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GenericUser1
Advanced Member

Joined: 03 May 2007 Posts: 288
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Posted: 13 Jun 2007 04:39:03 pm Post subject: |
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Been looking through the Pokedex, and here are the name misspellings:
Exeggute should be Exeggcute
Stammie ahould be Starmie
Gyrados should be Gyarados
Vaporean should be Vaporeon
And thats it. You may have had some of the names changed, but that is the most recent Pokedex from TI Calc taht I am using.
Also, are you going to say the number anywhere? I got lost after a while and wated to reset where I was, and had to start from teh beginning and search through the names. |
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elfprince13

OVER NINE THOUSAND!

Joined: 23 May 2005 Posts: 10228 Location: A galaxy far far away......
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9059 Location: Sol System
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Posted: 13 Jun 2007 07:58:58 pm Post subject: |
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| Angel14995 wrote: | Been looking through the Pokedex, and here are the name misspellings:
Exeggute should be Exeggcute
Stammie ahould be Starmie
Gyrados should be Gyarados
Vaporean should be Vaporeon
And thats it. You may have had some of the names changed, but that is the most recent Pokedex from TI Calc taht I am using.
Also, are you going to say the number anywhere? I got lost after a while and wated to reset where I was, and had to start from teh beginning and search through the names. |
Ah, thank you, I will double check my string here for those changes, and update the program as soon as I can.
As to the numbers, yeah, I plan on it, I just need to see about figuring out where best to put it.
As of right now though, I am strictly focused on finishing this displaying part of the dynamic menu. _________________ 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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GenericUser1
Advanced Member

Joined: 03 May 2007 Posts: 288
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b-flat

Advanced Member

Joined: 01 Sep 2006 Posts: 225
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9059 Location: Sol System
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Posted: 14 Jun 2007 11:45:36 am Post subject: |
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Heh, I can simple get the value of the name via some variables that are already calculating it. It has to get that number so it can display the proper string portion anyways, so I can just put a spot in there to just show which one it is on...
Anywho, on to screenshots!
This shows different moves each pokemon can know to show up the different menu options. Moving on... _________________ 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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GenericUser1
Advanced Member

Joined: 03 May 2007 Posts: 288
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Posted: 14 Jun 2007 03:48:23 pm Post subject: |
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I like it.
And it was just a suggestion. I was kinda being a little hasty and didn't think.
And again, nice job. It is looking good. |
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rax14207

New Member

Joined: 01 Dec 2006 Posts: 91 Location: Michigan Tech
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Posted: 14 Jun 2007 04:29:45 pm Post subject: |
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I like the menu, and I'm glad you got them to work out. Keep up the awesome work _________________
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9059 Location: Sol System
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Posted: 15 Jun 2007 11:49:34 am Post subject: |
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Thanks.
I found a slight bug with that dynamic menu, which will take all of 10 seconds to fix, now that I have an idea on how to fix it.
I will also spend some time tonight and see if I can't get some of the routines combined, and make the rest of the options work.
I have even considered making the rest of the borders "dynamic" by having it search for a "hook point" (ie: the lower right hand corner) then have it store to the vars like this new system is. This *should* shave off hundreds of 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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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9059 Location: Sol System
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Posted: 15 Jun 2007 09:10:02 pm Post subject: |
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Well, I got 5 of the menu borders completed. I managed to change 77 line( commands to only 16, and 20 variables. I haven't taken the time to figure out how much of a savings that will provide, as it is all on paper, and not yet programmed in. _________________ 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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TsukasaZX

Corallian

Joined: 13 Mar 2007 Posts: 1226 Location: P4X-650
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Posted: 15 Jun 2007 09:15:19 pm Post subject: |
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Kudos to you, tifreak! I estimate that'd save you at least a couple hundred bytes (not that that estimation'd help you much ^^; )
I REALLY can't wait until a playable build demo (be it an alpha even) comes out. |
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9059 Location: Sol System
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Posted: 17 Jun 2007 12:51:36 am Post subject: |
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After editing out the line commands, and changing things to variables for 7 boxes, I have shaved off 915 bytes! ^_^
I will see about testing things out again in actual game play, and add a new selectable border. _________________ 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: 9059 Location: Sol System
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Posted: 17 Jun 2007 12:18:10 pm Post subject: |
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New border for the awesome border system, enjoy!  _________________ 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: 55736 Location: Earth, Sol, Milky Way
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Posted: 17 Jun 2007 12:20:45 pm Post subject: |
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Holy cow, that's freakin' ugly!
Well done, good variable scheme. _________________
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9059 Location: Sol System
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Posted: 17 Jun 2007 03:52:45 pm Post subject: |
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http://tifreakware.net/tifreak8x/pokemon/AB.8xp
The above is one of the two border programs. I am looking for some people who want to create a border of some sort, that is 3 pixels wide (max). Here is the other bits of important info:
The program requires 4 variables; N O C D
N sets the right side of the border to where it will display on the screen, it can be set to 94 max.
O sets the bottom side of the border to where it will display on the screen, the minimum it can be is 0.
C sets the left side of the menu, minus 3. I know, that sounds odd, but that is what I got it set to. The minimum this can be set to is 3.
D sets the upper portion of the menu, minus 3. Again, this actually sets to just below the upper border, and cannot not go above 59.
Play around with the program, and change variable values, and you will see what it is I was doing.
If there are any other questions, after looking through the program, then let me know, will be more than glad to answer.
Looking forward to your responses! _________________ 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: 9059 Location: Sol System
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Posted: 23 Jun 2007 04:58:18 pm Post subject: |
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Managed to get the moving system done in the party selection screen.. I will attempt screenshots later, once I kill a small bug it seems to have... :/ _________________ 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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GenericUser1
Advanced Member

Joined: 03 May 2007 Posts: 288
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Posted: 23 Jun 2007 05:00:24 pm Post subject: |
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| Sounds nice. Per chance, do you delete a Pokemon and copy another that you were trying to move into its spot? |
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9059 Location: Sol System
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Posted: 23 Jun 2007 05:05:39 pm Post subject: |
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No, what I do is create another temp list, have it open up 4 elements, then save the element# and element contents of the two pokemon, then have it switch around from the temp list. Once I figured out what I needed to do, the actual code was easy to implement...  _________________ 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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GenericUser1
Advanced Member

Joined: 03 May 2007 Posts: 288
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Posted: 23 Jun 2007 05:08:48 pm Post subject: |
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| So basically you are trying to exchange the values of 2 lists? Or am I reading it wrong? |
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9059 Location: Sol System
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Posted: 23 Jun 2007 05:45:00 pm Post subject: |
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First, you have the cursor that selects the box, then an equation to get which box # it is.
Then, you have to store like this:
element# -> temp(2
element contents -> temp(1
element#2 -> temp(4
element contents2 -> temp(3
temp(3->perm(temp(2
temp(1->perm(temp(4
make sense?? _________________ 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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