Author Topic: Pokemon TI  (Read 39932 times)

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Offline squidgetx

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Re: Pokemon TI
« Reply #165 on: December 20, 2010, 05:55:03 pm »
Heh, you spelled Phoenix wrong  :mad:  ;)

Nice to see my npc engine style is of use. The hardest parts to get are the conditionals and stuff :P

Also, if you want a custom input routine, I have one similar to the Pokemon style that you can take a look at if you want. It writes the string to the beginning of L5 and is capped at 8 characters, though that of course could be changed easily :P
« Last Edit: December 20, 2010, 05:55:27 pm by squidgetx »

Offline FinaleTI

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Re: Pokemon TI
« Reply #166 on: December 20, 2010, 08:40:37 pm »
To that, I can only respond:


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline ztrumpet

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Re: Pokemon TI
« Reply #167 on: December 21, 2010, 10:02:27 am »
Wow, nice Finale.  That looks great. ;D  Yours too squidgetx. :)

Offline shmibs

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Re: Pokemon TI
« Reply #168 on: December 21, 2010, 01:37:01 pm »
Quote from: graphmastur
Could you explain this a little more, or give an example program. I need something like this for one of my projects.

ok, every tile in a map has a number by which it can be identified, going from zero to [width]*[height], running from left to right, top to bottom(conventionally), yes? well, a similar system could be used to enumerate all the link tiles in a given map. If one were to start at the top left corner of the map and move left to right, top to bottom, each link tile could be numbered in succession to give it a unique identity. example:

map data(where 00 is a "normal" tile and 11 is a "link" tile)
[00110000
[00000011
[11001100
[11110000
there are a total of six link tiles, so they would be numbered like so
[--01----
[------02
[03--04--
[0506----

(i'm probably over-explaining this a bit, but better safe than sorry and all that)

then, to determine which tile has been stepped on, the programmer need only use a for loop which is [player's current Y in map]*[total map X]+[player's current X in map] long which searches through the map data, left to right, top to bottom, and increments a counter every time a link tile is encountered. the number stored in this counter when the for loop terminates can then be used to determine how many link tiles are in listed in the map before the one on which the player stepped, and thus the unique number for the tile on which he stepped.
axe psuedo-code
Code: [Select]
:0->C
:for(L,0,[player's current Y in map]*[total map X]+[player's current X in map]
:If {[map data pointer]+L}=[number used to define a link tile]
:C+1->C
:End
:End
:C-1->C ;because this counting method will label the first tile as link tile number 1, and we want it to be number 0

then, the programmer can store, concatenated to the end of the map data, a list which has three values for every link tile in that map. these three values are: the map to which the tile links, the link tile number in that map on which the player is to appear, and the direction in which the player is to face when he appears.

so, taking our previous example map with six link tiles:
[00110000
[00000011
[11001100
[11110000
we would have to add to the end another line which looks like this
[[map #1][tile in map #1][direction to be faced #1][map #2][tile in map #2][direction to be faced #2]...
you get the idea

then, to access this data one would only have to use
Code: [Select]
{[total map length(X*Y)]+[map data pointer]+(C*3)+[0,1, or 2, depending on which piece of information you want]}
then, to place the player in the proper position in the new map, a similar loop needs to be used:
Code: [Select]
:0->D->L
:Repeat C+1=D
:If {[map data pointer]+L}=[number used to define a link tile]
:D+1->D
:End
:L+1->L
:End

L will then contain the tile number upon which the player is to stand, and a simple operation
L^[total map width]->X
L/[total map width]->Y
returns the player's X and Y positions in that map

that was just a little bit overkill, wasn't it? XD

Offline DJ Omnimaga

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Re: Pokemon TI
« Reply #169 on: December 21, 2010, 05:34:41 pm »
Heh, you spelled Phoenix wrong  :mad:  ;)

Nice to see my npc engine style is of use. The hardest parts to get are the conditionals and stuff :P

Also, if you want a custom input routine, I have one similar to the Pokemon style that you can take a look at if you want. It writes the string to the beginning of L5 and is capped at 8 characters, though that of course could be changed easily :P
To that, I can only respond:
Both looks nice. I like the 2nd one better but the first one got more characters on one page so I guess both are good.
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline FinaleTI

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Re: Pokemon TI
« Reply #170 on: December 21, 2010, 05:46:50 pm »
I'm not actually completely done with mine yet, but that's almost an exact replica of the GUI for the one in Pokemon Red/Blue.
I have to change a couple of the chars to special symbols. Like the PK symbol or the male or female symbols, etc.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline kindermoumoute

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Re: Pokemon TI
« Reply #171 on: December 21, 2010, 06:16:35 pm »
Just a little feature : character don't walk when he change direction.
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline TIfanx1999

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Re: Pokemon TI
« Reply #172 on: December 21, 2010, 06:19:29 pm »
The new screenies look great! When did you switch this over to Axe?

Offline jnesselr

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Re: Pokemon TI
« Reply #173 on: December 23, 2010, 10:02:52 pm »
Quote from: graphmastur
Could you explain this a little more, or give an example program. I need something like this for one of my projects.
<very large post goes here>
Very nice. I might have to use that. Albeit slightly differently, but it does give me a good idea. Thank you!

Offline FinaleTI

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Re: Pokemon TI
« Reply #174 on: February 19, 2011, 11:04:32 pm »
*BUMP*

Wanted to show I was still working on this. Slowly, but surely.
I've drawn up the special symbols, though I don't have them all on my computer, so I can't show you yet.

I've also been working on stat generation and such, and I feel I've got a good start, but I can't figure out the TM-HM flags.
It's a seven byte set of flags for each Pokemon that determines what TMs and HMs they can and can't learn. If someone could help with this, it would be greatly appreciated.

Quote from: Bulbapedia
The TMs which a Pokémon can learn are stored as a bunch of flags. Starting from the LSB of the first byte, and ending with the MSB of the last byte. The five HMs are treated as TMs 51-55.
These are the flags for Bulbasuar:
Code: [Select]
01 2D 31 31 2D 41 16 03 2D 40 55 00 40 E5 40 21 2D 00 00 03 A4 03 38 C0 03 08 06 00Here is the list of TMs and HMs Bulbasaur can learn in Generation I.
And the link to the base stats data structure page.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline leafy

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Re: Pokemon TI
« Reply #175 on: February 19, 2011, 11:13:19 pm »
It's awesome seeing this being worked on once more :D
In-progress: Graviter (...)

Offline PeonHero

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Re: Pokemon TI
« Reply #176 on: February 19, 2011, 11:15:46 pm »
This is an ingenious project, keep it up!
There are a lot of<a href="http://justmegawatt.com/images/youdidntknow"> Things you didn't know </a>about until you clicked that link.

Offline Runer112

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Re: Pokemon TI
« Reply #177 on: February 19, 2011, 11:28:35 pm »
Your confusion might stem from the fact that Axe enumerates the bits in bytes backwards compared to most other assembly standards. This means that, contrary to Axe's system of bit numbering, in assembly bit 0 is actually the least significant bit and bit 7 is the most significant bit in a byte. So you don't want to look at the data like this:

A4       03       38       C0       03       08       06
10100100 00000011 00111000 11000000 00000011 00001000 00000110

You want to look at it like this:

A4       03       38       C0       03       08       06
00100101 11000000 00011100 00000011 11000000 00010000 01100000

Offline FinaleTI

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Re: Pokemon TI
« Reply #178 on: February 19, 2011, 11:38:49 pm »
Runer122 thank you!
It makes perfect sense now. The 7 bytes are just a string of bits that are on or off depending on whether or not the TM or HM in question can be applied.

And thanks everyone else for the support!


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline ztrumpet

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Re: Pokemon TI
« Reply #179 on: February 20, 2011, 02:20:48 pm »
Cool!  I'm glad you're working on this again. ;D