Author Topic: PokePurple, progress  (Read 18625 times)

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Offline tifreak

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PokePurple, progress
« on: August 14, 2006, 04:28:00 pm »
Well, Mathstuf and I figured out the lists and what not, and we estimate the total stat data (hp, att, def, etc) will take roughly 36kb of space... But, that can't be helped. All these stats will stay in Archive until needed, which will mean for a slow loading period I guess, but there is nothing I can really do about that...

Also, to integrate this, New games will erase save data, because I don't want this taking 72kb so there can be extra lists and what not to cause more problems... I will probably leave the current systems in effect, since the only times the stats data will be effected is when you battle and win. for battles, I will probably use temp lists for faster action and then store the info back into the main lists when the battle is over.

So basically, things are starting to get fun... :)smile.gif

















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

Dragon__lance

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PokePurple, progress
« Reply #1 on: August 15, 2006, 03:58:00 am »
Sweet! Dang Pokemon takes a lot of data, i can't believe your managing to fit it into a Calculator's Memory.
*Dragon_Lance prays that PokemonPurple will fit into 83+'s Memory :Dbiggrin.gif

Offline tifreak

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PokePurple, progress
« Reply #2 on: August 15, 2006, 04:27:00 am »
83+?? No way. It simply will not handle that. 83+SE? I hope it will...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Dragon__lance

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« Reply #3 on: August 15, 2006, 05:11:00 am »
:(sad.gif

Offline tifreak

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« Reply #4 on: August 15, 2006, 08:04:00 am »
There are tons of map data that I have to add, plus all the "events" that are there, plus I need to create a battle system, create the actual Pokedex system, add all the dialogue that it can handle... Trust me, There is so much to add yet, I really wish one of you guys lived near here so I could get your help. This is gonna take a ton of work.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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PokePurple, progress
« Reply #5 on: August 15, 2006, 10:01:00 am »
QuoteBegin-tifreak8x+Aug 15 2006, 11:27 AM-->
QUOTE (tifreak8x @ Aug 15 2006, 11:27 AM)
83+?? No way. It simply will not handle that. 83+SE? I hope it will...

maybe a demo for the 83+? %)rolleyes2.gif

How is it big so far?

*xlibman reminds everyone that most BASIC RPGs that are the biggest are usually the ones with either the largest amount of features, features not seen in other calc rpgs or long game lenght ^^
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF


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Dragon__lance

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PokePurple, progress
« Reply #6 on: August 15, 2006, 12:04:00 pm »
Ahhh,a demo would be great! Just a small, playable version to waste our times with :Dbiggrin.gif Yeah, big games are totally worth it cuz they show the author spent a lot time putting together the game *points to ROL3! As for map creation, maybe some of us could help create some maps? :)smile.gif

Offline Halifax

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« Reply #7 on: August 15, 2006, 03:45:00 pm »
Wow this game sounds sweet i can't wait to play it (loved Pokemon on the Gameboy):)smile.gif
There are 10 types of people in this world-- those that can read binary, and those that can't.

Offline tifreak

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PokePurple, progress
« Reply #8 on: August 15, 2006, 03:50:00 pm »
QuoteBegin-Dragon__lance+Aug 15 2006, 11:04 PM-->
QUOTE (Dragon__lance @ Aug 15 2006, 11:04 PM)
Ahhh,a demo would be great! Just a small, playable version to waste our times with :Dbiggrin.gif Yeah, big games are totally worth it cuz they show the author spent a lot time putting together the game *points to ROL3! As for map creation, maybe some of us could help create some maps? :)smile.gif

 I wish it was that easy, but I have to have everything line up with the maps, as I make them on graph paper, so I know what values each map stands for. As I said, it would be nice if some of you lived close by...

I might see if I can't get the basic engines and what not done for a demo of sorts of the 83+, though I can't promise much on that either. ;)wink.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Dragon__lance

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PokePurple, progress
« Reply #9 on: August 15, 2006, 03:58:00 pm »
ahhh,i see. Oh well, it's allright, I'll have to borrow my friends SE to play this then :Dbiggrin.gif As for map making,I seriously hope that my ASCII map editor might be of some use, cuz then you wouldn't need to hardcode the string.

Offline tifreak

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PokePurple, progress
« Reply #10 on: August 16, 2006, 04:26:00 am »
That is the problem with the set up, it has to be hardcoded, because there is just too much map to have in a single string, or in all ten strings put together. I dunno yet, I will see about making the game work, then start optimizing from there...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

elfprince13

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« Reply #11 on: August 16, 2006, 04:36:00 am »
have a program storing the map for each city.

Offline tifreak

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« Reply #12 on: August 16, 2006, 04:43:00 am »
That is what I am doing, sorta. I take from sections # to sections #, and put them in a program. And I try to keep them around 5k in size, so I dont run into problems with running it after I get all the data in.

I also have a plan on on decreasing sprite size and load time. I plan on taking character "G", and using that as a single line of 0's (8 of them in fact) since if you look at all the sprite data, there are tons of 0s. I would go so far as say that it would take 10k off the data for the sprites.

The only downfall is, I would have to copy the sprite displayer, and edit it to work for my purposes. (Basically, take out size detection, add the code for looking at "G" character, etc)

I am gonna go ahead with the code made for "Pokedex BASIC" and see what kind of reaction times and what not I get, and what kind of finalized sizes it will bring.


Edit:

Well, I timed the first sprite being drawn, and it was roughly 23 seconds. With the new system in place, it was roughly 16, so 7 seconds shaved off roughly. This is gonna vary from sprite to sprite, since some sprites have more spaces than other.

Also, ZPM1 went from 6678 bytes to 6573, by changing just one sprite! :)smile.gif So it looks like I will be changing the sprite stuff around a little bit, before going on with anything else. This will also help in getting Pokemon Purple to better fit on the SE, and maybe even a semi playable game for the 83+. :)smile.gif

Oh yes, the time I posted was on my 83+, Green calc. SE should be considerably faster.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

elfprince13

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PokePurple, progress
« Reply #13 on: August 16, 2006, 06:23:00 am »
are the original 83+s 6MHz?

Offline tifreak

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« Reply #14 on: August 16, 2006, 06:27:00 am »
yes, as far as I know of.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%