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FinaleTI


Advanced Newbie


Joined: 28 Oct 2009
Posts: 81

Posted: 20 Nov 2009 09:33:20 pm    Post subject:

Sorry if the image didn't work. The link doesn't seem to work for me, but right-clicking on the userbar and choosing copy image location should work.

For the map scrolling, I plan to use 16x16 greyscale tiles on the graphscreen. I plan to scroll tile by tile like the original game. Right now I am playing with Celtic III's string mapping.
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 20 Nov 2009 10:35:21 pm    Post subject:

I couldn't figure out how to get it in my sig...

The 16*16 tiles on the graphscreen sound awesome. Smile


Last edited by Guest on 21 Nov 2009 09:34:24 pm; edited 1 time in total
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FinaleTI


Advanced Newbie


Joined: 28 Oct 2009
Posts: 81

Posted: 21 Nov 2009 08:24:23 am    Post subject:

http://i893.photobucket.com/albums/ac139/F...TISupporter.png

Putting this link into img tags should work, I just tested it myself.
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FinaleTI


Advanced Newbie


Joined: 28 Oct 2009
Posts: 81

Posted: 21 Nov 2009 06:57:59 pm    Post subject:

Here are some more userbars as well as a final Pokemon TI Supporter userbar:

Pokemon Blue TI:

http://i893.photobucket.com/albums/ac139/F...kemonBlueTI.png

Pokemon Red TI:

http://i893.photobucket.com/albums/ac139/F...okemonRedTI.png

Pokemon TI Supporter:

http://i893.photobucket.com/albums/ac139/F...TISupporter.png

Please let me know if these links don't work for you! I have tested them all and they should work.
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FinaleTI


Advanced Newbie


Joined: 28 Oct 2009
Posts: 81

Posted: 21 Nov 2009 09:25:17 pm    Post subject:

I have been playing with pseudo-random number generation in order to create Trainer IDs, but my current code is very slow.
It hasn't created the same number twice, but in takes 14 seconds to run. I was wondering if anyone had an idea on how to speed it up.
Please note I am using Celtic III and the var to string command is included here.


Code:
randInt(0,5000,500
Ans(randInt(1,500→rand
randBin(100,.5,5
det(1,sum(seq(10^(2Z)Ans(Z+1),Z,0,3
sub(Ans,1,8→Str1
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 21 Nov 2009 09:35:35 pm    Post subject:

I don't know how to help with that. :(

How do you like my sig?
Edit: How do you make it so you click to banner in the sig to go to that site?
Edit this because I don't want a meaningless post: Thanks Eeems!


Last edited by Guest on 22 Nov 2009 10:20:49 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

Posted: 21 Nov 2009 09:43:05 pm    Post subject:

There is absolutely no reason to use the output of randInt() to seed rand. It doesn't make the result "more random" or less predictable -- in fact, by limiting yourself to one of 5001 seeds, you are ensuring that there are only 5001 different possible results for the final ID; since there are normally around 5x1018 possible states for the RNG, this makes things much worse than they could be.

I don't see why you're using randBin(), either. In your case, it makes sure that each 2-digit block is far more likely to be closer to 50 than to 0 or 100. But I don't think that's something you want. Why not just go with det(1,randInt(E7,E8-1? It's equally likely to produce every possible 8-digit ID, and it runs in practically no time.

If you do want the bell-curve distribution that randBin(100,.5) gives, you might want to consider using round(randNorm(50,5),0) as an approximation, which will be much faster.


Last edited by Guest on 01 Jul 2010 10:22:46 am; edited 1 time in total
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FinaleTI


Advanced Newbie


Joined: 28 Oct 2009
Posts: 81

Posted: 21 Nov 2009 09:52:20 pm    Post subject:

Thanks Darkerline.

I was using randBin because it does pseudo-random number generation, but your randInt(E7,E8-1 works almost instantly.
I thought that randomly picking the random seed from a list would be a good randomized seed, but I guess I was wrong.
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Eeems


Advanced Member


Joined: 25 Jan 2009
Posts: 277

Posted: 21 Nov 2009 10:08:51 pm    Post subject:

ztrumpet wrote:
I don't know how to help with that. :(

How do you like my sig?
Edit: How do you make it so you click to banner in the sig to go to that site?

Wrap the imag tags with URL tags
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Mapar007


Advanced Member


Joined: 04 Oct 2008
Posts: 365

Posted: 22 Nov 2009 05:15:04 am    Post subject:

Quote:
My calc's mem got corrupted, like when I tried to unarchive something it gave me and ERR: BAD ADDRESS.
So, after clearing the RAM a few times to no avail, I ended up wiping my calc's mem. sad.gif


Next time I'd just clear the program's VAT entry, or point it to an harmless location and delete it... BAD ADDRESS is really an OS fault, or a jumpy asm prog that somehow corrupted your VAT on the exact location of your archived program's entry. (bad luck indeed Sad )

Or, you could fix the address yourself if you have the skill. (search 64 KB of user archive for the name, then restore the pointer to the previous $FC byte. It's either the sector at page $08 or the sector at page $0C)

EDIT: calcsys is your friend Smile


Last edited by Guest on 22 Nov 2009 05:17:04 am; edited 1 time in total
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FinaleTI


Advanced Newbie


Joined: 28 Oct 2009
Posts: 81

Posted: 22 Nov 2009 03:40:29 pm    Post subject:

Thanks for the tip Mapar.

I'll remember calcsys for next time.
I probably should have just deleted the program, but I didn't know what to do and just cleared my mem to be safe.
I will probably just delete the program though, as I have no ASM skill what so ever.

On a project-related note:
I can't get Celtic III's string mapping to work.... It will only display one type of tile for me, the first one in the picture.
So I'll be going with xLib compatible matrix mapping.
The matrices will be much more manageable size-wise, as I'm using 16x16 tiles.
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FinaleTI


Advanced Newbie


Joined: 28 Oct 2009
Posts: 81

Posted: 23 Nov 2009 09:12:04 pm    Post subject:

I have been playing with stat generation and got it to work for me.
I have attached a stat generation demo. Please let me know what you think.
Please let me know of any ideas or suggestions you might have or optimizations you can find.
The code is most likely severely unoptimized.
[attachment=2943:Pokemon_...neration.zip]

Edit: The zip file didn't make the server change, so I re-uploaded it.
Edit: Forgot to include a program. Should work now!


Last edited by Guest on 29 Nov 2009 08:17:32 pm; edited 1 time in total
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 23 Nov 2009 09:53:13 pm    Post subject:

This is turning out to be a great program! Keep up the good work!
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 23 Nov 2009 10:05:42 pm    Post subject:

From the readme, it looks good. I'll be able to try it tomorrow, so I'll let you know what I think then.
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FinaleTI


Advanced Newbie


Joined: 28 Oct 2009
Posts: 81

Posted: 28 Nov 2009 09:43:04 pm    Post subject:

Thanks guys! I've almost finished the intro and will be posting a screenie soon!
It may be flickery, but I don't know what to do about that, it's just WabbitEmu as far as I know, because it works fine on my TI-84+ SE.

If anyone has any suggestions on what to do, please let me know!
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 28 Nov 2009 11:06:12 pm    Post subject:

Finale TI wrote:
It may be flickery, but I don't know what to do about that, it's just WabbitEmu as far as I know, because it works fine on my TI-84+ SE.

Wabbit is what I use, but it sometimes flickers on me too. If it does something wierd, I just say so wherever I post it.

I still need to look at your stat stuff. Sad I'll try to look at it soon. Smile
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 29 Nov 2009 10:49:19 am    Post subject:

I tried the stat gen.
Optimizations:
Everywhere where there is list->LCustom list
You don't need the little "L" before the name of the list. Ex: (Line 2 of prgmZSG) {0,0,0,0,0->DV
Line 3 of prgmZSG
Change it to: Ans->STAT
Line 6 of prgmZSG
Change LDV(theta) to Ans
Just little stuff like that can be changed.

The emulator errors in prgmZSG on: iPart(expr(det(5,"ZEXP",Z
Did you forget to include prgmZEXP or change ZEXP to something else? :)

Overall, after I hacked it to kinda work, it looks good. Continue to have good progress. :biggrin:


Last edited by Guest on 29 Nov 2009 10:50:16 am; edited 1 time in total
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FinaleTI


Advanced Newbie


Joined: 28 Oct 2009
Posts: 81

Posted: 29 Nov 2009 04:54:18 pm    Post subject:

Yeah, I forgot to include prgmZEXP...
I'll reupload it. Thanks for letting me know. Smile

Thanks for the optimizations, I found a few of my own, including turning prgmZOE into a single boolean statement.
Intro is finished, just need to send programs to computer and screenshot it, should be up tonight if all goes well! :biggrin:
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FinaleTI


Advanced Newbie


Joined: 28 Oct 2009
Posts: 81

Posted: 29 Nov 2009 08:16:18 pm    Post subject:

Here it is! A screenshot of the current intro sequence for Pokemon TI!
Note: It appears flickery, but that's just the emu. It works great on hardware.



Please let me know what you think!
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 29 Nov 2009 08:49:47 pm    Post subject:

Looks really nice!
Yay! In grayscale!
Is it possible to leave the sprite on screen as you change the text?
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