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This is an archived, read-only copy of the United-TI subforum , including posts and topic from May 2003 to April 2012. If you would like to discuss any of the topics in this forum, you can visit Cemetech's TI-Freak8x subforum. Some of these topics may also be directly-linked to active Cemetech topics. If you are a Cemetech member with a linked United-TI account, you can link United-TI topics here with your current Cemetech topics.

This forum is locked: you cannot post, reply to, or edit topics. Pokemon Purple => TI-Freak8x
United-TI Archives -> Pokemon Purple
 
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 10 May 2009 08:20:20 pm    Post subject:

I cannot honestly give any real estimates at this time.

On a side note, I have saved 1,032 bytes as of now. I still have 7 programs to go through, 1 to re-add, and one to completely rebuild, before any real headway will be done.
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 22 May 2009 11:30:29 pm    Post subject:

I have rebuilt the GUI for the items system mostly, I still need to add the ability to page turn, and then utilize the items, but that won't really happen until I get pokemon to where you can use them, so yeah. Once I get the page by page scrolling to work, I will see about posting a screenshot or two.
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 24 May 2009 08:28:27 am    Post subject:

And something for the masses:

Currently, only the scrolling and page by page turning is working. I still need to add:

X -the ability to move an item
X -the ability to toss an item
X -the ability to use an item

Using an item won't happen until I get it to where you can have a pokemon to use one on. That will be somewhat difficult, as each item does different things. I will also need to devise a dynamic routine for all the TMs and HMs, since they will all essentially do the same, and make it easier, but if the pokemon knows 4 moves already, it will have to replace the selected move with the TM/HM.

Oh what fun.. I think I will work on moving an item and tossing an item to at least get those out of the way. =]
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Mapar007


Advanced Member


Joined: 04 Oct 2008
Posts: 365

Posted: 26 May 2009 10:48:24 am    Post subject:

Man, what an incredible amount of work... :worship: when you get it done...


(it looks nice, and almost pure basic!)
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Galandros


Active Member


Joined: 29 Aug 2008
Posts: 565

Posted: 26 May 2009 11:57:18 am    Post subject:

tifreak8x wrote:
And something for the masses:


It brings me nostalgia.
*executes emulator*
It is not enough.
*gets old gameboy and old red pokemon cartridge*

Can you put the X(number) above to put another item in the menu?
Forget if you have to rewrite all...


Last edited by Guest on 26 May 2009 11:58:48 am; edited 1 time in total
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 26 May 2009 03:55:37 pm    Post subject:

tifreak8x wrote:
And something for the masses:

I take it that you can have a maximum of only 99 for each item.
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tiuser1010


Member


Joined: 23 Apr 2009
Posts: 100

Posted: 26 May 2009 04:01:23 pm    Post subject:

That looks really good. kinda a follow up question on what ztrumpet said can you view more that 4 items as of right now?
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 26 May 2009 10:57:48 pm    Post subject:

Thank you guys.

Can you put the X(number) above to put another item in the menu?
Forget if you have to rewrite all...


I could, will slow it down further, and take up the room I had intended for the use/toss menu.

I take it that you can have a maximum of only 99 for each item.

per item line. however, you can have two rows of super potions at 99 each. =]

That looks really good. kinda a follow up question on what ztrumpet said can you view more that 4 items as of right now?

at a time? no. but it does scroll through the available items in the list, so yes. =p

Just depends on how you look at it.
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panyan


Member


Joined: 29 Dec 2007
Posts: 142

Posted: 27 May 2009 06:53:49 am    Post subject:

its looking really good, i cant wait for its release - good luck with this and your future projects
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 28 May 2009 09:24:05 am    Post subject:

Hey, thanks. :0x5:

Been hammering out some ideas on how I want to handle tossing of items and such. I have to figure out which item is tossable, which is not, what items are usable only during battles, what are usable all the time, and what only works for certain things, like doors. I hadn't realized how amazingly complicated this was going to be. =/ But I will eventually get it to work, one way or another.
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panyan


Member


Joined: 29 Dec 2007
Posts: 142

Posted: 29 May 2009 03:32:54 am    Post subject:

tifreak8x wrote:
Hey, thanks. :0x5:

Been hammering out some ideas on how I want to handle tossing of items and such. I have to figure out which item is tossable, which is not, what items are usable only during battles, what are usable all the time, and what only works for certain things, like doors. I hadn't realized how amazingly complicated this was going to be. =/ But I will eventually get it to work, one way or another.


i am already in disbelief, an actual release would be fatal! Razz
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 29 May 2009 08:00:05 pm    Post subject:

0x5.

Well, working on a list of items that are not tossable, a list of items that can be used outside of battle, and items that can be used only during a battle. From there, I have to come up with a way, probably using a list element, to tell whether a person is in battle or not. I am thinking at this point, that will be the easiest way for that specific bit. For usage, I will no doubt have to spread that out similar to that of the map data. Basically, going with a few programs, and having one program that calls the correct one based off the item #.
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Graphmastur


Advanced Member


Joined: 25 Mar 2009
Posts: 360

Posted: 06 Jun 2009 01:42:37 am    Post subject:

Wait, so you didn't map out what you where going to do beforehand? Adding stuff like that is a coding nightmare.

Last edited by Guest on 06 Jun 2009 09:03:35 am; edited 1 time in total
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luby
I want to go back to Philmont!!


Calc Guru


Joined: 23 Apr 2006
Posts: 1477

Posted: 08 Jun 2009 07:52:03 pm    Post subject:

Have you implemented a no cheat method? Like a few hash checks in the save files to keep people from altering Master balls from 1 to 99?
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Graphmastur


Advanced Member


Joined: 25 Mar 2009
Posts: 360

Posted: 08 Jun 2009 08:14:43 pm    Post subject:

luby wrote:
Have you implemented a no cheat method? Like a few hash checks in the save files to keep people from altering Master balls from 1 to 99?


I believe he stated somewhere else that while it is loading, it does a no cheat check.
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 09 Jun 2009 11:23:22 am    Post subject:

Graphmastur wrote:
luby wrote:
Have you implemented a no cheat method? Like a few hash checks in the save files to keep people from altering Master balls from 1 to 99?


I believe he stated somewhere else that while it is loading, it does a no cheat check.

I think you are refuring to the other Pokemon game. (The one in Open Topic)
http://www.unitedti.org/index.php?showtopic=8659&st=100
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Graphmastur


Advanced Member


Joined: 25 Mar 2009
Posts: 360

Posted: 09 Jun 2009 11:30:20 am    Post subject:

ztrumpet wrote:
Graphmastur wrote:
luby wrote:
Have you implemented a no cheat method? Like a few hash checks in the save files to keep people from altering Master balls from 1 to 99?


I believe he stated somewhere else that while it is loading, it does a no cheat check.

I think you are refuring to the other Pokemon game. (The one in Open Topic)
http://www.unitedti.org/index.php?showtopic=8659&st=100


Oh yes, sorry...
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AMkiller


Advanced Newbie


Joined: 16 Dec 2008
Posts: 64

Posted: 10 Jun 2009 01:12:46 pm    Post subject:

No Problem Smile
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 10 Jun 2009 01:41:08 pm    Post subject:

You would have to go through a lot of trouble to get that kind of cheat, since the list data for that is stored in a program, and the lists are not labeled. Hoping tonot need such a checker in mine.
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Graphmastur


Advanced Member


Joined: 25 Mar 2009
Posts: 360

Posted: 10 Jun 2009 02:24:59 pm    Post subject:

tifreak8x wrote:
You would have to go through a lot of trouble to get that kind of cheat, since the list data for that is stored in a program, and the lists are not labeled. Hoping tonot need such a checker in mine.


True, but some people are major reverse engineers.
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