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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9057 Location: Sol System
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Posted: 09 Jul 2012 01:15:37 pm Post subject: |
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Just something to show off what is going wrong with the party system at this point. Still no ideas from myself or anyone else on what I should look into or why it might be doing this. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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elfprince13

OVER NINE THOUSAND!

Joined: 23 May 2005 Posts: 10224 Location: A galaxy far far away......
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9057 Location: Sol System
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Posted: 10 Jul 2012 04:21:36 am Post subject: |
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Yes I do. I figured that'd be the fastest way to accomplish that. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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elfprince13

OVER NINE THOUSAND!

Joined: 23 May 2005 Posts: 10224 Location: A galaxy far far away......
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9057 Location: Sol System
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Posted: 10 Jul 2012 09:00:15 am Post subject: |
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Yeah, that's the problem, it won't back out of that menu once you view the stats. And it makes -no- sense why. I've broken the program at that point numerous times. It's in the correct loop, variables are correct, except for one, but if it mattered, it'd not even be in that loop to begin with. Blah. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9057 Location: Sol System
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Posted: 11 Jul 2012 06:46:21 am Post subject: |
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Confirmed working.
Yes, I know it didn't clear the status properly, that's the fault of ZPP (which is fixed). And by fixed, I mean I fixed the placement of the status messages when switching a Pokemon from the party out to the battles. And I fixed that annoying a bug that was plaguing me. Hooray for thinking I did something and totally not having done it. :/
Wrote the code out for the Leaf Stone to the point that it says it cannot be used during battles.
Copied the code from Elixir for Max Elixir. Made some of the changes so Max Elixir will work properly, plus I found a few optimizations in the Elixir code I can do to knock maybe 100 bytes off. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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elfprince13

OVER NINE THOUSAND!

Joined: 23 May 2005 Posts: 10224 Location: A galaxy far far away......
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55732 Location: Earth, Sol, Milky Way
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Posted: 11 Jul 2012 12:57:51 pm Post subject: |
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| elfprince13 wrote: | | <3 looks amazing. | Quoted for truthiness. If only you had been born a few decades earlier to get a job making GUIs for popular arcade games, tifreak!  _________________
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merthsoft
File Archiver

Joined: 09 May 2010 Posts: 2735
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Posted: 11 Jul 2012 12:58:50 pm Post subject: |
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It's Ditto! I love it! _________________ Shaun |
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9057 Location: Sol System
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Posted: 11 Jul 2012 02:19:53 pm Post subject: |
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Thanks guys
In my attempts to make the code for Ether smaller, because I knew there was a way, I've taken the code from here (Look under Ether section)
Code: If A=35:Then:If L1(19)>=L1(23:Then:Text(47,4,"ETHER INEFFECTIVE":prgmZWT:1->W:End:If L1(19)<L1(23:Then:Text(47,4,"USED ETHER!":10+L1(19->L1(19:If L1(19)>L1(23:L1(23->L1(19:prgmZWT:1.5->W:End:For(F,4,14:Line(4,F,90,F,0:End:End:If A=41:Then:If L1(20)>=L1(24:Then:Text(47,4,"ETHER INEFFECTIVE!":prgmZWT:1->W:End:If L1(20)<L1(24:Then:Text(47,4,"USED ETHER!":prgmZWT:10+L1(20->L1(20:If L1(20)>L1(24:L1(24->L1(20:1.5->W:End:For(F,4,14:Line(4,F,90,F,0:End:End:If A=47:Then:If L1(21)>=L1(25:Then:Text(47,4,"ETHER INEFFECTIVE!":prgmZWT:1->W:End:If L1(21)<L1(25:Then:Text(47,4,"USED ETHER!":10+L1(21->L1(21:If L1(21)>L1(25:L1(25->L1(21:prgmZWT:1.5->W:End:For(F,4,14:Line(4,F,90,F,0:End:End:If A=53:Then:If L1(22)>=L1(26:Then:Text(47,4,"ETHER INEFFECTIVE!":prgmZWT:1->W:End:If L1(22)<L1(26:Then:Text(47,4,"USED ETHER!":10+L1(22->L1(22:If L1(22)>L1(26:L1(26->L1(22:prgmZWT:1.5->W:End:For(F,4,14:Line(4,F,90,F,0:End:End:End:
And have turned it into this:
Code: If L1(19+(A-35)/6)<L1(19+(A-35)/6+4:Then
L1(19+(A-35)/6)+10->L1(19+(A-35)/6
If L1(19+(A-35)/6)>L1(19+(A-35)/6+4:L1(19+(A-35)/6+4)->L1(19+(A-35)/6
Text(47,4,"USED ETHER!":prgmZWT:1.5->W:End
If L1(19+(A-35)/6)=L1(19+(A-35)/6+4:Then
Text(47,4,"ETHER INEFFECTIVE!":prgmZWT:1->W:End
For(F,4,14:Line(4,F,90,F,0:End
Tokens says that section one is 714 bytes in size, while section two is 274 bytes.
Plus Weregoose threw up some new code to try out, so it might get even smaller still.
Edit:
After Weregoose's optimizations..
Code: 12+int(.2A)->C:Ans+4->D
If L1(C)=L1(D:Then
Text(47,4,"ETHER INEFFECTIVE!":prgmZWT:1->W:End
If L1(C)<L1(D:Then
min(L1(D),L1(C)+10->L1(C
Text(47,4,"USED ETHER!":prgmZWT:1.5->W:End
For(F,4,14:Line(4,F,90,F,0:End
Brought it down to 167 bytes. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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merthsoft
File Archiver

Joined: 09 May 2010 Posts: 2735
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Posted: 11 Jul 2012 02:57:08 pm Post subject: |
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Keep in mind that Tokens will add some bytes for the headers and file name, so if it's just a section, you'll want to subtract some bytes (7+filename, I think, start an empty program and see how many bytes it says) to how much it says. That's some awesome improvement, though! Have you fully tested it? _________________ Shaun |
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9057 Location: Sol System
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Posted: 11 Jul 2012 03:08:07 pm Post subject: |
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No, no testing has been done yet except for inputting numbers into equations in the calculator. I still have to work on the dynamically written code and implement the above to work with it, to see how much smaller it will be.
Edit: I had finalized the changes to Ether usage, and now there is a problem with the Items display system. I can't seem to win with this game. :/
It works just fine going up and down, but when it's time to turn the page or scroll down to the next item, it returns to the battle menu.
Edit 2:
SC showed that it was missing an End statement. Though SC is showing artifacts at the end of the program, and Tokens does not. o.O Strange.. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9057 Location: Sol System
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Posted: 12 Jul 2012 07:15:32 am Post subject: |
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In regards to what SC is showing, Wabbitemu didn't show the artifacts either. Only SC does, so I'm not sure who to report that bit to.
I fixed the End statement, now the items system properly does what it is supposed to.
When backing out of using the Ether on a pokemon, it re-displays the battle screen before throwing the items menu up. Something else for me to create a work around for.
Ether seems to work flawlessly in its reduced form. I'll be adapting that code to work for Max Ether today, hopefully.
The code went from being 14542 bytes to 13118 bytes in size, and it currently has the old Ether code for the Max Ether, so it will be replaced and make it smaller still. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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merthsoft
File Archiver

Joined: 09 May 2010 Posts: 2735
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Posted: 12 Jul 2012 08:32:13 am Post subject: |
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Can you send me the file so I can try to see what's going on with the artifacts. _________________ Shaun |
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9057 Location: Sol System
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Posted: 12 Jul 2012 08:35:06 am Post subject: |
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Sure thing, just did. And I confirmed they show up only in SC, not in Tokens or Wabbit. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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merthsoft
File Archiver

Joined: 09 May 2010 Posts: 2735
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Posted: 12 Jul 2012 08:46:00 am Post subject: |
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Awesome, thakns. It could still be an issue with Tokens even though it just shows up in SC, so I just want to be sure. Is it just two tokens at the end? _________________ Shaun |
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9057 Location: Sol System
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Posted: 12 Jul 2012 09:21:48 am Post subject: |
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'ZStandard1' is what shows up for me in SC. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55732 Location: Earth, Sol, Milky Way
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Posted: 12 Jul 2012 11:59:59 am Post subject: |
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| tifreak8x wrote: | | 'ZStandard1' is what shows up for me in SC. | $86, $31 is the checksum of the file, which would indeed render as ZStandard1. However, SC2 should not be printing the checksum as data, which makes me think that Tokens may have made an error in one of the size fields in the header. Is this possible, Merth? _________________
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merthsoft
File Archiver

Joined: 09 May 2010 Posts: 2735
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Posted: 12 Jul 2012 12:18:07 pm Post subject: |
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Ever since I changed the way I handle files the checksum has been giving me grief. I should start testing against SC as well as Wabbit and a real calc for file saving. I'll look into it. _________________ Shaun |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55732 Location: Earth, Sol, Milky Way
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Posted: 12 Jul 2012 12:29:57 pm Post subject: |
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| merthsoft wrote: | | Ever since I changed the way I handle files the checksum has been giving me grief. I should start testing against SC as well as Wabbit and a real calc for file saving. I'll look into it. | Awesome, Merth. Let me know if there's anything that I can do to assist with debugging.  _________________
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