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tifreak8x


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Joined: 16 Mar 2005
Posts: 9104
Location: Sol System

Posted: 10 Feb 2011 09:21:33 am    Post subject:

I managed to get 22 of the lists created this morning, took roughly 30 minutes to complete. The reason for this is I have 10 pages covering 165 attacks in 76 groupings. They are grouped based on possible status effects they can inflict, not on elements or the like.
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tifreak8x


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Joined: 16 Mar 2005
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Location: Sol System

Posted: 11 Feb 2011 10:05:57 pm    Post subject:

I'm up to 80 of these compiled and written to paper.
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tifreak8x


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Joined: 16 Mar 2005
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Location: Sol System

Posted: 17 Feb 2011 10:23:57 pm    Post subject:

Alright, some news.

I got all the lists dropped into a program, all the data verified and the program converted into an application.

I realized upon testing that I had put the L_EPRTY(7 in backwards, so I have that changed in my notes as well. It is now in a sprite.name format.

The stats for health isn't generated, not sure why yet. I might not have included that in the equations. Something for me to go through digging. At this point, it is causing issues with debugging since it throws up a divide by 0 error when it tries to display the hp bar.
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tifreak8x


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Joined: 16 Mar 2005
Posts: 9104
Location: Sol System

Posted: 20 Feb 2011 10:55:51 pm    Post subject:

So, I managed to locate some decent information on the generation of stats themselves, and now I have to figure out how to add it to my equations program. Sadly, looking at it.. I think I broke it.

What I need to do at this point is refigure out what all is actually on there and rewrite the code to make sense. Because at this point I think a part of it might be getting skipped. :/
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Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55882
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Posted: 21 Feb 2011 03:36:17 pm    Post subject:

That's great to hear that you located the proper equations, sorry to hear that it's potentially broken. Sad
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tifreak8x


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Posted: 21 Feb 2011 05:23:02 pm    Post subject:

haha, yeah, I'm good at breaking things. Hopefully I will be equally good at fixing it.
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Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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tifreak8x


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Joined: 16 Mar 2005
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Location: Sol System

Posted: 24 Feb 2011 08:34:44 am    Post subject:

I've decided to go the easier route instead of worrying about repeat code in the equations program, I'm just going to group the code via 1. new pokemon and 2. levelup. This way I can just get stuff done with it and call it a day so I can move on with the game.
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KermMartian


Site Admin


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Posted: 24 Feb 2011 02:06:30 pm    Post subject:

Great to hear, keep it up! I look forward to any testing or proofreading I can offer.
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tifreak8x


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Joined: 16 Mar 2005
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Posted: 26 Feb 2011 02:43:22 pm    Post subject:

I'll keep that in mind, working on remembering what all does what so I can make sure I don't miss things, which is somewhat important :p

Also found an instance where I store to a variable, and increment it in a For( loop, but for the life of me I can't remember why. I see no place in the immediate code that I use it, and as I scroll through the code I see I store to C again and do the same thing (didn't look what it is used for though).
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Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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KermMartian


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Posted: 26 Feb 2011 08:21:30 pm    Post subject:

Bummer; this is why TI-BASIC should have been designed with a better way to add comments to code. Sad
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Progbeard


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Joined: 23 Feb 2011
Posts: 108
Location: 0x9D95

Posted: 26 Feb 2011 10:12:56 pm    Post subject:

How far are we from a screenshot? Very Happy
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tifreak8x


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Joined: 16 Mar 2005
Posts: 9104
Location: Sol System

Posted: 27 Feb 2011 11:24:10 am    Post subject:

A little ways from it. Trying to get the remainder of these equations figured out so it can display said pokemon properly to the battle gui screen. I keep running into things that don't quite make sense, so I am doing more research into the matter.
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KermMartian


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Joined: 14 Mar 2005
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Posted: 01 Mar 2011 05:26:01 pm    Post subject:

tifreak8x wrote:
A little ways from it. Trying to get the remainder of these equations figured out so it can display said pokemon properly to the battle gui screen. I keep running into things that don't quite make sense, so I am doing more research into the matter.
Great, keep it up. Smile As always, let us know if there's anything we can do to help; I know at least Sonlen and myself are willing to assist. And I'll try not to distract you with too many AoE matches.
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tifreak8x


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Joined: 16 Mar 2005
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Location: Sol System

Posted: 16 Mar 2011 07:08:33 am    Post subject:

I've sadly made little head way with the list creation over the past couple of weeks. I've been quite busy with work, life and just generally stressed out over problems that go beyond my control. I have, however, made SOME progress with it, so there is that. Just trying to make this as efficient as possible while not really caring about super optimizing, if that makes any sense 0x5
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Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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KermMartian


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Posts: 55882
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Posted: 16 Mar 2011 11:51:09 am    Post subject:

That makes sense to me, and I'm glad to hear that you're at least making some forward headway even with the pressures of your real life interfering. I'll try to not distract you too much with calls for the playing of AoE. Smile
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tifreak8x


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Joined: 16 Mar 2005
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Location: Sol System

Posted: 16 Mar 2011 12:50:49 pm    Post subject:

KermMartian wrote:
That makes sense to me, and I'm glad to hear that you're at least making some forward headway even with the pressures of your real life interfering. I'll try to not distract you too much with calls for the playing of AoE. Smile


Haha, no problem on that, got to have fun distractions every now and then :p
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Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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Sonlen


Calculator Deity


Joined: 25 Aug 2010
Posts: 1679

Posted: 16 Mar 2011 01:41:54 pm    Post subject:

KermMartian wrote:
tifreak8x wrote:
A little ways from it. Trying to get the remainder of these equations figured out so it can display said pokemon properly to the battle gui screen. I keep running into things that don't quite make sense, so I am doing more research into the matter.
Great, keep it up. Smile As always, let us know if there's anything we can do to help; I know at least Sonlen and myself are willing to assist. And I'll try not to distract you with too many AoE matches.


After not posting here for a good while, I guess I ought to (plus I have a good idea), unless I remember wrong, all the sprites are in hex format, and I know you have a program that does that, but I believe a third party library has support for hex to image in a faster routine, so if you ever want, I can optimize it for DCS with the third party libraries, even if it is just for the sprites. Wink
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comicIDIOT wrote:
KermMartian wrote:
Stop double-posting. If you can't edit your posts, delete your old post before you post a new post.
I am too lazy to actually make my own post so instead I quote people and then don't say anything new


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tifreak8x


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Joined: 16 Mar 2005
Posts: 9104
Location: Sol System

Posted: 16 Mar 2011 01:45:37 pm    Post subject:

The pokemon sprites themselves already have an asm program specifically for displaying, since they took too long to draw out in BASIC. The other sprites don't do too bad for BASIC so for the moment, I am content to leave them be.
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Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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Sonlen


Calculator Deity


Joined: 25 Aug 2010
Posts: 1679

Posted: 16 Mar 2011 01:46:50 pm    Post subject:

tifreak8x wrote:
The pokemon sprites themselves already have an asm program specifically for displaying, since they took too long to draw out in BASIC. The other sprites don't do too bad for BASIC so for the moment, I am content to leave them be.


Sounds good to me, I just remember the image on tifreakware and the time it took for displaying Professor Oak (not really slow either), but I didn't know how long the rest would take.
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comicIDIOT wrote:
KermMartian wrote:
Stop double-posting. If you can't edit your posts, delete your old post before you post a new post.
I am too lazy to actually make my own post so instead I quote people and then don't say anything new


dragon1414@att.net / Google and Yahoo E-Mail
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tifreak8x


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Joined: 16 Mar 2005
Posts: 9104
Location: Sol System

Posted: 16 Mar 2011 01:47:49 pm    Post subject:

For some reason, it just shows up slow in the gif, It is like 5 times that speed on the actual calc.
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Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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