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### Author Topic: Illusiat XI: Reborn  (Read 8320 times)

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#### aeTIos

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##### Re: Illusiat XI: Reborn
« Reply #15 on: November 17, 2014, 02:34:38 pm »
We can always build in some custom 32 bit integer multiplication algorithm, that's not too hard, I've done that before. Heck, I even wrote floating point math algorithms. The only one that I never got figured out was division
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#### Streetwalrus

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##### Re: Illusiat XI: Reborn
« Reply #16 on: November 17, 2014, 06:38:52 pm »
Well, 32 bit integers can go up to 4 billion or so so I think we might be safe.

#### xlibman

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##### Re: Illusiat XI: Reborn
« Reply #17 on: November 18, 2014, 02:56:59 am »
Well, 32 bit integers can go up to 4 billion or so so I think we might be safe.

I think Illusiat XI goes in the 200000000 billion range during Boss #8

But again you can always make the game engine so that special parameters can be applied to specific boss fights which makes the engine behave differently, such as making any TRIMAG damage you deal to him 9999 by default and not even calculate it.
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#### aeTIos

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##### Re: Illusiat XI: Reborn
« Reply #18 on: November 18, 2014, 12:08:16 pm »
Art_of_camelot gave me some useful input on the sprites I made last week. I updated the sprites to reflect his suggestions. Pushed my changes to the git.
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#### Streetwalrus

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##### Re: Illusiat XI: Reborn
« Reply #19 on: November 18, 2014, 01:40:02 pm »
Cool beans aeTIos.

Also DJ, I think we can do that. I planned the battle engine to be API based rather than data based anyway (if that makes sense) so we should be safe.

#### aeTIos

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##### Re: Illusiat XI: Reborn
« Reply #20 on: November 18, 2014, 04:14:38 pm »
You should get stuff running already. Make that toolchain :|
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#### Streetwalrus

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##### Re: Illusiat XI: Reborn
« Reply #21 on: November 18, 2014, 05:06:55 pm »
Butbutbut I was busy actually forking Android instead of just using a local clone. :<

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##### Re: Illusiat XI: Reborn
« Reply #22 on: November 19, 2014, 07:06:17 am »
*kicks ass* Also you said yesterday that you have no idea how to output the 8xv's. So please just make something thats throws a large string of pre-formatted hex, we can always just use an emu to quickly make it in an appvar.
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#### xlibman

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##### Re: Illusiat XI: Reborn
« Reply #23 on: November 19, 2014, 05:30:26 pm »
Butbutbut I was busy actually forking Android instead of just using a local clone. :<
Calc programming > all

Also I can' t wait for the updated sprites.
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#### Streetwalrus

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##### Re: Illusiat XI: Reborn
« Reply #24 on: November 19, 2014, 06:38:29 pm »
*kicks ass* Also you said yesterday that you have no idea how to output the 8xv's. So please just make something thats throws a large string of pre-formatted hex, we can always just use an emu to quickly make it in an appvar.
I'll do that for testing once I figure out Pillow again.

#### aeTIos

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##### Re: Illusiat XI: Reborn
« Reply #25 on: November 19, 2014, 06:43:07 pm »
Also I can' t wait for the updated sprites.
They're on GitHub, didn't attach them because the changes aren't quite big.
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#### xlibman

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##### Re: Illusiat XI: Reborn
« Reply #26 on: November 19, 2014, 11:48:42 pm »
Aah ok, I'll check them out. Also what's Pillow? Is that a new calc utility for appvars?
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#### Streetwalrus

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##### Re: Illusiat XI: Reborn
« Reply #27 on: November 20, 2014, 01:22:28 am »
Lolno, it's an image manipulation library for Python (forked from python2-imaging and also ported to Python 3 since it was kind of abandoned afaik).

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