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Messages - Torio

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61
TI-BASIC / Re: When do ExpReg and PwrReg throw an ERR:Domain?
« on: January 27, 2012, 04:59:29 pm »
ExpReg and PwrReg will throw an ERR:DOMAIN when one of the lists contain a 0.
To check if your list contains a zero, use that command :
Code: [Select]
prod(List)
It will calculate the product of each term of your list. So if the list contains a 0, the product will automatically be 0.

62
TI 68K / Re: Pokemon TI-89
« on: January 27, 2012, 04:51:20 pm »
^^ I won't go this far I think. Because two languages in one game make a very large program, and I'm close to the limit.


63
TI 68K / Re: Pokemon TI-89
« on: January 27, 2012, 12:22:00 pm »
That's a good idea to make user-configurable keys, but as Lionel said I prefer to focus on getting the project finished and after that I will change minor details. But I don't think it is hard to make user-configurable keys, it is just long to code, and coders are lazy...

EDIT : I have just finished the sprite of Carabaffe/Wartortle so you don't need to do it anymore.
EDIT 2 : Finished Nidorino

64
TI 68K / Re: Pokemon TI-89
« on: January 26, 2012, 01:33:40 pm »
Your sprites look very good, Art_of_Camelot, that's a great job you made here !!
Could you, please, use this software : SpriteED to convert your sprites into C data arrays and then send it to my mailbox, it would save me a lot of time !
I would also recommend to use gold/silver sprites (here, for example), because they are generally more beautiful and easier to convert in black and white.

If you have time, here is the list of the next sprites to draw :
- Carabaffe/Wartortle
- Reptincel/Charmeleon
- Roucoups/Pidgeotto
- Nidorino
- Nidorina
- Chetiflor/Bellsprout
- Ramoloss/Slowpoke
- Magneti/Magnemite

About the key layout, I wish I could use the [2nd] and [Diamond] keys but it is not possible to use them. Actually, the getkey doesn't work like on TI-83+, where each key has a code. On TI-89, you can press [2nd] and then press a key, it will not send a code when pressing [2nd], and different code (from the one you would have had if you hadn't pressed [2nd]) when you press the other key.
So I don't think I will change the key layout, because it seems to me that it is the best solution and the most natural.

65
TI 68K / Re: Pokemon TI-89
« on: January 26, 2012, 01:12:19 am »
But they are 32x32, so they would look pretty small in my game...

66
TI 68K / Re: Pokemon TI-89
« on: January 26, 2012, 12:50:55 am »
Rather Pokemon in battle, I will edit the first post to show the sprites needed

67
TI 68K / Re: Pokemon TI-89
« on: January 26, 2012, 12:44:55 am »
Thank you very much !

Anyone interested in making sprites ?

68
TI 68K / Re: Pokemon TI-89
« on: January 25, 2012, 01:38:29 pm »
Thank you very much, chickendude, but Matrefeytontias is doing a great job. Feel free to post your comments to improve the traduction when I will release the English version.
For the Spanish version, I don't think it is useful for now except if there is a lot of demands.

About the auto-save command, I could perhaps make a special key to save (let's say F1), because if I haven't misunderstood, you find it long to open the menu and to save ? To save and quit quickly, you'll have to press F1 then help.

For the name input, it is just a basic scanf()  ;D !!

69
TI Z80 / Re: Pokemon Topaze (Axe)
« on: January 25, 2012, 12:32:44 pm »
Great Job Hayleia,
Your game is just awesome. As you may know, I made a port of Pokemon for TI-89.
This calculator has so much memory, that it was almost "easy" for me to program it. But once I tried to make a Pokemon for TI-83+ (like you in monochrome and 8x8 tiles), and I failed, because it was too challenging with so little memory... (I wanted to make it in TI-Basic, and Axe is definitely the best language for that game...). You made it, and I wanted to say you "Bravo !" because I know how it is hard.

Your game is very well programmed, with very beautiful sprites, and interesting ideas (the numbers on the floor that represents the badges needed impressed me). If you want any help, just ask me because I would like to see this project finished.

Bravo, tu as réussi là où j'ai échoué.
Torio

70
TI 68K / Re: Pokemon TI-89
« on: January 25, 2012, 12:16:03 pm »
I made an installation program so that it creates the POKEMON folder, and writes text files in it, because there are about 40 map files. I want the user to do as few things as possible to get the game working.
Do you want the source, to see how I coded it ?

Thank you Xeda, tell me when you beat Ondine, she is quite tought, I think  :banghead:

71
TI 68K / Re: Pokemon TI-89
« on: January 25, 2012, 11:59:52 am »
Thank you Lionel Debroux, to advertise my project on Tiplanet. I'm French and I haven't heard about this site before, shame on me !

To answer you about the texts files, it is not to save space in a range of 10/20 KB, but rather of 60/70 KB ! I was obliged to separate the installation (map/sprites) from the datas (pokemons/moves/objects), because the installation program itself (!!!) reached the 64 KB limit !
If I put all the datas into the main program, it would be about 120 KB large, and I don't think I can optimize so far...

Otherwise, I will look carefully on the optimization tutorial you advised me to read, it might be very interesting.

72
TI 68K / Re: Pokemon TI-89
« on: January 25, 2012, 10:51:11 am »
Oh yes, you are right !
Actually, after a Game Over you normally quit the game, and I don't have to restore the small font. But if you lose in Prof Oak's lab, you don't quit. I thought nobody would lose the first fight but in fact, yes...  ;D
I can fix it by restoring the small font after the Game Over. (And to restore the small font, go see the stats of your Pokemon, it will call FontSetSys ^^)

The size of the sprites should be 48x48, and monochrome only. I have completely forgotten, sorry.

@xeda : You can, or you cannot draw sprites well ??  ::)

73
TI 68K / Re: Pokemon TI-89
« on: January 25, 2012, 10:33:37 am »
Ok Matrefeytontias, I have sent you the list to translate by PM.

@AaroneusTheGreat : Thank you very much for your comment, and your help is of course also welcome ! If you want you can do sprites, but take your time I'm not in a rush to finish the game. And by the way, the bugs you found might be interesting, could you tell me what they are ?

Here is the Pokemon sprites you can make (by order of priority) :
- Onix
- Miaouss/Meowth
- Akwakwak/Golduck
- Ferosinge/Mankey
- Ptitard/Poliwag
- Abra
- Machoc/Machop

Size 48x48 and monochrome only.

74
TI 68K / Re: Pokemon TI-89
« on: January 25, 2012, 09:49:43 am »
Hey Nick, your Pokemon list in English is awesome !
You can do it with Moves if you have time ("atkdata.89t") !

@ Matrefeytontias : I'm preparing the list of texts to translate, be patient !

Don't worry, your both names will appear in the credits  ;D

Torio

75
Axe / Re: 4-byte integer
« on: January 25, 2012, 09:29:55 am »
Ok, thank you for your help !

I have found the code for the modulo, but it is the easiest for the three operations.

To make AB^P and store it into R :
Code: [Select]
65535^P+1^P*A^P+B^P=>R
I'm going to try the square root now !

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