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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.
 Pokemon Purple => TI-Freak8x
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vanchagreen
Member

Joined: 20 Feb 2008 Posts: 136
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Posted: 14 Jul 2008 10:17:44 am Post subject: |
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| I like it, but it seems a little slow. Could you make it faster? |
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tifreak8x
Elite

Joined: 27 Aug 2005 Posts: 956
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Posted: 14 Jul 2008 10:43:24 am Post subject: |
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| The one on the left was the fast one... see how it only puts up half the pic up before going back to the homescreen? I might try playing with it some more, see if I can get it a little better... |
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vanchagreen
Member

Joined: 20 Feb 2008 Posts: 136
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Posted: 14 Jul 2008 11:17:42 am Post subject: |
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It's funny, the left one is faster but the right one looks better. I guess you can't have both. Still, it's great for a calculator.  |
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Weregoose Authentic INTJ
Super Elite (Last Title)

Joined: 25 Nov 2004 Posts: 3976
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Posted: 14 Jul 2008 02:06:01 pm Post subject: |
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If you don't want to be generating random numbers all the time, use rand once per visit outdoors and after battles to create a countdown timer until the next battle, and have it decrement with every step that enters a grass tile.
Last edited by Guest on 30 Jul 2010 05:16:43 am; edited 1 time in total |
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vuurrobin
Advanced Member

Joined: 09 Aug 2006 Posts: 428
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Posted: 14 Jul 2008 05:35:32 pm Post subject: |
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for the blinking effect, try this:
clrhome
recallpic 1
for(A,1,X
disp
dispgraph
end
should be better than recalling the pic inside the loop.
Last edited by Guest on 30 Jul 2010 05:17:04 am; edited 1 time in total |
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tifreak8x
Elite

Joined: 27 Aug 2005 Posts: 956
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Posted: 14 Jul 2008 09:10:51 pm Post subject: |
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| Weregoose wrote: | If you don't want to be generating random numbers all the time, use rand once per visit outdoors and after battles to create a countdown timer until the next battle, and have it decrement with every step that enters a grass tile.
[post="125260"]<{POST_SNAPBACK}>[/post] |
The problem with that is the densities of areas. Certain pokemon show up a certain amount of times, so doing what you suggest does not really work. And I am not even sure that mine is correct yet, have to get in touch with Mathstuf to confirm how close mine is.
vuurrobin:
Might want to use a ClrDraw instead, since you want the map to flash.
I had forgotten about dispgraph. maybe that will allow things to go more smoothly... Thanks for that suggestion 
Last edited by Guest on 30 Jul 2010 05:17:19 am; edited 1 time in total |
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tifreak8x
Elite

Joined: 27 Aug 2005 Posts: 956
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vanchagreen
Member

Joined: 20 Feb 2008 Posts: 136
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Posted: 16 Jul 2008 07:06:22 pm Post subject: |
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| How do you send the files to WabbitEmu? |
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tifreak8x
Elite

Joined: 27 Aug 2005 Posts: 956
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Posted: 16 Jul 2008 07:13:26 pm Post subject: |
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| I do it via drag and drop. When you drag a file over to wabbitemu's screen, it should split the screen in to two parts, RAM and Archive. |
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Liazon title goes here
Bandwidth Hog

Joined: 01 Nov 2005 Posts: 2007
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Posted: 16 Jul 2008 07:40:07 pm Post subject: |
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| you can also right click the screen and go to the load file or send file option. |
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luby I want to go back to Philmont!!
Calc Guru

Joined: 23 Apr 2006 Posts: 1477
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Posted: 16 Jul 2008 09:15:13 pm Post subject: |
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| But, you need to unextract all the files first. Even if they are in a group. Wabbitemu doesn't like compressed stuff. |
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tifreak8x
Elite

Joined: 27 Aug 2005 Posts: 956
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Posted: 16 Jul 2008 09:53:25 pm Post subject: |
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| not to worry about that, all the files are individual, no group files. They are evil. |
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vanchagreen
Member

Joined: 20 Feb 2008 Posts: 136
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Posted: 16 Jul 2008 10:16:27 pm Post subject: |
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| Ok, but do you need a rom to do it. Sorry, I don't use WabbitEmu much... or at all actually. :blush: |
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tifreak8x
Elite

Joined: 27 Aug 2005 Posts: 956
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Posted: 17 Jul 2008 07:53:49 am Post subject: |
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| Yes, you need a ROM image, preferably from an 83+SE, for it to run at its best. |
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vanchagreen
Member

Joined: 20 Feb 2008 Posts: 136
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Posted: 17 Jul 2008 10:57:29 am Post subject: |
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Ah, ok. Thanks  |
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b-flat
Newbie

Joined: 17 Jul 2008 Posts: 2
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Posted: 17 Jul 2008 03:41:13 pm Post subject: |
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| Weregoose wrote: | If you don't want to be generating random numbers all the time, use rand once per visit outdoors and after battles to create a countdown timer until the next battle, and have it decrement with every step that enters a grass tile.
[post="125260"]<{POST_SNAPBACK}>[/post] |
So why wouldn't this work, tifreak? it seems like it should work (just have a variable for each area relating to the maximum or whatever); all you are generating is the seed, anyway. Just as a guess, I would say that this is how it is done in the actual games because that is how all other events are done (eggs at daycare, etc)...
Last edited by Guest on 30 Jul 2010 05:17:34 am; edited 1 time in total |
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DarkerLine ceci n'est pas une |
Super Elite (Last Title)

Joined: 04 Nov 2003 Posts: 8328
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Posted: 17 Jul 2008 04:25:30 pm Post subject: |
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If it's the geometric distribution you're worried about (that is, it's very very unlikely but possible for the timer to have a value of 10000 or something similar) then what you have to do is int(1-Klog(rand where K is some appropriate constant.
Last edited by Guest on 30 Jul 2010 05:17:48 am; edited 1 time in total |
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elfprince13 Retired
Super Elite (Last Title)

Joined: 11 Apr 2005 Posts: 3500
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Posted: 22 Jul 2008 11:22:36 am Post subject: |
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| wow, that's looking great tifreak, you've made incredible progress! |
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tifreak8x
Elite

Joined: 27 Aug 2005 Posts: 956
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Posted: 22 Jul 2008 02:35:51 pm Post subject: |
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| b-flat wrote: | | Weregoose wrote: | If you don't want to be generating random numbers all the time, use rand once per visit outdoors and after battles to create a countdown timer until the next battle, and have it decrement with every step that enters a grass tile.
[post="125260"]<{POST_SNAPBACK}>[/post] |
So why wouldn't this work, tifreak? it seems like it should work (just have a variable for each area relating to the maximum or whatever); all you are generating is the seed, anyway. Just as a guess, I would say that this is how it is done in the actual games because that is how all other events are done (eggs at daycare, etc)...
[post="125393"]<{POST_SNAPBACK}>[/post]
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Actually, after rereading it, it probably would work, to a point. It would have to be seeded based on % of densities though, not sure how I would go about that, exactly.
Darkerline: that is definitely an interesting idea.. Another thing that I would have never thought of. :P
elfprince: Thanks!
Has anyone tried the game?
Last edited by Guest on 30 Jul 2010 05:16:27 am; edited 1 time in total |
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tifreak8x
Elite

Joined: 27 Aug 2005 Posts: 956
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Posted: 03 Aug 2008 03:16:49 pm Post subject: |
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I have been working on finishing stat generation, for any of those that would like to know.
At the moment, I am working on the hp stat generation. The problem with it is it is dependent partially on the other stats. According to bulbapedia:
| Quote: | IVs for all stats except HP can be determined by a player first by determining the maximum and minimum possible stats, then finding how far off the stat on a specific Pokémon happens to be (at level 100). For every two points off from the maximum the stat is, the IV is one lower, meaning one Pokémon with an IV of 0 and another Pokémon of the same species with an IV of 15 in the same stat will have a difference in that stat of 30 points.
For example, Dragonite has a maximum Attack stat of 366 at level 100, and a player has a level 100 Dragonite with 360 Attack. Since the stat is 6 off, the Dragonite's Attack IV is 12.
The IV for HP is different, and is determined by the IVs of the other four stats:
* If a Pokémon has an odd number for its Attack IV, 8 is added to the HP IV.
* If a Pokémon has an odd number for its Defense IV, 4 is added to the HP IV.
* If a Pokémon has an odd number for its Speed IV, 2 is added to the HP IV.
* If a Pokémon has an odd number for its Special IV, 1 is added to the HP IV.
In the same way, the HP IV can range from 0 to 15. |
So, I am thinking that the only way I would be able to check for odd numbers for each of the stats is to use the max( function. From there... I think I will start in on making the battle system. :)
Edit: Here is the code that I have come up with thus far for figuring HP_DV:
Code: 8max(L_EP1(28)={1,3,5,7,9,11,13,15})+4max(L_EP1(31)={1,3,5,7,9,11,13,15})+2max(L_EP1(34)={1,3,5,7,9,11,13,15})+max((iPart(L_EP1(37)+L_EP1(40))/2)={1,3,5,7,9,11,13,15->L_EP1(52
Last edited by Guest on 03 Aug 2008 03:40:45 pm; edited 1 time in total |
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