So I have replanned some of what I was working on with the list sorter routines. I realized I had forgotten the texts and such for whether the pokemon goes to the party or to the PC. Then I further realized.. I need to finish the pokedex so I can have that info screen so from there I have that to show up when you get a new pokemon.

So now I am designing the pokedex info screen.
Got the start of the pokedex data screen done, kinda looks nifty and loads quickly. Once I get the last of the stuff set up and ready, I will try to get a screenshot posted up.
I'm excited to see it working Smile
lol, trust me, I am excited as well to try and get stuff working. I wanted to already have the next beta up, but failing at that. Working on it tho.
tifreak8x wrote:
Got the start of the pokedex data screen done, kinda looks nifty and loads quickly. Once I get the last of the stuff set up and ready, I will try to get a screenshot posted up.
Winsauce! Screenshot gimme gimme gimme. Wink
I have updated the pokedex program I had posted separately to ticalc.org, just waiting for them to get it approved.

Anyways, this new update includes the following:

- added pokemon data text for each of the 151 pokemon
- added height and weight for each of the 151 pokemon
- data viewable only if pokemon is caught, otherwise shows ???

Something to note, is that this program now takes up 36,813 bytes all by itself. I still need to update this one more time with the area finder, however, I have not even started in organizing how I want this done, so that is something that will happen at a later date.

And for the juicy details that most will be waiting for:

tifreak8x wrote:

- data viewable only if pokemon is caught, otherwise shows ???

Is data supposed to be viewable once you see the pokemon in battle? Or does that only get its name to show up?
just seeing a pokemon will only bring its name up, you have to catch it if you want to get the data on it.

Also contemplated making it dynamic, to be like the original and you only have a few you have seen, and the list in the pokedex gets longer based on that. I am just not sure if it is worth the time to do that or not yet.

Something else fancy to add to it if it doesn't add too much to it I guess.
I am contemplating making the events list be based in an app var, due to memory reasons. A 150 element list takes up roughly 1500 bytes while a program with around 150 '0s' takes up around 300 bytes. Kind of a no brainer in that regard, and I can read the data from the appvar from flash, and only have to unarchive it occasionally, instead of like a list and having it in RAM to read.

Not sure I want to do this with the pokedex yet or not. It could potentially slow down the program significantly since it has to call for each instance of the name showing up. The event setup wouldn't be a massive blow on speed, since it gets called every once in a while.

Just some more idle contemplations on my part I guess, to help lower memory usage.

Thoughts?
Random post of interest, pokemon, without the code for the new screen and stuff, currently takes up 106,585 bytes of memory. The list of things still needed to be put into the game is much too long to list here.

Anyways, found that interesting, thought others might as well.

*goes back to coding*
tifreak8x wrote:
Random post of interest, pokemon, without the code for the new screen and stuff, currently takes up 106,585 bytes of memory. The list of things still needed to be put into the game is much too long to list here.

Anyways, found that interesting, thought others might as well.

*goes back to coding*
Haha, that's a pretty huge program, but I'm sure it will be well-worth it. Cheers and keep on trucking!
we can only hope so. XD Once I get all the base engines/routines complete, then comes the fun part of optimizing the crap out of everything :p
http://www.ticalc.org/archives/files/fileinfo/389/38997.html

If anyone would like to try out the pokedex itself and let me know what they think, that would be awesome of you. Really would appreciate someone running through all 151 pokemon, make sure things look correct and let me know if there are any that don't? appreciate it.
tifreak8x wrote:
http://www.ticalc.org/archives/files/fileinfo/389/38997.html

If anyone would like to try out the pokedex itself and let me know what they think, that would be awesome of you. Really would appreciate someone running through all 151 pokemon, make sure things look correct and let me know if there are any that don't? appreciate it.


wewt wewt.
tifreak8x wrote:
http://www.ticalc.org/archives/files/fileinfo/389/38997.html

If anyone would like to try out the pokedex itself and let me know what they think, that would be awesome of you. Really would appreciate someone running through all 151 pokemon, make sure things look correct and let me know if there are any that don't? appreciate it.
Haha, holy dramatic speed difference, batman! Very impressive work there, Dan.
lol, thanks. I plan on going through the code again to see if I can spot any obvious optimizations to it. Eventually. Too many other things to work on to worry too much about that right now. As it is, it is playable on the 83+, you just have to have some patience :p
hmm, unfortunately the latest mac build of WabbitEmu does not allow me to transfer programs to archive...
elfprince13 wrote:
hmm, unfortunately the latest mac build of WabbitEmu does not allow me to transfer programs to archive...
Bah, no fair. Sad I'll throw it on my WabbitEmu later and see how it goes.
Seems there is a problem in the pokedex program. Somewhere in the height program, I have missed 2 entries that need to be in there. It shouldn't be too bad to figure out where it is, since all I need to do is go page by page, and check a pokemon's stats and compare to what is, til I find the error. Hopefully I will have time to find the problem and get it fixed tonight. Definitely by the weekend.
don't care much for pocket monsters, but sounds like a cool project to me.When ya get around to doing the mapping, try checking out my post in Help Needed.I wrote some real nice and short routines that you can use.(But just so you know, the map routine only works for maps with size 32x32 and smaller) But this shouldn't be a problem if the use the star method and display multiple maps at once.This map routine is an update you can use that I didn't post.The only thing wrong with it is that it becomes tremendously slow if the Y coordinate is negative.It can be fixed the if the GetTile routine would subtract for negative coordinates and add for positive instead of just always adding.It works with the other routines posted...

;-----> DrawBG
;input: hl=x coordinate (tile location)
; de=y coordinate (tile location)
;desc: Draws the map in tile view where hl,de is the top left corner
; of the map view.Draws both animated and unanimated maps
; of ANY size.
DrawBG:
add hl,hl
add hl,hl
add hl,hl
ex de,hl
add hl,hl
add hl,hl
add hl,hl
ex de,hl

;-----> DrawTrueBG
;input: hl=x coordinate (pixel location)
; de=y coordinate (pixel location)
;desc: Draws the map in pixel view where hl,de is the top left corner
; of the map view.Draws both animated and unanimated maps
; of ANY size.
DrawTrueBG:
ld (mapx),hl
ld (mapy),de
ld hl,0
ld de,0
ld bc,(mapheight)
dbg_yloop:
push bc
ld bc,(mapwidth)
dbg_xloop:
push bc
push hl
push de
call GetCoord
pop de
pop hl
push hl
push de
push af
ld bc,(mapx)
or a
sbc hl,bc
ex de,hl
ld bc,(mapy)
or a
sbc hl,bc
ex de,hl
pop af
call DrawTile
pop de
pop hl
ld bc,8
add hl,bc
pop bc
dec bc
ld a,b
or c
jr nz,dbg_xloop
ex de,hl
ld de,8
add hl,de
ex de,hl
ld hl,0
pop bc
dec bc
ld a,b
or c
jr nz,dbg_yloop
ld hl,(animdata)
ld a,h
or l
ret z
ld hl,(map)
ld bc,(mapheight)
dbg_animyloop:
push bc
ld bc,(mapwidth)
dbg_animxloop:
push hl
ld d,0
ld e,(hl)
ld hl,(animdata)
add hl,de
ld a,(hl)
pop hl
ld (hl),a
inc hl
dec bc
ld a,b
or c
jr nz,dbg_animxloop
pop bc
dec bc
ld a,b
or c
jr nz,dbg_animyloop
ret


in case I forgot the equates,

map ;2 bytes
mapwidth ;2 bytes
mapheight ;2 bytes
mapx ;2 bytes
mapy ;2 bytes
tiledata ;2 bytes
animdata ;2 bytes
clip_mask ;1 byte


Anyway, I look forward to the finished project.Good Luck!
  
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