for the battle, at least for now, it will just have to look like the pokemon are trying to rape eachother, as I would have to completely go through EACH sprite again, and draw them, backwards... ><
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Are you going to at least mirror them? Shouldn't be to difficult (at least I wouldn't think so).
Also, I know your overworld is ASCII, but it wouldn't hurt to use the ASM program to draw The NPC's when you go up and talk to them(why not use it if you have it to use?) . Does your engine draw a graphical sprite everytime you talk to an NPC ? If so, I think I'd use it for that too. They were previously sharing the same sprite drawing routine weren't they?
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because the NPC sizes are different, and have are not the same as the pokemon in data. And no, they were using separate routines, because I needed to add stuff for the pokemon sprites, but it would not display both at the same time. Besides, the NPC sprites don't take long to load... :P
As to mirroring them, that is what I meant. I would have to open up each item in paint, reverse them, redraw them in sprite 2 hex, recompress them, etc. The data would be completely wrong and the hex values would be different for reversal.
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Well, I guess I was wrong.
(http://tifreakware.net/tifreak8x/pokemon/ss/battlescreenwin.gif)
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Ahh ok. Glad mirroring worked. It looks alot better that way. :)
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O.O wow that's getting even better and better, almost asm like when it goes into battles and overworld scrolling still seems fast
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Indeed, the screenshot I'm seeing three posts above appears impressive. Great work, tifreak.
But... why didn't you ask *me* to do the sprite routine?
- Was I not available at the time?
- Did you think I was too busy?
- Did you think I couldn't do it?
- Did you think I was just gonna rehash Celtic III?
- Was the Mastermind gonna blow up the world if you asked me? :P
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Cherry-Flavored Iambian
You are too busy running away from #omnimaga people trying to hunt you
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Well, you had pushed it before. :P Also, benryves offered to do it, and had something up in like, 20 minutes. And, you are busy with your own project. :P
Please don't take offense to it. Like I said, he offered, and had it up in a short time.
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Well... when you finish Pokemon Purple and decide to write another version using a larger graphical lib, please note that Celtic III does have sprite flipping for purposes like what you're trying to do. By the time you're ready to do it, all the major bugs in Celtic III will have been worked out. Such as the pervasive and elusive sprite and (just recently found) line clipping problems.
Indulge in its superior command set! Mwahahahah*choke*gasp*cough*cough*!!! ... whenever you're ready.
Still... 20 minutes on such short notice is pretty fast. I'm not sure I would've been able to rehash Celtic III to provide that functionality in that short of a time. I guess that's what you get when you ask a more experienced ASM coder with a zillion graphic libraries. HAH! Something to aspire to!
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Not including the whole "using minimal asm thing" would have been broken :P
Back to work on trying to get up an event system.
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I am really glad your working on this still dan, and I am happy you have a faster sprite displaying program (routine)..I know this is going to be awesome!
@Iambian: He wants it to be mainly basic, but still celtic is great!
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Well, the events system has begun!! :D
(http://tifreakware.net/tifreak8x/pokemon/ss/eventstart.gif)
What do you think for that as a start?
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I like the pi man =)
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Looks pretty good, just dont make it on a pause..Make it with "Repeat Ans:getKey:End"
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wow awesome, keep up the good work :)
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Looks pretty good, just dont make it on a pause..Make it with "Repeat Ans:getKey:End"
I plan on it. Remember, this is just a test, to see what I can do with this whole set up. Though, so far, this is what WILL be in this event. :) I like how it works so far... But yeah, I already have a program in there with something like that in it, so I will add that in later..
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Love it though dan, and I will be happy with all that you accomplish on this long journey :P
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Heh, Thanks Kalan. :)
I am working out, ironing out bugs with my engine, but, for the most part, it will drag you to Oak's lab without any trouble.I think I will need to add in a few more options so that it will force the NPC to not move when you do, which should not be hard. I hope not anyways. As it stands though, you can stand in either of the two *, and it will take you directly to Oak's door. I might have to utilize a different program specifically for the checking of whether the player is on a stair or on a door, and go from there, as at this time, it does not work.
So, if nothing else, first thing tomorrow, I will present a screenshot for your scrutiny.
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cool, I can't wait to see it :)
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(http://tifreakware.net/tifreak8x/pokemon/ss/event1.2.gif) (http://tifreakware.net/tifreak8x/pokemon/ss/event1.3.gif)
This is the new Event engine, it uses lists to tell the NPC and Char where to go. I could totally make the game out of just this... just let the players suffer through it playing all by itself... BWHAHAHAhahaha... *cough-hack*
Anyways..
These show that you can enter either of the two * and still make it to the door. I still have a couple things to add. Like 1, make it so that you don't force Prof. Oak up the front of his lab, and 2, see about adding in the door/stair detection at the end of the loop, so that it actually will see it.
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oh wow this is getting better and better. This NPC event thing is something I definitively need to add to my games if I make a new one, it would be much easier to create them and maybe be even smaller
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I agree this is great, really like the stuff I've seen thus far.
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Thanks for the votes of confidence, guys. I hope this is something that people will enjoy for a long time to come. :)
It will be so nice to get this next beta out, getting so close now!
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(http://tifreakware.net/tifreak8x/pokemon/ss/eventalilfurther.gif)
This shows some of the fixes I have employed.
1) It no longer flashes and sits there, when it sees a list element is 0, it now just goes right to the next list element.
2) Prof Oak is no longer pushed up the front of his lab
3) It now recognizes going into doors.
I am not happy that it automatically kicks you up 1 space above the door from where you should start. I am working on a way to make it work correctly, but as of this moment, I do not have a solution. I also do not like the fact that Gary walks in, as he is supposed to be there when you show up, however... I don't want to make separate maps for the lab...
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looks nice as always :)
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same, great work!
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I promise, I have not been super lame for the last bit. Here is a screenshot to prove it!
(http://tifreakware.net/tifreak8x/pokemon/ss/event1.4.gif)
Working next on getting it to see the pokeballs...
Oh yeah, this shows that an NPC not a part of the map can still be kept track of and displayed. :D
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nice ^^, glad to see more progress
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Im glad to see this project is still coming along. This is one reason I still keep my 84+.
Keep up the good work
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nice! decent speed as well!
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Thanks guys. I hope to have more done this weekend with the pokemonz in their pokeballz :D
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Ok. I have been of the lame sauce batch. Totally lame is I. Someone just shoot me for the absolute amount of lame sauce I have produced.
I have been scratching at this for the past few weeks. The reason being is I could do this any number of ways, but I want this to be somewhat dynamic enough to do this correctly the first time and be able to utilize parts of the code again if I wanted to. Right now, I am putting code to paper, or at least some program flow, and will hopefully be getting some programming done tomorrow since it is turkey day and I will have lots of time to do stuff :D
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I hope you do some more progress on this, this would sucks if it died. A lot of peopel have been waiting for it for the past 3 years ;)
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/me kicks Tifreak in order to inspire anti-lameness.
Fleshing it out on paper will definitley help. Implement several different approaches and the decide on the one that works out best. I have confidence in you. ;)
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Well, I did get the steps the program needs to deal with wrote out, and was working on the more detailed version of those. Then I should be able to start coding this with no problem. Yay me. :P
Oh, and I had already utilized Anti-lamesauce missiles on myself, the effects were devastating to the surrounding environment.
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Well, I did get the steps the program needs to deal with wrote out, and was working on the more detailed version of those. Then I should be able to start coding this with no problem. Yay me. :P
Oh, and I had already utilized Anti-lamesauce missiles on myself, the effects were devastating to the surrounding environment.
well, i have the entire country of belgium.
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Well, I did get the steps the program needs to deal with wrote out, and was working on the more detailed version of those. Then I should be able to start coding this with no problem. Yay me. :P
Oh, and I had already utilized Anti-lamesauce missiles on myself, the effects were devastating to the surrounding environment.
well, i have the entire country of belgium.
Unless I'm entirely missing something, this is a nonsensical post and has no place here. If you feel the need to make such posts in the future please do so in the "Randomness" section of the board. That is what it is there for afterall.
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true, altough even in the Randomness section racist or biggot posts doesn't really have their place either (unless they are jokes and aren't intended to offend) :P
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Well, I did get the steps the program needs to deal with wrote out, and was working on the more detailed version of those. Then I should be able to start coding this with no problem. Yay me. :P
Oh, and I had already utilized Anti-lamesauce missiles on myself, the effects were devastating to the surrounding environment.
well, i have the entire country of belgium.
Unless I'm entirely missing something, this is a nonsensical post and has no place here. If you feel the need to make such posts in the future please do so in the "Randomness" section of the board. That is what it is there for afterall.
I was going to say you were missing something, but i reread it and didnt really understand what i was thinking then either. sorry, ill be more obvious about it next time, whatever it was. :(
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Nothing overly amazing. I finally remembered what was holding up progress, and made a decision. I was trying to figure out a way to make the pokeball data to be optimized on the first try and deal with things that way. I have taken that idea. shredded it, glued that all together, used a combination of chemicals and napalm, got a good fire going, and tossed that idea into that mix.
Now progress has resumed. :D I hope that I will get something done by Sunday, as it is supposed to be nasty weather wise, which means no workin in the garden to preoccupy my time. Which is what I will be doing while it is sunny today.
Anywho, just thought I would post that small update...
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altough Optimization is good I think it's better sometimes to not keep going through the code over and over or rewrite the game everytime, because some people does that and their projects never get anywhere. perfectionism is a good thing to a certain extent but it's better to not be too much
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Well, I was not going over it, I was trying to make it as small as possible the first time.
And at this point, I need to make optimizations as I see them, once this game really gets big, optimizations are going to be hard to deal with. :S
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sometimes optimization ( not used as an excuse for delay, not directed at tifreak ) can help the writer find new applications of the code to work together seamlessly. its true over-perfectionism can distract from the goal we were aiming for, but id rather have people thinking im a perfectionist rather than releasing shoddy code.
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yeah that's what I meant. People spending 3 years over the same game sometimes and never finishing it because they rewrite it every 4 months even if the previous versions weren't that bad x.x
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hehe, but you have to agree that my rewrites greatly improved the game. ;)
1st was going from Codex to Resource.
2nd was a 4 way scrolling map routine.
3rd was introduction of Celtic2 to read data faster from programs.
I *know* I have shaved at least 50k off this game overall. So my optimizing has helped some. ^_^ :P Just think, if I had left it with Codex... and Celtic2 was not around, this game would already be somewhere around the 130k range.
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I *know* I have shaved at least 50k off this game overall. So my optimizing has helped some. ^_^ :P Just think, if I had left it with Codex... and Celtic2 was not around, this game would already be somewhere around the 130k range.
Do you mean currently 130k or eventually it's going to be 130k? I thought the estimate was >1Mb for the final game.
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If I had not done all the optimizations I have done, it would have been over 130k. Right now, it is sitting around 85k.
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OK. That's a relief (no offense). Since there are 150 levels for Chip's, the bare minimum for total size is around 310kb, and if PP (a massive game) were only 130kb, that would mean I horribly screwed something up.
altough Optimization is good I think it's better sometimes to not keep going through the code over and over or rewrite the game everytime, because some people does that and their projects never get anywhere. perfectionism is a good thing to a certain extent but it's better to not be too much
Moderation in all things. There has to be a balance somewhere :)
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I actually estimated the game at 1 MB myself too back then because of the size versus progress %. I am curious if it could be fit under 500 KB? THat was basically FFTOM2 total file size if I remember
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fftom, wow, those were fun times.
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Well, a little bit of an update. It now recognizes 2 of the 3 pokeballs. I don't know what is up with it yet. On the third, it gives me a Dimension error and takes me to the game engine. -_-
I hope to get this figured out soon enough. At this point, it just says oh, you want this pokemon, eh? with a pic and yes/no box. It does not know what to do with it otherwise at this point and time.
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I am a compulsive optimizer and evidence that optimization and perfectionism isn't always a good thing :P.
Nice to see you're still working on this tifreak :).
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mhmm weird error, I hope you can get it fixed without too much hassle x.x
After you finished Pokemon Purple I challenge you to port it to the TI-81
j/k there wouldn't even be enough space to fit all pokémon names
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you could get around it without it getting TOO graphical, tifreak.
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Actually, it is not too graphical at this point. It is just not seeing the third pokeball for some odd reason. And besides, trying to make it the best it can possibly be. :)
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What do you mean the third pokeball, the Ultra ball?
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i think he's talking about the three pokeballs that oak leaves on the desk
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Oh, that makes a lot more sense :-[...
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Yeah. And I *partially* know what the problem is. Partially. I guess that is better than not having a Fscking clue, eh? :P
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true, or these annoying bugs that you are unable to recreate
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god, those can be so hateable >_>
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ROL3 still has one and Reuben 1 too I think
In ROL3 in two occasions I got an ERR:DOMAIN when flying on the world map with the airship and in Reuben I think I got a random error once
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speaking of bugs, i found no less than 3 major kablooies in v0.19 >_<
1- The speed base stat of a Pokemon was being applied to attack, defense, and special as well
2- The trigger for a fractional stat mod was the same for a multiplier stat mod, so I ended up negating my own increase in attack due to Rage
3- I had switched around the triggers for physical and special attacks, so the special stat was fueling all the normal type attacks o_0
all fixed now on my calculator, ill release it when im done with the other three attacks.
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ok cool :)
but I think you posted in the wrong Pokémon thread ;.;
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eh, this was more active at the time, and we were on the subject of bugs.
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Ok, little bit of a status update on pokemon purple..
I have been hung up on a problem with getting all three pokemon. I had not figured out the exact cause of the problem yet, though I know it has something to do with the way I have been using variables.
At this point, I need to go through each program, and write out the code. I can't print it off, because I have no ink for my printer and no money to buy ink. Once I can rearrange how the variables are used, this *should* fix the problem.
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copypasta
though i admit im not one to talk
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Hey, glad to see this kicking around still~! Wish I could help, maybe go to a public library or a school campus to print? Help you iron out the wrinkle in your code!
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i hope you can get it fixed soon x.x
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Sadly, the library won't let anyone print for free, they charge by the sheet of paper >.<
Ah well, at least I don't have to worry about the data programs, just the routines, etc..
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well, good luck anyway.
IMO, maybe you should finish some of your other nearly completed projects and come back with a fresh start
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problem with some of my 'nearly completed projects' is that the older ones could use some severe rewrites, now that I have even more time with the code. And.. the drive to work on pokemon is fully there, just finding the time for it and everything else I want to do.. -_-
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IMO, maybe you should finish some of your other nearly completed projects and come back with a fresh start
Do you imply that he should restart Pokémon Purple from scratch after finishing his other projects? O.O He alerady have some great progress done since 2005 on it so restarting from scratch would set him back by at least 2 years ;.;
Unless it's because you absolutely want to finish your XLIB Pokémon first <.<
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IMO, maybe you should finish some of your other nearly completed projects and come back with a fresh start
Do you imply that he should restart Pokémon Purple from scratch after finishing his other projects? O.O He alerady have some great progress done since 2005 on it so restarting from scratch would set him back by at least 2 years ;.;
Unless it's because you absolutely want to finish your XLIB Pokémon first <.<
o_O
it had nothing to do with that. i don't think i implied that he restart the whole project, just the pokeball-related part.
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Well, I cannot restart just that part of it, I just need to get these variables under better management first. Once I get that fixed, instead of just throwing variables around, hoping I don't mess things up, then I will be able to get this problem fixed. :P
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Christmas Demo?
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I could easily post current progress thus far, but it would be.. less.. than enjoyable, since you wouldn't be able to do much. You would be even more limited in what you can do, since I have started in on this event system. Which is another thing that I need to look at, to make sure things are correct with it.. So much to do.. -_-
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i was j/k :P take your time :)
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Still working on writing out the code. Takes a bit of time, but it is worth it. I have been spying tiny optimizations that can be done as I go, so I have been doing that as well. I have 5 of the programs written out so far.. Still trucking along with it though.. :)
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AAh ok, still nice to see some progress :)
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I am curious if there have been new progress since holidays?
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Not a whole lot. Still scratchin away at writing out the code. Kinda got discouraged with doing alot of things, have been beyond exhausted at the end of the day, that hasn't been helping.
As of right now tho, got my motivation back and am working on writing that code back out again, and cleaning up the code little by little. =]
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yays! no hard feelings about our little debate, ja?
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I'm glad to hear this is not dead, I was worried since there were no more progress on this since December, not even AOD, TI-City and any of your other projects, even the TIFW site x.x
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yeah, like I said, complete lack of motivation. =/
Still got the hammer and chisel out, crackin at the code. ;]
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I am just glad to see you around buddy! Hope things are going well for you irl.
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chisel? you should take a sledgehammer to it for teh lulz :D
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Thanks Kalan, I am definitely still around. ^_^
@meta: It was a joke, using a hammer, chisel and stone tablets to take notes, making a joke of how long I have been working on this.. XD
Anyways, writing continues, finding things that should have been fixed before hand that weren't.. =S
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i hope there aren't too much nasty bugs
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i hope there aren't too much nasty bugs
Misigno bug? lol
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haha, that bug should be included in order to completely emulate the games.
I was able to catch a wild Squirtle with that bug! :D
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haha, that bug should be included in order to completely emulate the games.
I was able to catch a wild Squirtle with that bug! :D
wtf? What a luck. I saw Snorlax with lots and lots of life and misignos. But I never catch them because I was afraid of something bad that could cause.
That bug appearing naturely from a extreme accurate port would be funny. (but without dissembling or suing the original data :p )
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game glitches are fun sometimes, they allow you to beat games in very uncommon ways. What I like is how you have an hard time beating FF bosses at LV 60-70 then one day you see a video of someone solo-ing the boss at LV1 and the only cheat used was a cheat to drop your LV at 1 or get no experience
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I would love to see that "pokemon" added, just as a wild pokemon where it used to be caught (bottom left of the map, up the coast of that island thing..).
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Actually, I am against the inclusion of Missingno. It's a glitch that was fun while it was a glitch, but it loses the awesomeness if programmed in on purpose.
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Lvl 255 pokemon was cool though..
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Lvl 255 pokemon was cool though..
guess what wasn't cool? swords dance cubone with bone item. yes, i know that was GSC
but the same principle worked with RBY. at level 255, if stats got too high they would be reduced mod1024. you may end up with some much lower stats in some circumstances.
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i hope there aren't too much nasty bugs
Lets see there are Parasect, Beedrill, Sycther... sorry couldn't help myself.;)
Lvl 255 pokemon was cool though..
guess what wasn't cool? swords dance cubone with bone item. yes, i know that was GSC
but the same principle worked with RBY. at level 255, if stats got too high they would be reduced mod1024. you may end up with some much lower stats in some circumstances.
Yea, I remember that, but if you set up the attack gene a certain way(don't remember the numbers) you can pull it off with no worries.
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i hope there aren't too much nasty bugs
Lets see there are Parasect, Beedrill, Sycther... sorry couldn't help myself.;)
I never saw many of those errors. tifreak will bring a less bugged game. ^^ Bugged, got it?
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Lol when I read this I laughed :D
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Beedrill kicks ass, and Scyther is awesome too. I didn't care much for the others in RBY though. Butterfree didn't even have access to a single bug-type move, if I recall.
In any case, bugs were the only true rivals to Psychic types and not much else.
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Beedrill kicks ass, and Scyther is awesome too. I didn't care much for the others in RBY though. Butterfree didn't even have access to a single bug-type move, if I recall.
In any case, bugs were the only true rivals to Psychic types and not much else.
So true nobody could take down my lvl 100 abra, nobody.
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As I am going through this items program, I am seeing alot of useless line commands.. I am considering going with the original system of storing items, however.. I am gonna need to remember a bit more about that system.
Mainly, how many different items could be held at once? I think it was 50? could be wrong tho. I know each item maxxed at 99.
Should I see about adding in the ability to move items around? I could probably do it, but.. would be annoying..
Let me know what ya'll think!
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hmm, it might have been 50. i remember never being able to carry all my TMs on me. though technically, each item could go higher that 99 illegally.
i do remember that after maxing out, the item would be added to a new slot. and you could do the item switching thing, but i think you should do everything else first. what you want to do is sort of optional.
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I don't think you should add the ability to move items around unless it's really necessary. I think the added code would be too much slow down/memory for such a small feature.
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yeah, I concur, tho if your hyper potion goes to the bottom, might take a while to scroll to the bottom.. =p Tho, I plan on page by page scrolling.. hmm..
So, I will do 50, you hit more than 99, it starts a new slot.. anything else?
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Hmmm........
Well, this is only RBY, so you wouldn't separate the types of items.
Actually, this is a point I wanted to bring up. There are some aspects in the game that were NOT built for convenience. I don't think I would go out of my way to make the same mistakes the original team did on purpose.
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50 was max total items, 99 per item (displayed). You could go and make the list backable, where you go from the top of the list (say 1-10) and go back (41-50) still using the "pages".
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I could easily do that yes.. I dunno, I will see how it pans out. Still need to finish writing out the code, but I definitely thing I want to eliminate the item system I have and go for the original. If everyone else agrees, this will be put on the to do list.
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I agree, as far as what you have completed..Just let me/us know if you want help optimizing it etc, I know you have a lot of programs.
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i think it would be hard to optimize a program he has put so much work into. he knows it better than everybody.
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oh, trust me. Once I can get this all organized, I plan on digitizing my variable notes and such.. And once I get the next beta out, which will, for the most part, have everything tied together, then I will try and get some assistance with optimizing. ^_^
Also, I am -definitely- going to be redoing the items system. I think it would be cluttered any other way if I tried. However, I am thinking about increasing it to being able to have 75 items on hand at a time.
Anyone like or dislike this idea?
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Hmm. I don't remember how many items there were that were actually worth having when you played. Since you can stack up to 99, I'm not sure you would need that many, but then again it probably wouldn't take much extra space to do that. I say go for it.
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Also, I am -definitely- going to be redoing the items system. I think it would be cluttered any other way if I tried. However, I am thinking about increasing it to being able to have 75 items on hand at a time.
Anyone like or dislike this idea?
Proving you don't recode it over 9000 times :P. We want to play Pokémon Purple before ticalc 50th anniversary :D
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Holding more items would be beter. I seem to remember always running out of inventory space in RYB. Also, sorting items would be extremely useful, I'm sort of anal retentive about always being able to sort my items and keep the most useful things at the top for easy acess.
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Well personally I like how more realistic limited inventory is, altough IMHO it has to be setup to ensure that it's not ridiculously hard to progress in the game with so few inventory space
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You could make it possible to re-arrange the items, just have to change the string and list (guessing that is how you will store them).
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Well, it will all be done via list. every item will be assigned a number, the number will correspond to a line inside the program holding the names, and the qty of said item will be in decimal form.
I think I have everything worked out in my head on how it will work, I just have to finish writing out all this other code, get the variables organized better, and see about getting it rewritten. =]
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Updated the pokedex, about time I got around to doing something productive. XD
http://www.ticalc.org/archives/files/fileinfo/389/38997.html
Almost done with writing out the programs, only have like 10 to go.
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woot for progress
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Yay for updates, I was getting a bit worried because you seemed to have vanished from everywhere. Knowing you have been coding for calculators for 12 years and that school is far behind you, I thought myself that maybe you moved on from calculator stuff.
Btw I would ignore Metagross111 posts about your game, because he is stubborn in wanting you to use Celtic and xLIB for your game and make it all graphical and he even claims for the progress you did you don't need any archive programs. He simply is trying to discourage you from making the game because he's working on his own Pokemon game and is jealous. Based on your coding skills and what I saw in the last demos and screenshots I'm sure many people would say otherwise. I think Pokemon Purple is fine as it is. It will even end up smaller because of the ASCII graphics. My only gripe right now is that I no longer have a Silver Edition to play the game when it's finished so I am worried about TI-Nspire compatibility (since some ASM doesn't work fine on it) -.-. TI-Nspire is all I got to play SE only games right now x.x
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Updated the pokedex, about time I got around to doing something productive. XD
http://www.ticalc.org/archives/files/fileinfo/389/38997.html
Almost done with writing out the programs, only have like 10 to go.
It looks great tifreak :D
How many pages is the written out code?
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...
My only gripe right now is that I no longer have a Silver Edition to play the game when it's finished so I am worried about TI-Nspire compatibility (since some ASM doesn't work fine on it) -.-. TI-Nspire is all I got to play SE only games right now x.x
The TI-Nspire will more than likely work for that game, since it's written in BASIC, and I'm (hopefully) sure that TI worked out compatibility for their own OS. I'm also pretty sure that the ASM libs that are there will work since none of them should use any questionable instructions. I know Celtic II does not :P
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Well I was saying because I think he switched to Celtic II or a different Resource-type ASM lib, and I know some ASM programs have trouble with the Nspire. MirageOs unpatched and F-Zero were good examples
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yeah, sorry for the lack of replies and lack of being overly active, have been doing other things to keep busy, but I still write out a bit of code as often as I can.
As to the amount of pages.. I have used roughly 56 pages thus far in my notebook. >.< still got a long way to go, and I am only writing out the code for the programs, not the data..
And yeah, I am not going to change over to a new lib like xlib or C3. Sorry Iambian, I like where I currently have things set at. =p
So um, yeah, still working on it, finding little errors and optimizations to do as I go. XD
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any app could be enough to make the game not fit on regular 84+. 16 KB inside 500 ish KB filesize isnt much but it's still a lot. Plus, IIRC apps crashed on your calculator, right? (I think your calc was defect or something or you had trouble with linking softwares)
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I had problems with MOS mostly, I kept it off my calculator and suddenly the random RAM clears stopped. *shrugs*
People still argue with me over that that it is impossible and I don't know what I am talking about, but I know what I did, so I dunno.
Anyways, don't need any strange apps at this point to make anything work. =]
Hopefully there will be more of a progress update this weekend, maybe.
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...
And yeah, I am not going to change over to a new lib like xlib or C3. Sorry Iambian, I like where I currently have things set at. =p
...
...
Anyways, don't need any strange apps at this point to make anything work. =]
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I get the impression that you misread my post revolving around Celtic II rather than Celtic III. I was pointing out to DJ_Omnimaga that CII is supposed to be N-Spire compatible.
Celtic III has problems with N-Spire compatibility. That's why I excluded that from the discussion. Also, the use or not use of CIII was already discussed online. Do you not remember?
Also, I took a look at the screenshots, and I must say that they are impressive. Keep up the good work!
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Celtic III doesn't work fine on the Nspire? O.O Does it includes any of the xLIB backward compatible functions? I remember xlib working pretty well on the Nspire
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hehe, I know Iambian, I was just giving you a little bit of a hard time, because you used to like to ask me to switch. =p
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Celtic III doesn't work fine on the Nspire? O.O Does it includes any of the xLIB backward compatible functions? I remember xlib working pretty well on the Nspire
As far as I can remember (I dunno if I fixed it), it would've been xLIB's box drawing routine. Somewhere in the code, it uses undocumented opcodes if you try to draw a box that clipped within the same byte. Otherwise, it would work as "normal". Other than that, Celtic III should work just fine. I just want to discourage use on the Nspire because one may forget about that problem. It's really easy to forget stuff like that.
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Well, it has been pointed out where I could find the text entry for each and every one of the pokemon in the pokedex. It would be simple to add that functionality to the game. This is something that would be done after the variables are fixed, and would allow the user a bit closer port of the game. The data would remain hidden in the Archive, since it would only need to be recalled when that particular function of the pokedex be accessed, and celtic2 would just be able to read that data straight from archive anyways.
It would also require me to come up with a different way to display the pokemon and text. If I do do this, I would not include the height/weight stuff, if that was even in the originals, I don't know. I will have to fire up a copy and see.
Thoughts?
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It would also require me to come up with a different way to display the pokemon and text. If I do do this, I would not include the height/weight stuff, if that was even in the originals, I don't know. I will have to fire up a copy and see.
Thoughts?
The originals had the height/weight stuff, but was completely useless (like in all subsequent versions). I'd say get rid of height/weight and add in the text entry, which would make it closer to the original (at least the cool parts of the original ;)). But, as you said, you would have to redesign the Pokedex display, which (I think) is one of the most complete aspects of PP so far.
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The only real display change is the screen where the picture is shown. If you look at that screen.. I could move the whole thing up, remove the POKEDEX at the top, and add something to the bottom for the info to be displayed in..
Thoughts?
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i think it might be a good idea, altough maybe look slightly less good. But you would have more space
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I'd say all this really depends on space. Text seems to take up quite a large chunk. I don't think I'd really miss this feature were you to exclude it.
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ok. yeah..
I have considered adding it to the actual pokedex program, just to see what I could do with it and see how it would look. Would need to throw a copy of codex on that calc to move the pic up, and modify it a bit, to see how things would look.
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one of my coworkers at the work place wants to see this when its done. she loves the pokemon series quite a bit and she was like "HOLY SHIT THERES ONE FOR THAT CALCULATOR OF YOURS??? GIMME" and im like "DUUUDE its not out yet chill" and shes like "omgwtf geive nao >:(" so ... yeah.
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lol, nice to hear it is wanted so. XD
Workin on it tho. ^_^
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Just thought I would update you guys and let you know that I only have 2 or 3 more programs left to write out before I go through and clean up the variable usage. =]
I am thinking about also creating a small program specifically for:
"0
prgmZRS
to delete the previous temp program, so it saves more space that way. hmm.. I also need to see about working on cleaning up the box stuff, thinking about using a temp list to store those, and storing from the list to variables for the program temporarily.
I need to designate a variable for certain functions, like K is my getKey var, W is my While loop manipulation, A is for cursors.. stuff like that. Certain variables have no choice but to be certain things, due to their requirements from Celtic 2.
And I have started in on adding the text for the pokedex entries as well. That actually shouldn't take too long to do, pending I find the time to do it. Will make things a little more complete anyways. =]
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Nice to see updates :), I would try to save space whenever you can, providing it won't affect speed too much and make sure to keep notes of what variables are used for what, lists, etc. Don't spend way too much time to rewrite the engine 10-12 times, though :P else we're in for 8 more years of waiting :'(
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lol, only thing getting a rewrite is the items system.
Also, all the programs are written out on paper, and I have started working on deciding what variable is meant to do what.
So, yeah, progress. =D
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Woot for progress!
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I have been going through some of this code.. and realized that for just the starter program alone I had left chunks of unneeded code from previous versions. XD oh wow, it annoys me.
Also, in the game now, instead of having
"0
prgmZRS
I am simplifying those to
prgmZC1
Mainly because I call on that function of RESOURCE so often. =/ I figured it up, it would take 7 times to call prgmZC1 to make it worth the effort. prgmPOKEMON calls it 4 times by itself. So yeah, more savings of RAM.
for the border display program, using Ans as a list to store the values, and immediately call the program, where it will store from Ans to the correct variables. Same thing with prgmZSP, for the values on where the sprites are to go.
It is interesting to see, just in two programs I have worked on, how much blue pen ink I have used correcting things. XD
I also took the liberty to create the version as it is now as 0.1.7a, as a placeholder to know how much RAM/ROM is being used up. At this time, between pics and prgms, the game takes 89,659 bytes. I am eager to see what the changes I make to the game affect the amount of space it uses.
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Great idea with the subprograms, and I am getting excited about PP again!
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yeah, me too, I am actually having fun programming again. ^_^
On a side note, have gone through a few programs.. between 3 programs, I have saved 100 bytes, I have added a program that has taken 19 bytes, and added 14 bytes to the border program. So far, off to an excellent start. =]
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Haha, every byte counts!
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It's always best when you have enthusiasm. Glad to hear your intrest has been rekindled. =)
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yeah good idea. Just remember that the more subprogram you have, the slower your game will run, though
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Excellent, looking promising.
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Well, progress continues, working on going through the ingame menu program, found some somewhat serious errors on how I was doing some stuff, and some incompatibilities that were not worked out from the Celtic2 rewrite, so those are being fixed, at least on paper, until I get around to running through the game again to play. =p
Anyways, at this point, the overall game has gained.. 835 bytes. Still many, many more programs to cut through. Just thought I would update. =]
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Nice to hear, do you know how big it is so far btw?
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currently sitting at 88,824 bytes =]
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Nice, hopefully it will fit on a TI-84+ when finished. I assume most data except maps was entered alerady, right?
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lol, only data that is in there for 100% sure is pokemon sprite data, attack learn data, base stats, aand.. not much else. o.o
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aah ok x.x
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That's a lot of data... hopefully you'll be able to fit it all in.
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Don't let it all go to waste! Keep this truck rolling ;)
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Heh, yeah, there is a lot of data there, but think, when I first did the pokemon sprites, there was.. I don't remember, 40kb of data? now it is just over 16kb. so yeah, data compression and such has come a long way with this. and that isn't all data, this also has menus, walking engines, etc. I should take a lil bit of time once I complete the clean up of code and explain how much is data, how much is routines, etc. =]
And I don't plan on it Kalan. =]
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Good to know buddy, and I understand how easily data can be taken up. Two bytes per char is something that grows really really fast!
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heh, yeah. ^_^
As of now, have roughly 7 programs left to go through, and I have saved over 1k bytes at this point. =]
That will be eaten up once I get around to readding the pokemon party screen.. ^^;
So umm, yeah, progress. XD
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Cool to hear :)
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cant wait for it to come out! it looks amazing so far
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Finished getting through the programs, got almost 1500 bytes saved so far. I am rewriting the items system to be like the original, and it should shave off considerable amounts of space used. will post progress on this once I get it somewhat working and can throw it at an emulator.
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wow you save like 1000-2000 bytes every update. Near the end you'll have optimized like 50000 bytes when this game will be finished XD
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lol, well, I have probably already optimized.. 20k off of it already, just because of the sprite data? Maybe more, since I had 6 programs at a bit over 6k each.. and now it is just one program at 17k. *shrugs*
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lol nice work.
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it's still OVER NINE THOOOUSAND bytes optimized though :P
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rofl XD Yeah, I suppose it is =p
If I can motivate myself to do so, hoping to have the new items system set up tonight, or at least working a little better. I would of course, still need to work on making the effects of each item work, but meh, will get there eventually.
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And something for the masses: (http://tifreakware.net/tifreak8x/pokemon/ss/itemsystemnew.gif)
Currently, only the scrolling and page by page turning is working. I still need to add:
X -the ability to move an item
X -the ability to toss an item
X -the ability to use an item
Using an item won't happen until I get it to where you can have a pokemon to use one on. That will be somewhat difficult, as each item does different things. I will also need to devise a dynamic routine for all the TMs and HMs, since they will all essentially do the same, and make it easier, but if the pokemon knows 4 moves already, it will have to replace the selected move with the TM/HM.
Oh what fun.. I think I will work on moving an item and tossing an item to at least get those out of the way. =]
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Nice work. Yeah, just make as much progress as you can. Keep up the good work.
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mhmm nice work on the scrolling. Seeing the busy indicator runs slower than on a real calc I assume the scrolling must be at least 1.5x faster on the real calc, right?
One thing though is that you spelt Elixir wrong :D (altough this is not as bad as spelling it "Elexir" like I did in my two comic-book-based dice+pen+paper RPGs back in 2000-2001)
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lol, yeah, you're right. XD Now fixed on the calc. =p
I really wish this game wasn't so addicting so I could work more on pokemon XD
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DJ: just because the runindicator is slow, doesnt mean the calc version is faster. when my calculator defrags or garbagecollects, it is really slow, but it might be faster on a calculator anyways, but i just wanted to point that out.
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DJ: just because the runindicator is slow, doesnt mean the calc version is faster. when my calculator defrags or garbagecollects, it is really slow, but it might be faster on a calculator anyways, but i just wanted to point that out.
Well if the emulator is correct, then I believe it should indicate that the calc version is faster. The run indicator is executed just like any other assembly that the OS contains, meaning that it is interpreted and performed at the same speed any other code is. So I believe that it is a good indicator.
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yeah but im just pointing out that when garbage collecting or defragmenting, the indicator is slower
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yeah but im just pointing out that when garbage collecting or defragmenting, the indicator is slower
Okay, fair enough.
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The run indic isnt necessarly slower during garbage collecting. Sometimes it suddently becomes faster, especially when you manually garbage collect even if it hasn't been a while since the last time you did. I think the time it's slower, it's in the process of defragmenting stuff, then it goes fastter until it reaches another point of the archive memory that needs defragmenting too. On my TI-Nspire I got like 1.3 MB of free archive and when I garbage collect, the cursor moves twice faster during almost the entire time
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Well, working on a list of items that are not tossable, a list of items that can be used outside of battle, and items that can be used only during a battle. From there, I have to come up with a way, probably using a list element, to tell whether a person is in battle or not. I am thinking at this point, that will be the easiest way for that specific bit. For usage, I will no doubt have to spread that out similar to that of the map data. Basically, going with a few programs, and having one program that calls the correct one based off the item #
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NO! HE'S BACK! *hides*
j/k nice work ;)
Btw in ROL2, what I did to tell which character was in battle (since this game has more characters than battles could hold), I had 3 list elements in which the character ID was stored and in battles it loaded these characters stats. Is it something similar that you are doing?
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no, not really. Basically, I just need to know if a battle is going or not, and if it is, is it 1) a wild battle or 2) a trainer battle. because if it is a trainer battle, then you can still use a pokeball, but you can't catch the pokemon, since it is owned by someone else. there are a few items that can only be used during a battle, like status enhancers and pokeballs. outside of battle, there is a whole list of things that can be used, and some of those can be used during battles as well. it is just.. really freaking complicated. I am trying to design this system so that it is extremely dynamic, so it can be used from the ingame menu and from the battle menu.
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So, pokemon struck a hole. literately. It ended up in a bucket of water. So now.. I have to do some rewriting yet again. v.v
I have all the code for routines and such put down in my note book still, so that -will- help. I am just hoping I have the rest of the data backed up somewhere on a flash drive or on my laptop that will allow me to not have to add in all that again.
And I hope I still have the code somewhere for the random battle stuff. I should have it on my computer for the screenshot.. I hope.. ><
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Do you mean your calc crashed and you lost most stuff? If so that sucks really bad x.x
I hope you didn't lost too much if that's the case (and that the backup is recent enough)
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No, as in it was completely submerged underwater for 30 seconds or so, and that the calc itself is possibly useless. I am going to have to move the project to either my spare 83+SE (which has the french version of stuff on it) or my 84+SE.
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O.o ouch x.x, did you got flooded or did you just dropped the calc in the water or something?
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It fell out of my laptop bag. I was sooo not happy, trust me. <_<
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*ugh* Sorry about your calc. I hope that Pokemon Purple is almost intact in a backup.
And I though that sometimes loosing track of what were my updated files, was strange xD
But I hardly loose track of the most recent when it is a project and not just a bunch of random stuff.
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Well, I have a bunch of backups, so in case I need to find an old old file, I can. My latest backup was Dec 08 I think. >.<
*should* be around the time I was working on changing stuff over. I hope. ><
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ouch tifreak x.x
IIRC you were rather busy after Dec 08, though, I remember you didn't login for almost 2 months once or something over here and TI-Freakware. Hopefully you might have not lost much progress
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yeah, me too. >.<
But, we shall see, might take the time to start on that Sunday, if things go well.
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well, the backup that I found, the latest, seems to have been made before going through all the code and writing it down, so this shouldn't set me back too badly. The reason I didn't save it after going through all of it was because I was trying to revamp the items system. Which I also have saved somewhere because I took a screenshot. yay me. XD
So, let the revamp of the code happen again!
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Good to hear! :)
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the code clean up has restarted, I have completed.. 4 programs, I believe. Shouldn't take too long I guess. *shrugs*
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YAY! there is still hope!
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well there's over 9000 subprograms, right?
j/k you wouldn't even have anymore RAM if it was the case, even with everything archived XD
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do you have video of your pokemon purple project
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take a look here (http://tifreakware.ath.cx/index.php?showtopic=462)
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http://tifreakware.net/tifreak8x/pokemon/ss.php
but it is not completely up to date. I need to work on that one of these days..
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hahaha!!! Great news gents!
It seems my old 83+SE has some life left in it after all. FINALLY got one of my calcs to talk to it, and sent OS 1.16, and it took it after a few tries. And the best part, a great deal of the info I had in there was still saved to Archive!
So, I plan to write down the programs that survived, and see what needs to be done to quickly get myself back to where I was. So yeah, that is what is going on now, no more need to go through the whole thing again ^_^
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wow nice, I do hope the programs aren't corrupted or anything so you can recover most of what you lost
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I have checked a couple programs, they seem intact. So, I dunno really, but I am hoping for the best on this.
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That's great to hear! So most of the archived programs survived?
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yes, it seems only 11 programs were actually lost.
2 of those are asm progs
3 of them are already rewritten
The rest, I believe had very little that needed to be done to them in the first place, so yeah, looks like this is an hour's worth of work, once I get back to it.
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YAY!! can't wait!!
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Thats good news, tifreak.
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Yeah.
After that, I am going to transfer some of the data programs over to another calculator to change them to apps, since I should have no need to change anything, so yeah. ^^ We'll see how well this goes.
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Sorry* if this is like offtopic.. (i don't want to read 18 pages.. to get caught up. so i'm asuuming you found ur programs for the Pokemon Purple?) Does this mean you'll be finished the game, or posting it up soon XD!!!?
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umm, this means that the next beta of the game is a lot closer than what it would have been had I had to redo all the work. Still have a ton of work to do to it tho.
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POTY 2010? :D
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rofl, maybe, if I can focus on it enough and not get discouraged, it is a possibility. I would like to have this done really bad tho ><
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Well, got the sprite data and names dumped into an appvar, so that frees up 2 programs. I still have several programs that I could dump straight to appvars, and will do that eventually. I also would like to come up with a way to store mapdata to the appvars, the tricky thing about that would be having a program to call the appropriate data back. I will continue to give this thought as I work on other things.
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very nice to hear, this should shut up some of the multiple sub-program games haters :P
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Dumping data in appvars? 0_0 Are you using assembly for this?
Celtic III, possibly?
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I believe he is using celticII correct me if I'm wrong though.
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I think he moved to a 8xp version of Celtic III that only contains the feature allowing that
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nope, still using Celtic 2 build e I believe it is.
Created a program that creates the appvar, then creates the amount of lines needed, then goes through and reads the data from the program and dumps it into the appvar.
And yes, this should hopefully quiet some of the subprogram haters, but there is still going to be many of them. XD
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Am I going to see an install program for this?
0_9
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Well, usually, you just need to follow readme instructions and it's all fine. Normally, to install it you would simply go to the archive folder of the game, then send all the data there to your calc. After a couple of minutes, once it's done, you would simply do the same with the RAM folder, but send the files to RAM instead. It's not too complicated unless you use something else than TI-Connect or TiLP
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Yeah, I am making that as easy as possible. Seriously, if you can't figure out how to install this game, you have no business being around technology. XD
However, when uploading archive stuff.. you will be there a while. o.o
Also, I have an asm program that I can use to search for things within the VAT that will confirm all programs are installed or not. Well, that part is going to be in BASIC, but still.
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yeah, same thing for Illusiat to a certain extent. Install process will only be two steps, but the first step will take about 3 minutes on a SE calc
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I need to go through and see what programs are just storing data, and get them written down so I know to make sure to get them converted. And then take the time to go through and change how the game tries to find that data. I don't think it would be too happy to look for a program when it needs to look for an appvar =p
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Programs, appvars, etc. are allowed to use up to 1 sector (64k or 4 flash pages) of archive. It would be very simple to turn all your archive programs, regardless of whether they're data or execution, into one huge appvar, and then include an install program that you execute from RAM that can expand this appvar into its constituents. Even better, by starting the name of each program with a '/' (or any character with a hex value greater than $7F), you can make all of these programs hidden, accessible only to your loading programs, which can convert them to unhidden programs as needed.
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That sounds like a great deal more complicated than just moving data programs to appvars so they are out of the way of the program list. o.O
And sounds like something that would require more rewriting of code, and I don't think anyone here wants THAT. XD
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One thing though...
When using appvars, is it like a mini-program in regards to extracting and maniputability?
Can you store a small amount of data in there, for a moment, and then extract it?
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Depends on what kind of data you are looking to store, but for the most part, yes you can. ^^
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I believe he's using Celtic II to stash program data into appvars. Celtic II (if he has that version) can read and write information from and to appvars in the exact same fashion as it can program variables, with the sole exception of a lead-in byte for the name. While programs can't *run* appvars, Celtic II can retrieve data from appvars for the program.
The stuff you throw into an appvar using Celtic II is the same material you throw into a BASIC program, be it actual code, or data indexed by a line number.
The Celtic III app consolidates most of these functions but if he used that huge app, people are going to start wondering why the game isn't fully graphical, which is something he wants to avoid. Also somewhat related to the fact that Celtic II is just under 1K while Celtic III app is 16K.
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EDIT for further clarification.
Celtic I is a line-read only ASM program. It is unavailable to the public, as I've lost the original source for that long ago. Only one or two other people on this planet may have a copy of it lying around.
Celtic II is a line read/write ASM program that can access appvars as well, through its documented system. It has a full error system so one can easily determine why a particular function failed if it did. It can perform said functions, along with (un)archiving program/appvars and maybe one or two other things. This project was discontinued after a failed attempt at a line delete command, due to the source being way too messy.
Celtic III comes in two flavors.
Celtic III ASM program is a fully recompileable program that you can use to include only the functions you want. Simply edit the ones and zeroes (fully documented) for the features you want and then compile the mess. If you want only the line-read commands, just specify that and compile away. It extends the idea of Celtic II greatly, as you can edit data on a byte-by-byte basis instead of just a line-by-line basis. Among other things. This has been discontinued in favor of the next item.
Celtic III APP is a Flash Application that has grown in popularity as the ever famous xLIB has been (to some extent) emulated within. It features everything the other Celtic programs can do, and far more. It can run programs that rely on xLIB without modification. It can also run programs that rely (only) on Omnicalc sprite() command, as well. It has image archival tools and a whole host of other useful utilities. This app is still a work in progress, but it has been put on hold in favor of other projects.
All available versions of the Celtic program are open-source, so you can make your changes as you deem fit. Just... don't try to view Celtic II's source, as it has caused experienced ASM coders to suffer aneurysms. Okay, it's not THAT bad, but it has come close to it.
EDIT2: Yes, I wrote the Celtic programs. No, I can't help you use it. I'd feel terrible having to read the ReadME file for a program I wrote myself. Oh, and everything *is* in the readme file. It's just ... poorly organized. If you do read the readme files, please, please PLEASE read the warnings. This will save you many headaches. No, really. Yes, the helmet *is* required.
EDIT3: If you can't figure out how to recompile the program, PM me with what features you want enabled, and I'll do the recompiling for you. Since files cannot be attached to PMs, look for the result somewhere in the Randomness thread when you're done. I've done this for two people already, and I'm good for the offer as long as I have everything together.
EDIT4: If you want me to clarify something in the readme, let me know. I'm not afraid to admit to any mistakes.
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lol
you know, I still keep thinking I need to write a tutorial showing the uses of Celtic2. Considering I think I have used pretty much EVERY line and combo one could use with 2, I should be able to make an easy to follow guide for it. XD
And yes, his reasons for my not using C3 is right on, too much asm for what I want to do. This program will never, ever deviate from using minimalistic ASM to finish this game.so far, I have held true to that, as 99% of the memory used in this game is BASIC.
That has to say something. Or at least, I would hope so.
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Yeah Illusiat 13 was gonna use as less ASM as possible in code format. It had like 180 bytes of ASM code, if I remember.
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That is definitely pretty good if that is all you used. =p
I think I am using somewhere around 1200 bytes, but I am not 100% sure on that.
Also, more work has been done, just getting programs to appvars and fixing the programs so they look at them as appvars instead of programs.
Been a busy past few weeks, not really had much energy to do anything else with this tho.
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Yeah the only asm used for me is Resource-Like stuff. Iambian wrote the most limited program possible that does everything my game need involving program copying from archive so it's as small as possible.
Glad to see some progress still
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Well, thought I would post that I haven't given up. been too tired of an evening to work on anything, tho I have coded little spurts of code for AOD2 73. Not that anyone will be overly interested in that one, will they?
Anyways, making progress today with the Celtic 2 helper program to create programs and appvars, and to transfer data between the two. I also need to implement error checking, as I was running into a problem with the attack data program not transferring much of anything to the appvar, so hopefully this version works correctly with what I want to do. If everything checks out.. Would there be any interest in this program for anyone else? I will have to create a slightly different version of the program if Iambian decides to fix the latest version of Celtic2, as there are issues with.. transferring to an appvar all together if memory serves, but I can't remember. ><;
So this is what I am doing today.
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I actually got a TI-73, maybe I could give it a try when it's done.
I'm glad these projects aren,t dead, tho. I was getting a bit worried since you've been active less and less often in the community and judging by how long you coded for calcs, I thought you were moving on to new interests or something.
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Well, expect more progress on this now that I have an easy way of converting programs to appvars and back again. I probably will complete the celtic2 helper program at a later date.
Thanks to Kerm for making this program as quickly as he did. Hope it invigorates him into making some progress on DCS7 soon. ^^
So, next bit of work for me to do for the project is to convert the data programs to appvars and making the game engine recognize the data as such. From there, I have to figure out if the event system is still working. <<
Actually, I need to go through and see if the game itself still works, since that has not been tested since I did the massive bit of code clean up a while back. Let you know how that goes.
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Nice to hear :)
I hope you don't run into way too many bugs. In Illusiat 13, I ran into 4 when playing through it again (using modified level stats), even thought I alerady fixed one of them and didn't ran into one of these bugs the first time I tested the game.
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I don't expect so. I just have to go through the code I have written down (thank god for that) and see what program will need to be modified for each program that was changed to appvar. Shouldn't take too long, then I can get back to work. =]
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And something for the masses: (http://tifreakware.net/tifreak8x/pokemon/ss/itemsystemnew.gif)
Currently, only the scrolling and page by page turning is working. I still need to add:
X -the ability to move an item
X -the ability to toss an item
X -the ability to use an item
Using an item won't happen until I get it to where you can have a pokemon to use one on. That will be somewhat difficult, as each item does different things. I will also need to devise a dynamic routine for all the TMs and HMs, since they will all essentially do the same, and make it easier, but if the pokemon knows 4 moves already, it will have to replace the selected move with the TM/HM.
Oh what fun.. I think I will work on moving an item and tossing an item to at least get those out of the way. =]
Just bringing this back to the front again. The files themselves were lost, but I found a backup of them on my desktop for when I did the screenshot. So that is back, I just have to get the program data over into the correct program instead of prgmAC.
Umm.. converted all the data programs to appvars, and the code fixed in the game so that it sees all that correctly.
So once I get some of this back up, I need to run through and see where I stand with the events system, since it is the reason I went through all that code and changed things in the first place. ^_^
We shall see how things go from here ^^
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looks nice ^^
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I can't be bothered to read through 20 pages.. So, how is this coming along? Looks awesome !
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right now, I am going through the intro program and fixing errors that are there after the massive code update. Once I manage that, I need to see if my events system still works. After that, just a matter of picking and choosing something to work on. XD
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I hope you don't have too much errors x.x
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nah, intro seems to work great now. I botched up some stuff accessing the options menu. Got that fixed I think, but going to test more tomorrow.
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so, a bit of an update.
+Intro program works flawlessly.
+Save/Load is confirmed to working.
+Fixed a bug with the dynamicness of the ingame menu, wasn't compensating that you didn't have the pokedex.
+Walking engine seems to still work.
-Can't talk to NPCs at the moment.
-When loading, shows having 25 badges for some reason, something that needs to be looked into eventually.
-Need saving and loading screens. Otherwise just looks like a locked up calculator.
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Good to hear :)
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Im glad to see that this is still progressing well. I can't wait to see some more updates.
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Wow it's a trevmeister66! How have things been going?
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Wow it's a trevmeister66! How have things been going?
Heh yeah it's me. Im back from boot camp for a couple weeks and then i have some more training to go to; So I'm just coming back and seeing what's new around here.
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screenshot, as requested from a user on UTI
(http://tifreakware.net/tifreak8x/pokemon/ss/starttowalk.gif)
Screenshot is slower than it is on calc.
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Nice, I like how you hhave custom borders. I had this in ROL4 from 2004 but I lost the files :(
Suggestion, though: to speed displaying up when switching borders, could you simply erase the actual border areas completly then redisplay new ones? It wouldn't need to reload all the text and the sprite anymore
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Yeah, I plan on adding something some where that will negate borders, but I haven't gotten to that yet. At this point, I just want a working game. XD
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true, and something higher than 10% progress :D
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Wow, this is looking really great! Just a question, though. You seem to be displaying characters pixel by pixel, but after professor oak says that he is the Pokemon professor, a Pokemon appears without any pixel loading. Is this just the recalling of a picture?
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I think the pokémons are stored into some sort of hex format recalled using an ASM program made by KermMartian, altough maybe Tifreak8x reverted back to old BASIC format but just recalled a pic
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The NPC sprites are still loaded up via a basic program built by myself and Weregoose from United TI. The asm program reads hex codes (programmed by benryves) which also can reverse the sprites. The hex for the pokemon sprites are different because if there were numerous 0's at the end of a line, I cut them off and replaced it all with the character 'G' which stands for 'drop to the next row and restart on column'. Saves a ton of space that way.
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Are you planning to also convert the char sprites for faster speed?
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I don't know as of yet.
For now that current system works. my main focus is getting a battle engine working in this and to where you can at least complete a few of the 'events'.
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well, testing out what I had, ended up with NPCs causing errors when I figured out that one of the variables was in correct. Then I determined that I had botched up something else, and when I fixed it, I got a ram clear. ><
So, trying to chase down this problem.. =/
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ouch this sucks, hoping your backups were recent x.x
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yeah, I didn't lose much, got NPCs running, but the text box for some reason isn't being created correctly. Chasing through code now to see if I can get that fixed.
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Aaah ok.
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Spending a little time redoing some of pokedex stuff, since some have expressed wanting the pokedex text to also be displayed with the sprite, so messing around with that. Once I get all the text entered in, I will work on making the pokedex work with the text in some fashion, then from there back to NPCs so it doesn't feel like I am completely wasting my time.
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more progress!
Btw, any chance of POTY 2010? :D
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Nooo! Thats mine! >:D
:P
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I gotta say, this game has made a lot of progress. You are doing great dude.
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thanks a ton. Working on all this text, oh so fun. Get a 'dex entry in, and have to check to make sure it fits properly XD
might take a few days. Hope to be done by the weekend.
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I gotta say, this game has made a lot of progress. You are doing great dude.
Hi Jmaster797 and welcome here. :) Is it me or do I recognize your name somewhere? Maybe I actually went to your ticalc author page before.
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Haha... maybe. I dunno if you saw my ticalc author page or not, but I was the one who provided the original Flash Gordan readme for you a while back.
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mhmm, oh wait I remember now! I remember getting Fg from someone else in 2004 on MaxCoderz forum because on archive.org the fg file on Kevtiva cached website would give a 404 error (altough a year later I discovered FG came with FFTOM2 game on ticalc). I had no readme so I wrote a new one, then I got an e-mail from you last year I think or something like that, altough I kinda took a while to respond.
(I am surprised Kevtiva forums are still up: http://kevtiva.proboards.com/ )
Unfortunately in the past years, some programs kinda obsoleted FG, though, but FG still allowed me to save a lot on loading time for games I created before switching to xLIB.
Tifreak8x uses an older version of Celtic III application in his Pokémon game which has a similar functionality, I think, or maybe he still uses resource, I don't remember. Basically the newer tools allows you to copy an archived program in whatever temporary program you want, from XTEMP000 to XTEMP009 or stuff like this, then you can manually delete the programs, either one by one or all at once
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I use Celtic2 and Resource together =]
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Don't know if anyone noticed, newer version posted to ticalc:
http://www.ticalc.org/archives/files/fileinfo/382/38297.html
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Oooh nice I will try when I get some time
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I am totally downloading that. I got a question for ya... what did u do to make the video text?
Oh, and can anyone teach me how to make an animated screenshot?
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Actually you can download Wabbitemu from http://group.revsoft.org/wabbitemu.zip (according to Tribal, this is the latest stable version). It has a built-in screenshooting capability. You need a calculator ROM, though, dumpable using Rom8x on ticalc.org. Since WabbitEmu only does animated screenshots, if you want to take regular screenshots, you will need to use the print screen key on your computer keyboard, paste in a image editor like Paint and crop the image so it only includes the calculator area. Then you can upload the image in your post or using imageshack.us or photobucket.com .
An alternative for screenshoting with Wabbitemu is using Camstudio (google it), then convert the video to WMV using Windows Movie Maker. That way, you can upload it on youtube. Don't put a GIF in WMM else it will not run at the right speed
Since there are more and more people who asks screenshooting tutorials since the past few weeks, I think I will try to post a guide eventually, as there are quite a few ways, but some are more practical for sharing images accross forums.
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I am totally downloading that. I got a question for ya... what did u do to make the video text?
Oh, and can anyone teach me how to make an animated screenshot?
May I ask what you mean by video text? Are you talking about the dialogue and such for the game itself?
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when i was watching your screenshot, the text didn't just appear all at once. it appeared as if someone was typing it at that moment: video text (or at least i think its called video text).
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Not sure what is the right term for it, sorry :(, but I think I get what you mean. Each letters appears one by one instead of nearly instantly
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I think they just call it "typewriter effect" or something. I dunno. Sounds about right :)
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Lol at least you guys get what I'm trying to say here.
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Ah, ok, just wanted to be sure what you were talking about. =]
The effect is generated by a routine that I created based off an older version DJ_Omnimaga had created, I just used the basis of his idea to create my own by using his thought of having / + and * as characters to cause them to move to the next line, pause, and end respectively.
You can find this program here: http://www.ticalc.org/archives/files/fileinfo/409/40966.html
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I have a question about Rom8x. For some reason it won't run on my computer. When I run the program, the command prompt flashes open then closes immediately. Is it because I'm running a Windows 7 64-bit OS?
EDIT: wait... never mind I figured it out
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so I got wabbitemu to work... but it seems I can't create the animated screenshot. The programs run great, but I don't really know how to save what you see as an animated screenshot
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I think the shortcut key is backspace.
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I just right click the calc window, and I think screenshot is in the first option. Make sure in other preferences (check through menus) that screenshooting is set to 2x size, though, because 1x doesn't work
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So I got all the pokedex text completed, got to write a new screen for it to display to tho, so that will happen soon.
Also, I believe I have a way of making NPCs move around the screen, but I am unsure when I do if it will make the screen flash or not. I don't believe it would, but won't know until I try my idea. Is this something that anyone would like to see?
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That sounds very neat. I would like to see your NPC movement method theory. :)
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Well, it would be *somewhat* easy to implement.
1) You would need a list, 2 elements for each NPC on the map. As each NPC starts in the same place each time you enter a map, then that would make it easy to create a list for the starting point, NPC type, and the way they are looking.
2) Would need to have some form of counter, say to 20 or 30, and when it reaches this amount, it moves a random NPC.
I would need to set up a way for the string to be edited, but that shouldn't be too terribly hard, its not like I would be deleting and inserting, would just be over writing with a space and the appropriate character for the direction they are facing.
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Would it slow down the game a lot, especially if your maps are larger than the screen? Or could you have a way to make sure only the NPCs inside the screen are moving and that to detect if they're in the screen, it won't take too much time?
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That is the thing, I really have no basis to give an estimate on this for.
I could definitely make sure it would only refresh the screen when one moves on the screen and not bother with it if the NPC is off screen. I shouldn't have to worry about display problems, as it would only display the string var anyways, so that problem wouldn't exist.
Have you had time to try the beta and see what you thought of speed and things?
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That sounds nice. I tried the beta, and I liked it. It's speed wasn't too bad.
As for deleting and inserting:
(psudeo code as to how I'd do it)
Replace old NCP spot in string with " ".
Change spot of NCP.
Replace new NCP spot in string with NCP char.
I don't know if this will help you or not. You probably know what you're doing. :)
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That is pretty much what I would do. The idea would be to do a sub(+" "+sub( to change the strings. piece of cake.
I am just concerned with the speed of implementation. =/
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I am just concerned with the speed of implementation. =/
True, the speed could go down. Myself, I'd do it only if there was only a little decrease in speed.
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Well.. I will attempt to make some modifications to the code, see if it works out like I hope it does. Then go from there =]
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idk how to increase speed really, since my own attempts at scrolling with strings resulted in 0.5 fps at the bottom of large maps and I never attempted moving NPCs before. In general, either I don't have any and to talk to them you enter buildings like in Ys I and II, or they just stand still
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Well, I plan on trying at any rate, see if I can't get the ball rolling and make it happen. Will see if I lose anything speed wise. =]
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Cool. It's great to see people making a great game even better.
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Hehe, replacing things inside of strings is harder than it should be :( Hopefully you can do it in good time. Progress is going great though!
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actually, it really wouldn't be that hard. o.o I am not sure how it would be as all you have to do is make appropriate calculations to where you want to change things.
and thanks, I am trying to keep the ball rolling
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wow editing the internals of strings reminds me of the first battle engine i worked on for my project but it was ssadly really slow and did not work out in the end :(
looking greart though XD
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Did some testing. Basically took a variable and counted to 30 and refreshed the screen. The only change is the character itself 'flashes' because it is displayed after the map is refreshed. Otherwise, there is no flash at all.
Next is to reset the map data a little bit, so it knows there are NPCs on the map, and that they need to move.
Will let you know how that goes along.
Wondering, should I make them look like the player's character, to show direction? This way people can sort of see where they are looking. Or I can just stick with using the pi symbol and not require me to do any editing XD
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I am unsure really. If the speed loss is bearable (if any), I guess go for 4 directional NPCs
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I don't know. That poeses an interesting delima. Do you need to know which way they are going, or does it not matter?
If you need to know I'd change it, but otherwise I'd leave it as pi.
I had another idea: What if you had a counter for how many times the getKey is passed. It gets reset if you move, but if you don't then it gets incremented. If you don't move for like ten in a row then the NCPs move.
What do you think?
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That is sort of what I have going already.
And yes, where they are facing would be important for the sake of battles.
Right now I am stuck on trying to get the NPC interaction stuff, since it is hard coded for their places.
Hmm..
Note to self..
For each NPC on the map, I would need to store:
NPC#
Position
Trainer Yes1/No0
Direction facing (1-4)
I think that is it.. I could store 2 per list element. This might work.. will require a bit of a change in how things are done tho. Shouldn't be too difficult to make the changes.. hmm.. *jots code down on paper*
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Cool! I can't wait to see what you come up with ASCII-wise to represent the different directions.
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All you need to do is look at the screenshot that is with the one on ticalc, I believe it contains the different ascii sprites used to show the different directions he can go, they will get the same ones.
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I think the NPC trainer's directions are necessary (but other ones you just talk to don't matter), but the player's direction doesn't matter too much.
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Well, the player's directions are already programmed in there, no sense in taking them back out. =p
Also, got some real progress!
Alright, first test is mostly a success.
The test is basically making the characters move one slot to the right. They can do this successfully without errors if there is nothing to their right. I will of course need to later on add in checking to see if they are stepping on a tile and replacing it when they walk off. At least, I hope that will be relatively easy. XD
The reason this was mostly a success was due to the fact that I have lost a space at the end of the string for some reason. I am unsure why. I have compared the strings themselves and they both appear to be identical, save the changes that the program made when it moved the characters. (right now sticking with the pi symbol until bugs are worked out)
I will keep playing with this until it is perfect, then will see about making it work in the actual game engine.
So, as it stands, NPCs can move to the right if they are allowed to.
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How many NPCs can there be in one map btw?
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With my set up, a bunch. I honestly don't know how many there are per map section. I also need to set it up to see how many NPCs there are on the screen and just pick one if there are less than 3, 2 if there are more, and just move them. The way I have it set there will be noticeable lag moving them all at once.
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Sounds neat! I can't wait for a screenshot.
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hopefully I will have something this weekend, just depends on how this week plays out
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Cool. Do you want any little help with anything? (I know you probably don't, but I thought I'd ask)
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Actually, I could use a bit of help with something if you wouldn't mind. It is something rather simple, and would help in finishing the pokedex set up. http://www.gamefaqs.com/portable/gameboy/file/367023/5775
Basically, I need 2 lists made, just dump them in a program called.. ZPLST
I need the weights, 1 per list element
I need the height like: {ft.in,ft.in, etc
If you wouldn't mind. It isn't imperative to have done right now, but would help get something off my back.
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:) I'll work on that for you tomorrow and have it up for you on Thursday.
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Great News! I was able to get Ti Connect to work on my mom's computer. Now I dodn't have to be at school to trasfer files! ;D
Anyway, here is prgmZPLST. Is there anything else little that you would like done?
When people at my school found out that Pokemon Purple was in the works, they were estatic. To answer one of thier questions, how will linking work?
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Linking.. that is an excellent question. I still haven't determined how that will work, I figured I am going to have to bug some of my asm friends to see what kind of custom link routine we can set up. But that is something that is so far from being a concern that I am not really worried about it.
And thanks, I will take a look at that program soon and see if everything is correct. Thanks for doing it, and if I have anything else like that I need done, I will post about it. =]
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yeah linking in pure basic might be a big issue (load of fail) since the receiving calc would have to be in pause mode while receiving, and I am sure most people would not notice that in the instructions or not bother to read them then complain at you linking doesn't work x.x
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yeah, that thought crossed my mind as well. I just have to determine who I should get in contact with that has the ability to create a proper linking routine that would work for me.
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Hmm, the people on my mind would be Kerm (but he probably won't have time), Iambian (but he should be working on all his projects), calc84maniac (ditto), and...hmmm who else...
Just to put that out there. You probably already know.
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I believe I actually saw a Pure BASIC program successfully link and transfer data. It was a text based game, and not may variables were transferred but it worked... I think it was called Pokemonz (the only cool part was the linking...)
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Yeah it's possible to link in pure basic, but unreliable, and the TI-83+ can't link with anything above it in that :/
that's why ASM libs are way better to use then the send( get( commands...
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Didn't Andree Chear (the Rom8x author) do a good linking routine for BASIC coders? It was called ZCOM or something
EDIT: Nvm it was a different person and the program is there:
http://www.ticalc.org/archives/files/fileinfo/368/36828.html
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If I remember correctly Timendus from the Maxcoderz board had a linking program completed. I don't remember all the details, but you may want to look into that.
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Didn't Andree Chear (the Rom8x author) do a good linking routine for BASIC coders? It was called ZCOM or something
EDIT: Nvm it was a different person and the program is there:
http://www.ticalc.org/archives/files/fileinfo/368/36828.html
I thought there wasn't something similar.
I am thinking why not add linking to CelticIII?
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I have planned to look around and see what I can find, but I have a feeling I will need to get something custom made to work for what I need. We shall see tho. Linking is pretty much the last thing I have planned to deal with. Too much other stuff to deal with in the game to make it a game first. =p
Edit:
I am using Celtic2, so it wouldn't help me at all. =p
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If I remember correctly Timendus from the Maxcoderz board had a linking program completed. I don't remember all the details, but you may want to look into that.
Clap, except that it was for ASM programmers if I remember, not BASIC programmers
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@ Omni, yea that's what it was called! I was thinking it was for ASM or BASIC, but I could be wrong.
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Confirmed that left and right works for NPCs now. Going to back up what I have, and see about installing that code into the walking engine, see how things works with just those 2 directions. =D
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Cool!
I can't wait to see it.
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lol, trust me, I can't wait either XD
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Well, I screwed up XD
I deliver newspapers in the morning to stores, and sometimes am forced to wait for a bit for certain stores to open. So I program.
Well.. I wanted to update the map for Pallet town.. However.. I decided to be lazy and just use the one I had already edited for the sake of testing. Sadly, I forgot that that one had the spaces already in it because I stole it from running the game engine and pasting to another program. ><
I have a backup of the file on my laptop, will throw that on the calc here after bit and try again at editing and seeing what happens. XD
Edit
Qa'pla! =D
NPCs now move back and forth on the screen all by themselves. They don't do anything while you are walking, so that should help keep lag down. Right now they only walk onto empty spots, and can walk over top of you since they don't recognize you as an object not to be walked on, and same for you. I shall add that support once I make up and down work for NPCs. I will endeavor to get a screenshot of at least this much up here after while. ^_^
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Proof that I am not complete fail:
(http://tifreakware.net/tifreak8x/pokemon/ss/NPCsmovingleftright.gif)
They only move left and right, and only move if you are sitting still.
And before people yell 'DOUBLE POST' yeah, I know, but a screenshot is involved, wanted to make sure people saw it XD
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Wow, very impressive ;D I'm still amazed at how much it actually looks like Pallet Town o_o
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Me too! It's funny how I reccognised it as Pallet Town just by seeing the water and Prof. Oak's lab. :)
I like it a lot.
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Thanks a ton guys. Let's hope it remains just as awesome when they move up and down. XD
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You are right, this is an excellent ASCII recreation of Pallet Town. Worthy of some time wandering around.
I am curious about the rest of the map. ;D
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very nice job :)
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OoooOOOoo, shiny good ascii graphics! :) Me likes.
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(http://tifreakware.net/tifreak8x/pokemon/ss/npcmove4ways.gif)
4-way movement for NPCs are now implemented!
To do:
-Make NPCs recognize character as non-walkable
-Make NPCs not clear a trail in grassy areas
-Make it so you can talk to NPCs again ._.
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wow! looks great! cant wait to see more updates! maybe you'll be able to release another alpha in a few years :P
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Wow. My mouth came open when I saw the one ncp go up. ;D
It looks very nice!
However...
-Make it so you can talk to NPCs again ._.
:)
Edit:
I felt the need to watch it again. :)
How do you tell if the NCPs are going up vs down?
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Do you mean by the character? sadly, I had to use the same character for up and down, There just aren't enough to use of them like that to make it work right =/
However, in the coding each direction has a number, so that is how the calc tells.
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Do you mean by the character? sadly, I had to use the same character for up and down, There just aren't enough to use of them like that to make it work right =/
That is what I ment. Could you mabey use the i with the two dots above it for down?
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I don't remember if it was the same height as the other 3 or not. I will look into it tho.
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I see you stuck with the idea from The Reign Of Legends 4ever for the character :P, I kinda like those characters for moving around.
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yeah, as per your suggestion a long time ago. =p
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it only took 5 years until he listens to me
j/k :P lol
But for nostalgia purposes, here was the screenie :D
(http://www.omnimaga.org/images/screenshots/rl4animmini.gif)
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lol, I started using them when I made the maps scroll, but the NPCs just now get them cause they can move x]
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Wait, I saw that screenie earlier today!
I was looking through old topics and...
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Good luck with the NCPs.
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Thanks.
I need to see if there is a command or easy way to search list elements like inString( does for strings.
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Okay, but it's a little complicated:
Lets say you want to search L1 for 5:
max((L1=5)cumSum(binomcdf(dim(L1)-1,0
This will give you the list element of the farthest 5 in list one. If you mess around with this, I'm sure you can find something that will work.
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not sure if that will deal with what I need though.. I was thinking of running it through a quick while loop to see if the point that is being talked to matches any of the list elements and then storing the #sprite to a variable to look up.
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Hmm, I don't know then. It still might work with some tweaking, though. Can you try it and let us/me know how it works?
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I belive you can get a little more speed by prerendering the cumSum(binomcdf(dim(L1)-1,0)) part, if your list size doesn't change. I use this in Serenity just like you need to, to detect points, but since the test only works for 1 number i combine the 2 coordinates into one number. For instance 9,3 becomes 9.3.
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sadly, the list always changes, because there are always a different number of npcs on the map. each NPC uses 5 list elements (I know, I could easily condense this, but it would require writing yet more code and I don't think the memory saved by condensing the list will be much when I write out all the code over and over to check for iPart and fPart of list elements)
And the coordinates for the NPCs are a single number that is changed within the string, so I don't have to display anything other than the map.
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While writing out the code to make the NPCs talk, I realized I made a mistake and had to start over. XD So the list for NPC talking is as follows:
1 - determine which NPC list element to use -COMPLETE
2 - determine if NPC is trainer, if so go to NPC Battle program -COMPLETE, but battle programs do not exist yet.
3 - get NPC text
4 - determine if NPC is tied to event, go to appropriate program
5 - recall sprite data
6 - display border and text
so that is what the layout of the program I am devising will look like. *gets back to work*
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Sounds cool. Good luck!
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Nice pseudo code, looks nice and rugged. Good work!
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I was a massive pokemon gameboy player and still got all the cards from years ago (Basic,Jungle,fossil sets in mint)
cant wait to get round to playing it.
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Cool, do you have one of these calculators? You would need the TI-83 Plus Silver, the TI-Nspire or TI-84 Plus Silver models to play it, though, because it's mega large. (altough there are emulators but you need to google the illegal rom files yourself)
I also can't wait until it's finished. /me pokes tifreak to work on it
And nice tifreak8x, keep up the good work.
Btw, since this seems to be alive once again, now that we got a featured RPG section again, I think I am gonna move this project there when I have some time
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I am still hoping to have this work on the normal 84+.
And you know, I should make sure this game works on the 84+ emulation board on the nspire o.o It is something that hasn't been done yet.
And thanks. The pseudo code isn't really pseudo code. XD That is just a list of how things need to progress when talking with NPCs. I should scan in a page of what the code I am writing down is. =p cause it is full blown basic coding that should hopefully just need to be dumped on the calc to work.
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Welcome here Eddysaints. :)
Tifreak, do you write the code down on paper first and then type it into the calc?
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yeah, for the most part I write it out all on paper first before I drop it in the calc so I can see program flow before trying to figure out problems in the calc. Makes it much easier.
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Seeing as I'm just starting ASM, I need to learn to write on paper too, it's a habit I need to make.
By the way, I noticed that
O
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represents trees and forests. What do the other characters represent, besides those that make building shapes? I LOVE how fast this is for pure basic, you are doing an excellent job!
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Wait you mean you don't just blindly code and hope for the best?
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lmao I do that sometimes if I can't get the pencil and paper readily, like in bus or something...
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I never wrote my code on paper because i was too lazy to write it again from scratch on calc afterward x.x
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I always have to map out variable uses for games so i don't get confused. I also usualy have to map out the way certain lists work or how data is stored. I still remember when i made portal, all the levels had to be hand-compressed because i didn't have a level editor :)
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I've only coded on paper once; For my ultra fast Elmgon movement engine. It took three tries on paper before I even tried it on calc. (I'll post it within a week.)
Other than that I've never coded on paper. :)
Congrats on the feature!
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Well, I make sure that I have all the variables wrote out. I make certain ones specific to a purpose, like W is for While loops, F for For loops, K for getkey, etc.
And thanks. Going to start up a new thread, let's continue there, shall we?