Author Topic: Temporal Flux event command organization  (Read 3443 times)

Geiger

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Temporal Flux event command organization
« on: February 19, 2008, 05:58:26 pm »
I have never been all that happy with how the commands in Temporal Flux are organized.  Some categories seem too broad and some seem too narrow.  But nothing else comes to mind as a better organization.

There are three levels of organization: Category, Command, and Variant.  Variant is typically unimportant and will be phased out completely at some point in the future.  There are 0xE0 variants (not counting Color Crash and its aliases), 0x61 commands, and 0x21 categories.

They are currently organized as such:

Animation
   Animation
   Animation Limiter
   Reset Animation
Assignment
   Get PC1
   Get Storyline
   Mem-to-Mem (A)
   Result
   Set Storyline
   Value-to-Mem (A)
Battle
   Battle
BitMath
   Bit Math
   Downshift
   Set Bits at 7E0154
ByteMath
   Mem-to-Mem (B)
   Value-to-Mem (B)
ChangeLocation
   Change Location
   Change Location-from-Mem
CheckButton
   Check Button
CheckInventory
   Check Gold
   Check Item
CheckParty
   Check Party
CheckResult
   Check Result
CheckStory
   Check Story
Comparison
   Check Drawn
   Check In Battle
   Mem-to-Mem (C)
   Value-to-Mem (C)
End
   End
Facing
   Face Object
   Get Facing
   Set Facing
   Set Facing-from-Mem
Goto
   Goto
HpMp
   Restore HP / MP
Inventory
   Equip
   Get Item Amount
   Gold
   Item
   Item-from-Mem
MemCpy
   Memory Copy
   Multi-mode 2E
   Multi-mode 88
Mode7
   Draw Geometry
   Mode7 (and special purpose)
ObjectCoords
   Get Object Coordinates
   Set Object Coordinates
   Set Object Coordinates-from-Mem
ObjectFunction
   Activate/Touch
   Call Object Function
   Script Processing
Palette
   Change Palette
Pause
   Pause
Party
   Party Manipulation
Project (Pseudo-commands)
   Comments
Random
   Random Number
SceneManip
   Color Addition
   Copy Tiles
   Darken
   Fade Out Screen
   Script Speed
   Scroll Layers
   Scroll Layers 2F
   Scroll Screen
   Shake Screen
   Wait for ColorAdd End
Sound
   Sound
   Wait for Silence
SpriteCollision
   Sprite Collision
SpriteDrawing
   Drawing Status
   Drawing Status from Mem
   Load Sprite
   Sprite Priority
SpriteMovement
   Controllable
   Explore Mode
   Jump
   Jump 7B
   Move Party
   Move Sprite
   Move Sprite-from-Mem
   Move Toward Coordinates
   Move Toward Object
   Object Follow
   Object Movement Properties
   Party Follow
   Destination
   Vector Move
   Vector Move-from-Mem
   Set Speed
   Set Speed-from-Mem
Text
   Load Ascii Text
   Special Dialog
   String Index
   Textbox
Unknown
   Color Crash
   Unknown 2C


What do you people think?  How should this stuff be organized?  I'm not keen on adding another layer of organization, but I suppose that is also an option, if necessary.

Agent 12

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Re: Temporal Flux event command organization
« Reply #1 on: February 21, 2008, 09:01:14 pm »
This is hard for me cause I've been trained to use this set up so it'd be hard to switch BUT

I think all the checks could be moved into their own category. ( you can avoid the three levels by just splitting up check Gold and check Item)

I think Sprite movement commands and party movement commands could be split (for some reason even after using it so often i forget where move party is).

At First I wanted to move bit/byte/random/comparison into a Math category but comparison those commands are used alot so it'd be annoying for the User to have to dig for them.

That's all I got for now.

--JP

Zakyrus

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Re: Temporal Flux event command organization
« Reply #2 on: February 22, 2008, 08:50:30 pm »
I've used this configuration so much that I couldn't possibly switch now. I think it's pretty organized as is.
However, MAYBE put PartyFollow, ExploreMode, and MoveParty under the "Party" catagory so that PartyManipulation isn't by itself, :lol: