Yes, I'm still working on this project. After suffering something that essentially killed any and all motivation on all projects, I struggled to keep pushing forward and getting things done. Sadly, I ran into some things programming wise that is going to be difficult to get programmed in correctly.

I'm most certainly not looking forward to getting this portion written, but it needs to be done before the next beta can be released. And once I get the pokeball bit done, it would be a matter of copying this code for the other pokeball types, and merely making the necessary adjustments to the equations.

Upon further review this morning, I've noticed I'll have to make additions to the battle program, along with the items system, to handle pokeballs properly. Ugh.

I think the worst part of this coding is going to make it so it does all the returns properly, since you can miss, the ball will fail, or the ball actually does the catch properly.

So this is what I'm working on. And hopefully will have done by this time February. :|
So far, what code I've written for the pokeball is untested, and could definitely be modified in a big way to shrink it. The code for catching a pokemon has not been added, and the program is over 6KB. I have an idea on how to properly shrink this, just need to take the few minutes to accomplish it. Or, I'll do it now, actually.

I'm going to need to re-read the information I am using to see what else might trigger a ball catch, or if that part is already programmed in and if I need to add it. I really don't know, at this point, as I don't remember what it is that the sheets said.
I didn't even know we had a new topic already! Welcome to the new year! Smile
I haven't looked at calculator programming in years, but decided to take a look today. I'm glad to see you're still working on Pokemon Purple. You and your work were always an inspiration to me. Smile
vanchagreen wrote:
I haven't looked at calculator programming in years, but decided to take a look today. I'm glad to see you're still working on Pokemon Purple. You and your work were always an inspiration to me. Smile
That's great to hear! Please continue to encourage TIFreak8x to continue working hard on this project; he's a busy man in real life and often has difficulty self-motivating himself for it with everything else going on. In addition, please don't hesitate to Introduce Yourself, let us know about any projects you're thinking of working on, and tell us something about your programming experience.
vanchagreen wrote:
I haven't looked at calculator programming in years, but decided to take a look today. I'm glad to see you're still working on Pokemon Purple. You and your work were always an inspiration to me. Smile


Wow, thanks! I am indeed still working on this, and plan to finish this current game. One way or another, it will be finished!
So, here is what I had started with the pokeball catching code:


Code:
randInt(0,255->R
If L2(22)=4 or L2(22)=6:25->S
If L2(220=3 or L2(22)=1 or L2(22)=1:12->S
If L2(22)=0:0->S
R-S->R
If R<S:Goto K
L2(1)255->F
F/12->F
L2(1)/4->A
If A>0:F/A->F
If F>255:255->F
"rowSwap(ZST"->Str0
0->theta:L2(43
prgmZCE
expr(Str9-|LTT
|LTT(14)|E2->|N
|N/255->|N
If |N>254:Goto K
|NF->I%
I%/255->I%
If L2(22)=4 or L2(22)=6:10+I%->I%
If L2(22)=3 or L2(22)=1 or L2(22)=2:5+I%->I%

If I%<10:Then
20->I:25->J

"3CG7EGFFGFFGAFG9FG42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
25->I:20->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
30->I:16->J
"3CG7EG8BG83G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
36->I:11->J
"3EG75G83G81G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
41->I:8->J
"3EG43G81G81G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
48->I:4->J
"3CG42G81G81G81G81G62G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
53->I:1->J
"3CG42G81G81GC1GF1G7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
57->I
"3CG42G81GE1GF1GFFG7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
64->I:4->J
"3CG62GF9GFFGFFGFFG7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2

For(F,4,14
Line(4,F,90,F,0
End

Text(47,4,"THE POKEBALL MISSED"
Text(53,4,"THE POKEMON!"
prgmZWT

1.5->W:Return:End

If I%>9 and I%<30:Then
20->I:25->J

"3CG7EGFFGFFGAFG9FG42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
25->I:20->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
30->I:16->J
"3CG7EG8BG83G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
36->I:11->J
"3EG75G83G81G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
41->I:8->J
"3EG43G81G81G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
48->I:4->J
"3CG42G81G81G81G81G62G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
53->I:1->J
"3CG42G81G81GC1GF1G7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
57->I:1->J
"3CG42G81GE1GF1GFFG7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
64->I:4->J
"3CG62GF9GFFGFFGFFG7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
69->I:8->J
"3CG7AGFFGFFGFFGFFG7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
5->J
"3CG7EGFFGFFGFFGFFG7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
8->J
"3CG7EGFFGFFGFFGFFG5EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
6->J
"3CG7EGFFGFFGAFG9FG42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
8->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2

69->I:8->J
"66G99GA5G42G42GA5G99G66"->Str4
Asm(prgmZSP2
65->I:5->J
"0EF0G1348G22C4G4812G4002G700EG5004G200AG700EG4002G4812G2344G12C8G0F70"->Str4
Asm(prgmZSP2:4->J:65->I
"1818G2AD4G5F7AGB2CDGEE77G2994G7A5EG5424G242AG7A5EG2994GEE77GB34DG5EFAG2B54G1818"->Str4
Asm(prgmZSP2
"1818G2424G4C32G9009GA005G6006GGGGG6006GA005G9009G4C32G2424G1818G"->Str4
Asm(prgmZSP2

"000EG0011G0071G01AACG124A2G2E891G21909G20509G4038AGC009DGC0071G81809G828AEG4291G3021G0FF5G000E"->Str4
64->I:1->J:Asm(prgmZSP2

69->I:8->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2
Asm(prgmZSP2

69->I:9->J
"3CG7EGFFGFFGAFG9FG42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
8->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
70->I:7->J
"3CG7EG8BG83G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
69->I:8->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2
For(U,1,250
End:Asm(prgmZSP2

69->I:8->J
"66G99GA5G42G42GA5G99G66"->Str4
Asm(prgmZSP2
65->I:5->J
"0EF0G1348G22C4G4812G4002G700EG5004G200AG700EG4002G4812G2344G12C8G0F70"->Str4
Asm(prgmZSP2:4->J:65->I
"1818G2AD4G5F7AGB2CDGEE77G2994G7A5EG5424G242AG7A5EG2994GEE77GB34DG5EFAG2B54G1818"->Str4
Asm(prgmZSP2
"1818G2424G4C32G9009GA005G6006GGGGG6006GA005G9009G4C32G2424G1818G"->Str4
Asm(prgmZSP2
"000EG0011G0071G01AACG124A2G2E891G21909G20509G4038AGC009DGC0071G81809G828AEG4291G3021G0FF5G000E"->Str4
64->I:1->J:Asm(prgmZSP2

For(F,4,14
Line(3,F,90,F,0
End

Text(47,4,"DARN! THE POKEMON"
Text(53,4,"BROKE FREE!"
prgmZWT:End

If I%>29 and I%<70:Then
20->I:25->J

"3CG7EGFFGFFGAFG9FG42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
25->I:20->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
30->I:16->J
"3CG7EG8BG83G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
36->I:11->J
"3EG75G83G81G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
41->I:8->J
"3EG43G81G81G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
48->I:4->J
"3CG42G81G81G81G81G62G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
53->I:1->J
"3CG42G81G81GC1GF1G7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
57->I:1->J
"3CG42G81GE1GF1GFFG7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
64->I:4->J
"3CG62GF9GFFGFFGFFG7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
69->I:8->J
"3CG7AGFFGFFGFFGFFG7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
5->J
"3CG7EGFFGFFGFFGFFG7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
8->J
"3CG7EGFFGFFGFFGFFG5EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
6->J
"3CG7EGFFGFFGAFG9FG42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
8->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2

69->I:8->J
"66G99GA5G42G42GA5G99G66"->Str4
Asm(prgmZSP2
65->I:5->J
"0EF0G1348G22C4G4812G4002G700EG5004G200AG700EG4002G4812G2344G12C8G0F70"->Str4
Asm(prgmZSP2:4->J:65->I
"1818G2AD4G5F7AGB2CDGEE77G2994G7A5EG5424G242AG7A5EG2994GEE77GB34DG5EFAG2B54G1818"->Str4
Asm(prgmZSP2
"1818G2424G4C32G9009GA005G6006GGGGG6006GA005G9009G4C32G2424G1818G"->Str4
Asm(prgmZSP2

"000EG0011G0071G01AACG124A2G2E891G21909G20509G4038AGC009DGC0071G81809G828AEG4291G3021G0FF5G000E"->Str4
64->I:1->J:Asm(prgmZSP2

69->I:8->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2
Asm(prgmZSP2

For(F,1,2
69->I:9->J
"3CG7EGFFGFFGAFG9FG42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
8->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
70->I:7->J
"3CG7EG8BG83G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
69->I:8->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2
For(U,1,250
End:Asm(prgmZSP2
End

69->I:8->J
"66G99GA5G42G42GA5G99G66"->Str4
Asm(prgmZSP2
65->I:5->J
"0EF0G1348G22C4G4812G4002G700EG5004G200AG700EG4002G4812G2344G12C8G0F70"->Str4
Asm(prgmZSP2:4->J:65->I
"1818G2AD4G5F7AGB2CDGEE77G2994G7A5EG5424G242AG7A5EG2994GEE77GB34DG5EFAG2B54G1818"->Str4
Asm(prgmZSP2
"1818G2424G4C32G9009GA005G6006GGGGG6006GA005G9009G4C32G2424G1818G"->Str4
Asm(prgmZSP2
"000EG0011G0071G01AACG124A2G2E891G21909G20509G4038AGC009DGC0071G81809G828AEG4291G3021G0FF5G000E"->Str4
64->I:1->J:Asm(prgmZSP2

For(F,4,14
Line(4,F,90,F,0
End
1.5->W:Return:End

If I%>69:Then
20->I:25->J

"3CG7EGFFGFFGAFG9FG42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
25->I:20->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
30->I:16->J
"3CG7EG8BG83G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
36->I:11->J
"3EG75G83G81G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
41->I:8->J
"3EG43G81G81G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
48->I:4->J
"3CG42G81G81G81G81G62G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
53->I:1->J
"3CG42G81G81GC1GF1G7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
57->I:1->J
"3CG42G81GE1GF1GFFG7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
64->I:4->J
"3CG62GF9GFFGFFGFFG7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
69->I:8->J
"3CG7AGFFGFFGFFGFFG7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
5->J
"3CG7EGFFGFFGFFGFFG7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
8->J
"3CG7EGFFGFFGFFGFFG5EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
6->J
"3CG7EGFFGFFGAFG9FG42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
8->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2

69->I:8->J
"66G99GA5G42G42GA5G99G66"->Str4
Asm(prgmZSP2
65->I:5->J
"0EF0G1348G22C4G4812G4002G700EG5004G200AG700EG4002G4812G2344G12C8G0F70"->Str4
Asm(prgmZSP2:4->J:65->I
"1818G2AD4G5F7AGB2CDGEE77G2994G7A5EG5424G242AG7A5EG2994GEE77GB34DG5EFAG2B54G1818"->Str4
Asm(prgmZSP2
"1818G2424G4C32G9009GA005G6006GGGGG6006GA005G9009G4C32G2424G1818G"->Str4
Asm(prgmZSP2

"000EG0011G0071G01AACG124A2G2E891G21909G20509G4038AGC009DGC0071G81809G828AEG4291G3021G0FF5G000E"->Str4
64->I:1->J:Asm(prgmZSP2

69->I:8->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2
Asm(prgmZSP2

For(F,1,3
69->I:9->J
"3CG7EGFFGFFGAFG9FG42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
8->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
70->I:7->J
"3CG7EG8BG83G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
69->I:8->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2
For(U,1,250
End:Asm(prgmZSP2
End

69->I:8->J
"66G99GA5G42G42GA5G99G66"->Str4
Asm(prgmZSP2
65->I:5->J
"0EF0G1348G22C4G4812G4002G700EG5004G200AG700EG4002G4812G2344G12C8G0F70"->Str4
Asm(prgmZSP2:4->J:65->I
"1818G2AD4G5F7AGB2CDGEE77G2994G7A5EG5424G242AG7A5EG2994GEE77GB34DG5EFAG2B54G1818"->Str4
Asm(prgmZSP2
"1818G2424G4C32G9009GA005G6006GGGGG6006GA005G9009G4C32G2424G1818G"->Str4
Asm(prgmZSP2
"000EG0011G0071G01AACG124A2G2E891G21909G20509G4038AGC009DGC0071G81809G828AEG4291G3021G0FF5G000E"->Str4
64->I:1->J:Asm(prgmZSP2

For(F,4,14:Line(4,F,90,F,0:End

Text(47,4,"SHOOT! IT WAS":Text(53,4,"SO CLOSE, TOO!"

1.5->W:End


And this is what I've managed to shave it down to:


Code:
randInt(0,255->R
If L2(22)=4 or L2(22)=6:25->S
If L2(22)=3 or L2(22)=1 or L2(22)=2:12->S
If L2(22)=0:0->S
R-S->R
If R<S:Goto K
L2(1)255->F
F/12->F
L2(1)/4->A
If A>0:F/A->F
If F>255:255->F
"rowSwap(ZST"->Str0
0->theta:L2(43
prgmZCE
expr(Str9-|LTT
|LTT(14)|E2->|N
|N/255->|N
If |N>254:Goto K
|NF->I%
I%/255->I%
If L2(22)=4 or L2(22)=6:10+I%->I%
If L2(22)=3 or L2(22)=1 or L2(22)=2:5+I%->I%
If I%<10:0->|N
If I%>9 and I%<30:1->|N
If I%>29 and I%<70:2->|N
If I%>69:3->|N
20->I:25->J
"3CG7EGFFGFFGAFG9FG42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
25->I:20->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
30->I:16->J
"3CG7EG8BG83G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
36->I:11->J
"3EG75G83G81G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
41->I:8->J
"3EG43G81G81G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
48->I:4->J
"3CG42G81G81G81G81G62G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
53->I:1->J
"3CG42G81G81GC1GF1G7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
57->I:1->J
"3CG42G81GE1GF1GFFG7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
64->I:4->J
"3CG62GF9GFFGFFGFFG7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
69->I:8->J
"3CG7AGFFGFFGFFGFFG7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
5->J
"3CG7EGFFGFFGFFGFFG7EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
8->J
"3CG7EGFFGFFGFFGFFG5EG3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
6->J
"3CG7EGFFGFFGAFG9FG42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
8->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
69->I:8->J
"66G99GA5G42G42GA5G99G66"->Str4
Asm(prgmZSP2
65->I:5->J
"0EF0G1348G22C4G4812G4002G700EG5004G200AG700EG4002G4812G2344G12C8G0F70"->Str4
Asm(prgmZSP2:4->J
"1818G2AD4G5F7AGB2CDGEE77G2994G7A5EG5424G242AG7A5EG2994GEE77GB34DG5EFAG2B54G1818"->Str4
Asm(prgmZSP2
"1818G2424G4C32G9009GA005G6006GGGGG6006GA005G9009G4C32G2424G1818G"->Str4
Asm(prgmZSP2
"000EG0011G0071G01AACG124A2G2E891G21909G20509G4038AGC009DGC0071G81809G828AEG4291G3021G0FF5G000E"->Str4
64->I:1->J:Asm(prgmZSP2
69->I:8->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2
Asm(prgmZSP2
If |N>0:Then
For(F,1,iPart(|N)
9->J
"3CG7EGFFGFFGAFG9FG42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
8->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
70->I:7->J
"3CG7EG8BG83G81G81G42G3C"->Str4
Asm(prgmZSP2:Asm(prgmZSP2
69->I:8->J
"3CG7EGFFG93G8FG81G42G3C"->Str4
Asm(prgmZSP2
For(U,1,250
End:Asm(prgmZSP2
End:End
If |N>0 and |N<3.5:Then
69->I:8->J
"66G99GA5G42G42GA5G99G66"->Str4
Asm(prgmZSP2
65->I:5->J
"0EF0G1348G22C4G4812G4002G700EG5004G200AG700EG4002G4812G2344G12C8G0F70"->Str4
Asm(prgmZSP2:4->J
"1818G2AD4G5F7AGB2CDGEE77G2994G7A5EG5424G242AG7A5EG2994GEE77GB34DG5EFAG2B54G1818"->Str4
Asm(prgmZSP2
"1818G2424G4C32G9009GA005G6006GGGGG6006GA005G9009G4C32G2424G1818G"->Str4
Asm(prgmZSP2
"000EG0011G0071G01AACG124A2G2E891G21909G20509G4038AGC009DGC0071G81809G828AEG4291G3021G0FF5G000E"->Str4
64->I:1->J:Asm(prgmZSP2
End
For(F,4,14:Line(4,F,90,F,0:End
If |N<4:Then
If |N=0:Then
Text(47,4,"THE POKEBALL MISSED"
Text(53,4,"THE POKEMON!"
End
If |N=1:Then
Text(47,4,"DARN! THE POKEMON"
Text(53,4,"BROKE FREE!"
End
If |N=2:Then
Text(47,4,"AW! IT APPEARED":Text(53,4,"TO BE CAUGHT!":End
If |N=3:Then
Text(47,4,"SHOOT! IT WAS":Text(53,4,"SO CLOSE, TOO!":End
prgmZWT
1.5->W:Return:End


I still need to add in the code for the catch itself to occur. I've got an idea and I've began implementation for it.

Code:
If L2(22)=4 or L2(22)=6:25->S
If L2(220=3 or L2(22)=1 or L2(22)=1:12->S
If L2(22)=0:0->S
Can become:
Code:
If 1=abs(L2(22)-5:25->S
[I think your line 2 has a typo!]
If not(L2(22:Delvar S


For your delay-For loop, you should use the rand(nnn) trick instead

For the long set of stores to Str4 followed by draw and erase, I think I can optimize that all into a long loop, but I'm not sure it would actually be that much smaller.
Thanks for pointing out my error there, I'll try to get that fixed in the source here afterwhile, when I get a chance to catch my breath.

And yeah, no matter what I do with all that hex sprite data, it doesn't seem like something that will get smaller, or be any faster, so I just left it. At least it's not in triplicate, anymore :p

Edit:

Hmm, I need to get someone to draw up a sprite that would indicate a pokemon is caught. Either the 2 stars, or maybe something else..

Edit2:

http://www.youtube.com/watch?list=SP8969C90AD562B1C0&v=XbJtRFcbgUc&feature=player_detailpage#t=82s

According to that, it just stopped wiggling. I might just go with that and that will make me happy Very Happy And make this go much easier in regards to that!
I prefer the just-stop-wiggling thing. As close to older games as possible is good with me Smile
Woo! I think I'll go with that as well. Hopefully everyone else will agree to that thought Smile
I find your lack of [Prizm] tags disturbing.
Heh, sadly the prizm couldn't handle that level of awesome in BASIC, it'd have to be done in C :<
elfprince13 wrote:
I prefer the just-stop-wiggling thing. As close to older games as possible is good with me Smile
I second (or third, or whatever) that, especially if it will make your programming job easier.
Yeah, programming that would be far easier, and I've gotten started on it.

I just now have to program in the text for "All right! <name> was caught!", then do a check in the pokedex list to verify that the pokemon has not been caught before, then go through the ceremony of showing the pokedex data, and if it has been caught before, have it either sent to the PC for storage, or added to the on hand pokemon list. That's not going to be fun to code.. lol
honestly (not speaking as an experienced programmer) graphics are normally one of my last priorities.
i normally make all parts of the engine first, and then have my little bro (who is an artist) help me with graphics.
since i know pretty much everyone is better than me at this, you probably shouldn't take my advice.
KEEP UP THE GOOD WORK!!!
you are a great model of what a hard working programmer should be.
Heh, thanks.

And I only work on graphics on an as-needed basis. I'm currently working on finishing up all aspects of the items system so I can begin working on the attacks to complete the battle system. I don't even know what I need to work on after that, truthfully. I think I have the maps to edit and fix, and add a few more events before I can even consider releasing a testing beta before public release.

Edit:

So, sitting here, looking at possibilities.

1) I can have the pokedex information stored into a list, 1 for each pokemon for ease of calling on and editing the list. This method for the list is around 1400 bytes of storage that I will need to keep open in RAM to use.

2) Create an appvar with 151 lines of 0. The start of a new game for pokemon would also have to create the 151 lines of 0 for a new game, which wouldn't really be that hard. The appvar would be 315ish bytes in size, and take a little more code to access and use, but be smaller when recalling into RAM to modify.

I'm almost liking the idea for the appvar, but I'd still have to modify some programs (only god knows which ones) to look at the new system.

So should I change over to appvars, or just be happy I can use lists? :p
If you use lists, people who have dabbled the slightest bit into TI-BASIC will be able to hack the game.
Anyone who does that is killing the sanctity of the game, and will probably reset their own RAM Mad, so for the sake of security, I suggest appvars.
The only thing they'd be able to do is trick the pokedex into thinking they had all the pokemon, when they didn't, and it wouldn't help them in the slightest. So it's not something I'm overly worried about.
Instead of lines, couldn't you just do, like, a single string on the first line and then use a sub( to get that index in the string? That way it's only, like, 152 bytes of data in the actual appvar.
  
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