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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9063 Location: Sol System
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Posted: 23 Sep 2007 07:58:47 am Post subject: [PP] Progress |
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Well, after a RAM clear last night, and spending a few hours trying to get the lost data back, I have finally gotten all the programs save 1 back to where it was. The last program is one of the map data programs, which shouldn't take me too long to reprogram in. Then hopefully work can resume again _________________ 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: 55759 Location: Earth, Sol, Milky Way
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Posted: 23 Sep 2007 09:00:12 am Post subject: |
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Glad you were able to rescue them, but tsk that a RAM Clear happened in the ifrst place. What caused it? _________________
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9063 Location: Sol System
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Posted: 23 Sep 2007 11:14:09 pm Post subject: |
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Dunno, Resource was the only asm program I was using before the crash. I don't think it was that though, it has never crashed like that before. I am guessing an unstable OS. <.< It is running 1.16 _________________ 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

Guru

Joined: 16 Mar 2005 Posts: 9063 Location: Sol System
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Posted: 24 Sep 2007 06:48:00 pm Post subject: |
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You will be happy to know that, other than testing, the engine and maps are returned to where I last left off. Hopefully nothing else bad happens... <.< _________________ 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

Guru

Joined: 16 Mar 2005 Posts: 9063 Location: Sol System
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Posted: 24 Sep 2007 09:06:55 pm Post subject: |
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Just showing off the scrolling system some more, with another map.
http://tifreakware.net/tifreak8x/pokemon/scrollingbackup.gif
In ZGA, change L to 0 to play with more of the maps. ZGA, ZMA, ZRS and RESOURCE need to be unarchived to play around with it. _________________ 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

Guru

Joined: 16 Mar 2005 Posts: 9063 Location: Sol System
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Posted: 29 Sep 2007 07:59:03 am Post subject: |
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I finally have it set up so you can enter houses. Well, at the moment, just one house, but as more maps are created, and put in the calc, this will increase.
Anyways, the screenie:
If someone would like to help me out, I could really use a good map editor. It would have to ask how many rows and columns, and have all letters, numbers, and everything from http://www.ticalc.org/archives/files/fileinfo/384/38404.html If you would be willing to do that, that would be of tremendous help. And heck, you could even throw it on ticalc as the "official" RPGSK2 map editor.
Anyways, I might try for NPC interactions, and signs as a next step. Just thought I would throw this up here.  _________________ 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

Guru

Joined: 16 Mar 2005 Posts: 9063 Location: Sol System
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Posted: 09 Nov 2007 12:41:09 pm Post subject: |
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I have added tons of things since the last post, NPC and sign interactions in Pallet are complete, though I still have a few things left to do, like events.
Right now, I am working on implementing events that happen during talking with npcs. Should be a piece of cake... _________________ 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: 55759 Location: Earth, Sol, Milky Way
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Posted: 09 Nov 2007 01:55:06 pm Post subject: |
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Are you still using the same engine for graphics as before? If so, might I suggest ASMizing at least parts of the graphics? _________________
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9063 Location: Sol System
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Posted: 09 Nov 2007 05:58:26 pm Post subject: |
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yup, still using the basic hex2sprite program, and really wanting to stay away from using anymore asm if I can help it. The game is for the 83+SE anyways, and it does not really take a terrible amount of time to load sprites on there.
Tonight, I plan on getting the yes/no box put into the text dialogue... _________________ 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: 10234 Location: A galaxy far far away......
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9063 Location: Sol System
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Posted: 12 Nov 2007 09:04:16 am Post subject: |
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Well, that yes/no box is becoming quite a bit of trouble to add into the text display engine. I don't know why it is not cooperating, such an annoyance. If I can't figure out something tonight, I will just skip it for the time being, and add in the buildings and such, get at least that much complete... _________________ 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

Guru

Joined: 16 Mar 2005 Posts: 9063 Location: Sol System
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Posted: 03 Dec 2007 12:59:31 pm Post subject: |
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Well, not much progress has been done lately, been busy doing.. nothing, really... Worked on the maps a lil more over the weekend. Will hopefully find the drive to work on more of them tonight, and maybe get Viridian done... _________________ 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: 55759 Location: Earth, Sol, Milky Way
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Posted: 03 Dec 2007 01:07:59 pm Post subject: |
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Cool deal. Did you ever get the yes/no choice box working properly? _________________
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9063 Location: Sol System
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Posted: 03 Dec 2007 01:10:19 pm Post subject: |
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it is failing at life hard core. I think a rewrite of the text displayer may be in order. _________________ 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

Guru

Joined: 16 Mar 2005 Posts: 9063 Location: Sol System
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Posted: 05 Feb 2008 12:17:17 pm Post subject: |
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hmm... a full month of updates to post... will still be a fairly short list.
I removed the line by line display for the text displayer, and just used the char by char part of it. The yes/no menu box works perfectly (though I will have to edit it slightly, because I realized a better way to do it by Mathstuf)
I have added some interior maps to Viridian
I made a program using Celtic 2 to create another basic program on the fly with altered lists for the healing effects from the pokecenter and a few other places, saved a bit of space doing it that way. 
I have went through the entire list of pokemon and got the moves learned at their levels, and converted them to list form on paper, and just a few days ago got all that data put on the calc. Had to use 3 progs to do it. >.<
And now working on getting the equations set up in a way that will work for using Celtic 2. this should be fun... >.< _________________ 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: 55759 Location: Earth, Sol, Milky Way
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Posted: 05 Feb 2008 12:54:00 pm Post subject: |
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Excellent, nice work. You're not going to wait for Celtic3? _________________
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9063 Location: Sol System
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Posted: 05 Feb 2008 01:34:24 pm Post subject: |
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No. Celtic3 is simply too much. Would give me too many features and such, and at which point I might as well give it graphics for the maps and such like the original.
I am still holding true to using minimal asm.
I even got rid of the asm titlescreen, which leaves me with.. Celtic2, List>Str converter and Resource I believe... _________________ 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: 55759 Location: Earth, Sol, Milky Way
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Posted: 12 Feb 2008 10:21:17 am Post subject: |
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Orly, no more grayscale titlescreen? Yeah, I definitely support keeping your BASIC as pure as possible. _________________
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9063 Location: Sol System
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Posted: 15 Feb 2008 12:48:09 pm Post subject: |
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Yeah...
Also, redoing all the pokemon sprites, to get rid of alot of this white space that was on there. Will shrink the programs a great deal I hope.  _________________ 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

Guru

Joined: 16 Mar 2005 Posts: 9063 Location: Sol System
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Posted: 27 Mar 2008 08:09:56 pm Post subject: |
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I finally picked this back up. Kinda felt guilty it was not being worked on, so I went back to spriting. Should not take much more to get it completed.  _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
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