Author Topic: Pokemon Stadium - Battle Simulator in the works  (Read 36303 times)

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Offline DJ Omnimaga

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Re: Pokemon Stadium - Battle Simulator in the works
« Reply #105 on: January 21, 2009, 08:56:00 pm »
Haha, I hear you. I posted to the RS staff I would have some progress soon, and I have not yet...or am i...
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Offline Madskillz

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Re: Pokemon Stadium - Battle Simulator in the works
« Reply #106 on: January 21, 2009, 09:52:28 pm »
Haha, I hear you. I posted to the RS staff I would have some progress soon, and I have not yet...or am i...
Yeah I seem to always say that stuff too....  ;)

Any progress on the battle sim is good no worries though if you cant update us daily!

Offline DJ Omnimaga

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Re: Pokemon Stadium - Battle Simulator in the works
« Reply #107 on: February 05, 2009, 02:14:19 am »
I am curious if there have been any new progress recently?
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Re: Pokemon Stadium - Battle Simulator in the works
« Reply #108 on: February 05, 2009, 03:07:54 pm »
there HAS been progress, but nothing overly impacting the content of the game. a simple pokemon battle right now is extremely RAM-consuming. this prevents me from adding content. one good reason of this is my shoddy code in the first place. right now I'm patching up the program to create pokemon data differently, with a minimal use of RAM. it will require an excessive use of xLib's XTEMP command series ( i seem to milk that a lot )

i hope to also access data for attacks differently. all the lists from both are extremely wasteful. i HAVE to do this to make the new content work. it's a nightmare for me, really.

Offline trevmeister66

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Re: Pokemon Stadium - Battle Simulator in the works
« Reply #109 on: February 05, 2009, 03:29:14 pm »
Just keep plugging away at it, and you'll get it eventually. It's really satisfying when you find a new formula/routine that lets you store something faster and smaller.

Just try to think outside the box, and I'm sure you'll come up with something for your problems. What do all your stats have in common that you could take out and add later or something along those lines, etc.

And yes, it does help to have clean code.  :P
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Offline DJ Omnimaga

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Re: Pokemon Stadium - Battle Simulator in the works
« Reply #110 on: February 05, 2009, 11:01:11 pm »
ouch i hope you can fix the memory issues. normally XTEMP should fix the issue, you need to make sure to split your programs into multiple routines (make sure their name is as short as possible though). Ok I know you will end up with 200 subroutines but it's practically the only way to fix memory issues for huge games with lot of data or graphic. There's celtic too, but it's unfinished and Idk if it's really stable
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Re: Pokemon Stadium - Battle Simulator in the works
« Reply #111 on: February 05, 2009, 11:07:28 pm »
If you chose to use Celtic III for the main ASM library, you can use its line read commands to extract various data from programs straight from Flash. That way, and if coded properly, you can have few "subroutines" clogging up the file system.
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Offline DJ Omnimaga

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Re: Pokemon Stadium - Battle Simulator in the works
« Reply #112 on: February 05, 2009, 11:15:10 pm »
altough then he would have trouble if he uses sprite clipping since xlib sprite function doesn't support that (to the left of screen)
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Re: Pokemon Stadium - Battle Simulator in the works
« Reply #113 on: February 05, 2009, 11:47:21 pm »
If you chose to use Celtic III for the main ASM library, you can use its line read commands to extract various data from programs straight from Flash. That way, and if coded properly, you can have few "subroutines" clogging up the file system.
Does Celtic II have the ability to read from a program? Really I always wanted a like basic builder lib..Where you can have a bunch of functions and build into a app or program the ones you would prefer/need (ie: the tile mapper, sprite routine, various reading functions in celtic)

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Re: Pokemon Stadium - Battle Simulator in the works
« Reply #114 on: February 06, 2009, 01:54:50 am »
it actualy copies parts of code into strings which you can copy back into another program which you can execute afterward. Not only that but Celtic III can convert prgms to appvars IIRC, so basically you can have all your subroutines archived as appvars and only copy needed code during execution into a ram program. Cleaner PRGM menu and less VAT usage
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Re: Pokemon Stadium - Battle Simulator in the works
« Reply #115 on: February 06, 2009, 10:18:02 am »
less VAT usage
Actually, an APPVAR takes up the same amount of VAT as a program. ;)
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Re: Pokemon Stadium - Battle Simulator in the works
« Reply #116 on: February 06, 2009, 06:37:28 pm »
I know, but I mean about the fact you would have much less subprgms/appvars, since most routines would be merged into one. 8 programs that are 20000 bytes huge each takes much less VAT than 200 programs that are around 800 bytes each
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Re: Pokemon Stadium - Battle Simulator in the works
« Reply #117 on: February 12, 2009, 12:12:37 am »
well, I'm on hiatus for Pokemon. CelticIII sold me, and while I still have compatibility issues with Pokemon, a workaround can be put into effect on the next version. However, I'm taking a break from it to familiarize myself with CelticIII by working on a NEW project. I will master CIII and then apply my newfound mastery on Pokemon. However, you guys are welcome to check out v0.31. I'll post it ONLY if any of you are interested.   ^_^

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Re: Pokemon Stadium - Battle Simulator in the works
« Reply #118 on: February 12, 2009, 01:02:14 am »
I can't wait to see how it will turn out. With Celtic "read from programs" functions you might have much less subroutines too, and even maybe appvars instead of programs, so it will clutter the PRGM menu less (like my games does x.x)
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Re: Pokemon Stadium - Battle Simulator in the works
« Reply #119 on: February 12, 2009, 08:55:29 am »
hey omni, when i finish my celticIII project and get back to pokemon, could i have a subforum in the rpg section? my earlier descision was a bit hasty, and i realized that there are advantages to having more than one topic pertaining to the game.