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SogiTai

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  1. First, I'm not sure where i could have posted this, so if it needs to move, please let me know. Okay so i'm Taking a course on programming, and we're starting with pseudocode. Unfortunately the teacher does not like to- well, teach, so I'm doing it on my own. I got it pretty decent, and I can do the assignment just fine how it is "expected to be done" but I wanted to try and go further. Here is the assignment: Okay so before i show my pseudocode; I understand that it would be simple to just have the user input all the item prices, and then do the calculations. What i am trying to achieve with my pseudocode is to have the computer display current sub totals and current amount of tax being paid after each item. These prices would obviously build up as you go from item price 1 to item price 2 to item price 3, etc... Here's the pseudocode: //Declarations Declare INT itm_1 Declare INT itm_2 Declare INT itm_3 Declare INT itm_4 Declare INT itm_5 Declare VAR crnt_Sub Declare VAR crnt_Tax Declare VAR total //BEGIN CODE //Display Box [Item1] Display "Please Enter the price of your first item" //Input/Output Input itm_1 crnt_Sub = itm_1 Calc crnt_Tax = itm_1 * .06 //Display Box Display "Your current sub total is: $", crnt_Sub Display "Your current tax is: $", crnt_Tax // //Display Box [Item2] Display "Please Enter the price of your next item" //Input/Output Input itm_2 crnt_Sub = crnt_Sub + itm_2 Calc crnt_Tax = crnt_Tax + (itm_2 * .6) //Display Box Display "Your current sub total is: $", crnt_Sub Display "Your current tax is: $", crnt_Tax // //Display Box [Item3] Display "Please Enter the price of your next item" //Input/Output Input itm_3 crnt_Sub = crnt_Sub + itm_3 Calc crnt_Tax = crnt_Tax + (itm_3 * .6) //Display Box Display "Your current sub total is: $", crnt_Sub Display "Your current tax is: $", crnt_Tax // //Display Box [Item4] Display "Please Enter the price of your next item" //Input/Output Input itm_4 crnt_Sub = crnt_Sub + itm_4 Calc crnt_Tax = crnt_Tax + (itm_4 * .6) //Display Box Display "Your current sub total is: $", crnt_Sub Display "Your current tax is: $", crnt_Tax // //Display Box [Item5] Display "Please Enter the price of your next item" //Input/Output Input itm_5 crnt_Sub = crnt_Sub + itm_5 Calc crnt_Tax = crnt_Tax + (itm_5 * .6) //Display Box Display "Your current sub total is: $", crnt_Sub Display "Your current tax is: $", crnt_Tax // // //Decision Box Display "Are you ready for your total?" //If - Yes Display "Your Total is: $", total total = crnt_Sub + crnt_Tax //Connect To END CODE //If - No Display "Would you like to go back to change a price?" //If - Yes Display "Which price would you like to change?" //If - 1 ******CONNECT BACK TO itm_1 Input Code //If - 2 ******CONNECT BACK TO itm_2 Input Code //If - 3 ******CONNECT BACK TO itm_3 Input Code //If - 4 ******CONNECT BACK TO itm_4 Input Code //If - 5 ******CONNECT BACK TO itm_5 Input Code //If - None ******CONNECT BACK TO "Are you ready for your total?" //If - No ******CONNECT BACK TO "Are you ready for your total?" //END Code See now what I'm not entirely sure of- is how exactly legal what i'm doing is. Don't look at the Y/N stuff, since I'm probably not gonna add that in the final pseudocde, but what I would liek help with is : crnt_Sub = crnt_Sub + itm_5 Calc crnt_Tax = crnt_Tax + (itm_5 * .6) And all of the ones that are thee same thing just using different variables before it. Basically, I'm not sure if it would be legal to have a variable equal itself plus other numbers? If it isn't, would I have to add my declarations? I doubt it would be 5 more declarations so it is specific to the program, because what if we wanted to have more than 5 items? I kind of want to base it off the latter. So basically, I'm just not sure how I would go about making one variable equal it's already previously set self + an additional amount.
  2. That makes so much more sense. So basically we have to create an alternate unit for her that has the coordinate the game will have to read when you want her to move. Thanks! :D This opens my eyes to how the scripting will work, a little bit further. :D
  3. I know this is probably a real stupid question, but for clairfication (I am probably actually wrong hee,) The Unitptr is the info found in the fe7 definitions doc? For example lyn would be 0x03? And if this is the case, My code : WarpIn(0x03,4,4) seems to only load Lyn back to her original spot.
  4. ...You, my friend, are golden! I don't even know what that means, but you've helped me so much! This has been bugging at me for nearly 4-5 days of on and off hacking now. So basically as for those macros, what it is- is that, there are certain times in which you'd use the UnitPtr ver. of the warpin macro and certain times you'd use the CharClass ver. of the macro?
  5. So I seem to be messing up with phases, in my most current mishap. What I want to happen is, start with no options, then once you've ended your turn, the next turn will warpin/load Canas to go into a dialogue screen, and then will go towards your hero, and they both warpout and re-warp in on another part of the map. What is the problem for me with the most current form of the script-> 1.) When Canas warpIns to his new spot, he suddenly reappears in his old spot as well despite him being repositioned. 2.) The game gets stuck in this sort of Other Phase Loop, that won't load back to the player phase- most likely due to the fact that Lyn hasn't come back to the map. However even adding lyn back to the map, does not fix the issue of changing lyn to an npc. CODES POSTED BELOW ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I've tried inputing the code little by little to see where the error comes in. This just yields different results such as changing Lyn to an npc, and/or freezing of the game. But ultimately with my most current version of the script: Code in Question: Turn1event: LOU1 OWL ENUN CAM1 Canas WarpIn(Canas,Shaman,19,9) WarpIn(OWL,19,9) BACG 0x59 FADU 5 TEX1 0x0800 REMA STAL 6 MOVENEXTTO Canas Lyn_t ENUN WarpOut(Canas) WarpOut(Shaman) REPOS Canas [2,4] ENUN DISA Canas ENUN CAM1 Lyn_t WarpOut(Lyn_t) WarpOut(LynLord) DISA Lyn_t ENUN CAM1 Canas WarpIn(Canas,Shaman,2,4) WarpIn(OWL,2,4) ENDA Full Code:
  6. Have you heard of Blazer's Ultimate tutorial? It should definitely help you out. You'll need programs, FEditor ADV, Night mare, and a simple notepad application. From there, you should google Blazer's Ultimate tutorial, press ctrl f And type in the keyword of what you'd like to learn. I believe custom battle animations was in their late 50s/ maybe 60s. And for portraits probably before that. EDIT: http://www.feshrine.net/ultimatetutorial/ For easy acces. And the chapters you'd mainly liek to concern yourself for the time being is CH. 42, and CH. 57 and 58
  7. I'm redoign the link sprites. Here's new wire frame, completely custom, that's still quite, very wip. I wanted to give it a try similar to the method BWDYeti might use. Anyways, this is what I came up with, and things to notices are that the animation isn't smooth near the end in transition from holding sword on back to taking it back out for the stance as well as a few frames near the jumping into a backflip. But I'm pretty pleased for what I've accomplished through this scratch skeleton.
  8. Hmm, alright thanks guys! :D I am actually on the new macbook now. I'm trying the downloads out. So basically then the only options I would have to create my own fe hacks on the mac, would require me to either making my own program/wait for one to come out that acts as EA for mac users, Or.. to deal with the hex? Thats for the EA, but does anyone know of any mac os programs for disassembling/debugging the vba then? If I'm misunderstanding, would i have other options?
  9. Are the Hacking programs not compatible with a macbook? Would programs like HxD or VBA work on the macbook, whereas maybe event assembler/etc won't work? If that's the case, would it require me to do all the same amount of work that users did prior to event assembler- dealing with hex, and stuff?
  10. Fixed~ Thanks! :D I have a new troublle, to no surprise. I have pretty much made the warping work on my custom map. However when the warp animation is completed. Right away, the map sprites disappear to my knowledge, and the game gets stuck in a loop of "other phase"-s. Along with this, Canas appears back in his original spot rather than staying in the tile coordinate I repositioned/warpedIn him/. CODE IN QUESTION Turn1event: WarpIn(Canas,Shaman,19,9) WarpIn(OWL,19,9) LOU1 OWL ENUN CAM1 [Canas] CURF [Canas] FADI 5 HIDEMAP BACG 0x59 FADU 5 TEX1 0x0800 REMA SHOWMAP STAL 6 CAM1 [Canas] MOVENEXTTO Canas Lyn_t ENUN WarpOut(Canas) WarpOut(Shaman) DISA [Canas] LOU2 Good ENUN WarpOut(Lyn_t) WarpOut(LynLord) DISA [Lyn_t] CAM1 [Canas] WarpIn(Canas,Shaman,2,4) WarpIn(OWL,2,4) REPA [Canas] REPA [2,4] STAL 12 WarpIn(Lyn_t,LynLord,4,4) WarpIn(Good,4,4) REPA [Lyn_t] REPA [4,4] ENDA FULL CODE Anyone know what I'm doing wrong here?
  11. Aha, I see Thanks a lot I had tried variations, but dumbly never tried them both in parenthesis. Thanks again Agro! :D
  12. Me again, to no surprise :C Well, I'm having a little trouble figuring the WarpIn and WarpOut functions. I read the EASTDLib, providing this: FE7: WarpIn(Char,Class,X,Y) WarpIn(UnitPtr,X,Y) Warp Out Effect FE7: WarpOut(X,Y) WarpOut(Char) However I'm wondering do you need to use both the WarpIn and WarpOut together? Turn1event: LOU1 Reinforcements ENUN MOVE Canas [19,11] ENUN FADI 5 BACG 0x59 FADU 5 TEX1 0x0800 REMA STAL 3 WarpOut [19,11] WarpOut Canas REPOS Canas [2,4] STAL 10 WarpOut [18,11] WarpOut Lyn_t REPOS Lyn_t [3,4] FADU 5 TEX1 0x0801 REMA STAL 3 MOVE Canas [1,1] WarpOut [1,1] WarpOut Canas CURF [1,1] ENDA I figured it would eb simpler to use the REPOS rather than WarpIn at least for me to avoid that UnitPtr, which although I'm familiar with the term pointer, I have a hard time clicking it in with other ideas. Anyways, I'm not sure how to fix this. The error is: No Code Name WarpOut Found for all of the corresponding lines.
  13. Something about the detail work here makes me cringe. I think the basic animation/ outlining is okay, but the shading/ coloring is well not very good. Anyways I was getting sick of looking at it, xD SO it's finished for now. Also my gimp proram was acting up so I didn't go back and get rid of the red flash in there. x: Also greatly considering adding an extra frame to exaggerate a jump in the middle there.
  14. I thought it was strangem, that somethign was happening whenever I was pressing "ctrl + z" Turns out I was pressing ctr+x as well a couple of those times. I'll have to remake the map. But there's another strange thing that occurs with the game. When I insert the following eventing script: //Made by markyjoe1990 of Youtube //Modified by Nintenlord #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,ThisChapter) ORG 0xD80000 ThisChapter: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN BallistaData BallistaData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Bad: UNIT Empty Good: UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [8,6] [9,7] [IronSword,Vulnerary] [0x00,0x00,0x00,0x00] UNIT Empty Turn_events: TURN 0x00 Opening_event [01,00] 0x0 0x00 TURN 0x00 Turn1event [01,00] 0x8 0x00 TURN Empty Character_events: CHAR Location_events: LOCA Misc_events: CauseGameOverIfLordDies AFEV Opening_event: LOU1 Good ENUN ENDA Turn1event: MOVE Lyn_t [6,6] ENDA Ending_event: MNCH 0x01 STAL 1 _0x1 ENDA BallistaData: BLST ALIGN 4 MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: 08DA0000 The game is in a blackened version, until I reset the vba emulator Anyone know why that happens? Btw thanks for the help! :D
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