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tifreak8x
Administrator
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Posted: 1 Oct 2007
17:11 GMT
Total Posts: 419


Well, I thought I would present you all with an updated screenie, of everything slowly coming together. I got the new walking engine uploaded to the project calc, and getting things tied in. Next few things to do:

1. convert all the menu boxes to the new dynamic system (didn't I already do this?! )

2. pray that Iambian can come up with a way for his list to string converter to read decimal values in the list elements, otherwise, a rewrite/rethink of the interior maps is in order

3. optimize

4. more optimizing

:P

After that, I will spend lots of time getting some maps done, probably through pewter. At least the exterior. The problem is going to arise from the fact that for the interiors, I need to play as I build. So for the rest of the interiors, I am going to have to set this up so you can battle and catch pokemon. So the next release is going to be really fun. ^_^


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Bringing you Pokemon, for your calculator.
Hydraliskisback
Wraith
avatar
Posted: 5 Oct 2007
21:08 GMT
Total Posts: 583
i noticed that on the pokemon red topic
well done
very well done
im highly impressed.
i still play yellow on the offhand
my gf only plays that on her gameboy
soya

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Iff Hydralisk has posted the above, the above is stupid.
tifreak8x
Administrator
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Posted: 6 Oct 2007
05:25 GMT
Total Posts: 419
heh, well glad you like it. I just completed the mapmaker last night, with the help of weregoose. I can now more easily work on the interior shots, and get them finished up quicker, which will allow me to move on to other things.

---
Bringing you Pokemon, for your calculator.
Hydraliskisback
Wraith
avatar
Posted: 6 Oct 2007
13:07 GMT
Total Posts: 583
yeah having a map editor and the core stuff done is easier to do things i think
i think thats how they did starcraft, considering you can do everything the main game had with the map editor

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Iff Hydralisk has posted the above, the above is stupid.
tifreak8x
Administrator
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Posted: 6 Oct 2007
18:59 GMT
Total Posts: 419
Well, playin around with the mapmaker, and found some serious bugs. It looks like I will have to completely rewrite the movement engine. Oh well, while I wait for a brilliant idea to come to me on that, I have managed to make it so you can read signs. Next is NPCs.

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Bringing you Pokemon, for your calculator.
Hydraliskisback
Wraith
avatar
Posted: 7 Oct 2007
07:11 GMT
Total Posts: 583
nice
for a BASIC game, i made things like that on a matrix
people were 3.etc and objects were 2.etc
anything below one you couldnt walk through
annnd when i press 2nd i made it scan up and down then left and right for an object. then the decimals made the specific script possible
^^
a new movement engine?
like what do you mean you just have to rewrite push button then react?
thats prolly hard on asm.
its too... low level for me.
if there were C++ compilers and code for TI 84's id jump on that.

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Iff Hydralisk has posted the above, the above is stupid.
1337h4kor
Wraith
avatar
Posted: 7 Oct 2007
13:13 GMT
Total Posts: 612
Ok I must admit that you're game will look much better than mine. But my version will be an exact copy of the game including the entire story line. Yes and i know that I already posted this question on another topic but. Is there any way to have more than ten strings on the calculator. Perhaps an ASM program could do it. I need 12 for my game to work but for it to run exactly how i want it to, I'd need about 14. And just so you know tifreak8x the actual game. When you do the battle engine make sure that you drop all decimals. Don't round. Otherwise it won't be that true of an actual game. Yours cool graphics, pretty user interface. Awesome code. Mine ASCII graphics, very limited GUI, noob code. I mean I've been programming on the calculator going on 1.3 years now and i still think that I'm uber noobish when it comes to my code. I can still remember what it was like when I first learned how to move an object in 4 directions. That was the exact code used in the Demo Alpha Version. I created all of that after I believe 2 days after finally done with 4 direction mastery. I did go back in it though and maximize code every where i could. Beta Version will also support soft reset, and 'B' button.

Oh yeah how did you do that map. ASM maybe. It looks awesome. I wish my maps could look like that. My Beta Version like i said will include maps up to Mt. Moon. Completed maps not as cool as yours but i think that they would be cool.

Oh yeah and even though the is an all out contest for the first one with a completed version. For all of the % of the battles i would suggest that if you still have the Pokemon Trainer's guide that was published by Sandwich Island for all of that. It's helped me a lot so far.

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I wish i could swim in the sea of probabilty but once during my life.
tifreak8x
Administrator
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Posted: 7 Oct 2007
15:35 GMT
Total Posts: 419
hydralisk: matrices would be far to large to do anything like that. This is all strings. And the problem with the movement engine is not the movement, that works just fine. The problem arises from border detection. Once that works, and I finalize the replace chars in a string part, which I think I might have a value off somewhere, then it should work.


1337: yeah, answered your question on the string issue. Also, if you hadn't noticed, the maps are ascii graphics. Makes if faster that way to do this in almost pure BASIC. The game uses 3 asm programs as of now, Resource, a program to copy programs in to RAM as a temp program; CelticII, a program that allows a user to write into an unarchived program from another basic program; and ZLIST, a component to Celtic, that changes a list into a string.

Oh, and did I mention this game is 96% BASIC thus far? So far, the 3 asm programs take up 1,647 bytes of RAM. I am not using anything like xlib, I am just trying to do this with as little asm help as neccessary.

Also, I am curious on this part: "But mine will be an exact copy of the original story line" I hope you are not implying that mine will be any less of an exact replica of the game, minus map graphics?

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Bringing you Pokemon, for your calculator.
1337h4kor
Wraith
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Posted: 7 Oct 2007
15:48 GMT
Total Posts: 612
I meant that so far I've noticed how you don't allow the user to choose their name. That's all.

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I wish i could swim in the sea of probabilty but once during my life.
tifreak8x
Administrator
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Posted: 7 Oct 2007
16:55 GMT
Total Posts: 419
That might happen later, but I am (and so seems most of the rest of the community that has voted in favor of this project) that the name is irrelevant, so long as they have a game that will last them hours and hours of play. :)

Besides, I need the strings.

---
Bringing you Pokemon, for your calculator.
Zachary940
Wraith
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Posted: 7 Oct 2007
18:18 GMT
Total Posts: 714
I agree with tifreak, the name is irrelevant. As long as we can catch Pokemon and look in trash cans I'm happy.

So tifreak is there a ball park guess on when it might be completed?

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It is much easier to suggest solutions when you know nothing about the problem.
1337h4kor
Wraith
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Posted: 7 Oct 2007
18:41 GMT
Total Posts: 612
So you guys are saying that i should just remove that feature from the game. Because I'm in desperate need of Strings also. Wow I thought people wanted an exact copy save all of the pretty graphics that he's doing but I guess that I've guessed what people want. Oh well. So basically you're saying that you don't care if there's every move in the original game, all of the probabilities of seeing a certain Pokemon are correct, that the battle engine does exactly what the original one did, that the game has every single letter of the original dialogue exactly the same save this time it's all caps, that all of the NPCs react in the exact same way as they did in the game, that the prof. talks to you in the exact same manner, that all of the free items are given to you in the exact same manner, all moves are used exactly like in the game, that all of pokemon in the game learn their moves like the real game. In summary the game is exactly like the original game save all of the pretty graphics.

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I wish i could swim in the sea of probabilty but once during my life.
tifreak8x
Administrator
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Posted: 7 Oct 2007
19:55 GMT
Total Posts: 419
Mine will be close. So far, I am not having the name selection part. I think I goofed with one of the maps, and forgot a couple rows of the sprites, but honestly, it added nothing to the game, and takes nothing away from it. So, I don't think I will bother going in and fixing that small error.

Also:



Two things to note:

I already know about the border not completely clearing for the option box in the in game menu, didnt remember it until the screenshot was made.

I noticed that Ash's mom looks wierd... I think I missed the hands, because of the way the sprite is on the chair when you talk to her... I will have this fixed later.

Things added:

NPC interactions (obviously)

Made it so the character shows change of direction, without actually having to move.

Fixed some of the borders to the new border system.


Now that this is done, time to work on that mapmaker, and get it to work, hopefully. I *have* to have it to get anywhere else in this game at this point.

---
Bringing you Pokemon, for your calculator.
1337h4kor
Wraith
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Posted: 8 Oct 2007
16:43 GMT
Total Posts: 612
Ok yes I'd like to say one thing about your scrolling. IT'S NOT BASIC. WHY DO I SAY THIS WELL FOR ONE REASON, YOU CAN'T FIND ANY OF THOSE THINGS IN THE CATALOG SO HA. YOU'RE GAME IS BARELY BASIC, EVEN THE MAP ENGINE IS ASM. I WIN.

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I wish i could swim in the sea of probabilty but once during my life.
1337h4kor
Wraith
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Posted: 8 Oct 2007
16:46 GMT
Total Posts: 612
YOUR GAME IS PRIMARLY ASM. HAHAHAHA NONE OF IT'S BASIC EXCEPT MAYBE THE TEXT OUTPUTS. MINE IS TRUE TI BASIC. YOURS IS ASM FEATURING BASIC. WHO CARES IF IT'S IN A BASIC MATRIX THE CODE THAT RUNS IT IS COMPLETELY ASM.

On a lighter note, did you have trouble with rom8x becuase I'm having some major trouble with it.

Oh yes, I'm sorry about the double post. I received a try again error on FF so i pressed back and continued typing. When I clicked post button it showed two postes so I already have realized my mistake.

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I wish i could swim in the sea of probabilty but once during my life.
tifreak8x
Administrator
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Posted: 8 Oct 2007
18:01 GMT
Total Posts: 419
Figure it out dude, my game is almost all basic. Those characters are easily available, as I wrote the GUI to the list of those characters that KermMartian went and gathered.

I am curious as to why you would freaking persist to say my game is ASM when it is just BASIC. Advanced BASIC, mind you, but BASIC none the less. If I was doing this in ASM, would I not just go ahead and add the graphics? :/

And no, I had no trouble whatsoever with the ROM8x. I simply was able to follow the README file step by step, and got the ROM I wanted on the first try.

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Bringing you Pokemon, for your calculator.
netham45
Probe
Posted: 8 Oct 2007
18:05 GMT
Total Posts: 7
wow, 1337h4kor, you really need to stfu. just because he uses 3 ASM utilities doesn't mean it is 'asm featuring basic' it means that it is basic utilizing some ASM programs. Also, what is the point of critisizing a program that rivals yours? From what I can see, you need to spend more time making your program able to beat his than just saying crap like this, "YOUR GAME IS PRIMARLY ASM. HAHAHAHA NONE OF IT'S BASIC EXCEPT MAYBE THE TEXT OUTPUTS. MINE IS TRUE TI BASIC. YOURS IS ASM FEATURING BASIC. WHO CARES IF IT'S IN A BASIC MATRIX THE CODE THAT RUNS IT IS COMPLETELY ASM." Also, have a full version out by Oct. 31? haha. I seriously doubt that, though you may be able to prove me wrong. You are also saying that his game is a year old, how is this bad? This just means that he doesn't have as much time to dedicate to it as you seem to have, because he has a life and such... All that means is that his is going to have less bugs, be more pleasing to the eye, and probabally get finished!

Also, we can read lowercase.
Kevin
Guardian
avatar
Posted: 8 Oct 2007
18:10 GMT
Total Posts: 1390
1337h4kor, please look at the following source code: it is the entire scrolling engine and map engine from Pokémon Purple, also from RPG Starter Kit II. Tifreak gave me permission to post it:

:ClrHome
:"HIJXOL()[]><1-□':→Str2
:1→W
:1→M
:0→N
:955→T
:prgmZMA3
:While W=1
:Output(1,4,sub(Str8,T-(L6(1)3+4),10
:Output(2,4,sub(Str8,T-(L6(1)2+4),10
:Output(3,4,sub(Str8,T-(L6(1)+4),10
:Output(4,4,sub(Str8,T-4,10
:Output(5,4,sub(Str8,T+(L6(1)-4),10
:Output(6,4,sub(Str8,T+(L6(1)2-4),10
:Output(7,4,sub(Str8,T+(L6(1)3-4),10
:Output(8,4,sub(Str8,T+(L6(1)4-4),10
:
:Output(1,1,L6(1)fPart(T/L6(1
:
:2→W
:While W=2
:Output(4,8,"H
:getKey→K
:
:If K=25:Then
:If not(inString(Str2+"=",sub(Str8,T-L6(1),1:Then
:T-L6(1)→T:3→W
:
:End
:
:End
:If K=34:Then
:If not(inString(Str2,sub(Str8,T+L6(1),1:Then
:T+L6(1→T:4→W
:
:End
:
:End
:If K=24:Then
:If not(inString(Str2+"=",sub(Str8,T-1,1:Then
:T-1→T:5→W:End
:
:End
:If K=26:Then
:If not(inString(Str2+"=",sub(Str8,T+1,1:Then
:T+1→T:6→W:End
:
:End
:
:If sub(Str8,T,1)="=":Then
:T+L6(1→T:1→W:End
:End
:
:If W=3:Then
:
:If T<L6(1)*3
:Then
:N-1→N:prgmZMA3
:L6(6→T
:End:1→W:End
:
:If W=4:Then
:If length(Str8)-T<L6(1)*4:Then
:N+1→N:prgmZMA3
:L6(7→T
:End:1→W:End
:
:If W=5:Then
:If int(L6(1)fPart(T/L6(1)))=5:Then
:M-1→M:prgmZMA3
:L6(5→T
:End:1→W:End
:
:If W=6:Then
:If L6(1)fPart(T/L6(1))=L6(1)-4:Then
:M+1→M:prgmZMA3
:L6(5→T:End
:1→W:End
:
:End

(the following may mess up because of the spaces in the strings sorry)
:If M=1 and N=1:Then
:" X X X X X X X X XXXXXXX XXXXXXX X X X X X O X X=====O==== X O O O O O O O O O O=====O O O O O O O ****O OOO====OOOO****O X ****X X ****X X X X X X **** X XOOOOOOOO****==X X **** X X **** X X X X== P========X O **** O O **** O O**** O O**** O OXXXXXX**XXXXXXO O X**X O O X**X O →Str8
:{27,34,1,0,0,932,95,0,0→L6
:End
:If M=1 and N=2:Then
:" O X**X O X X**X X XXXXXXXXXX**XXXXXXXX X X X -- -- X X / / X X PID□I PID□I X X X X X X ---- X X 111P / X X I I X X I□D□□I X X X X 111P11 X X :::: X X :><: X X :<>: X XX :><:XXXXXXXXXXXX XXXX:<>:XXXXXXXXXXXX :><: X :<>: X →Str8
:{27,21,1,0,0,549,95,0,0→L6
:End
:If M=1 and N=0:Then
:" Y OOOOO OOO1 OOOOOOOOOOOOOOOOOOOOO OOO1 OOOOOOOOOOOOOOOOOOOO ...JOOOOOOOOOO1 OOOOOOOOOOOOOOOOOOOOO ...JOOOOOOOOOO1 POOOOOOOOOOOOOOOOOOOOO ...JOOOOOOOOOO1 OOOO OOOOO ...JOOOOOOOOOO1 OOOO OOOOO ...J Y ---- OOOOO ...J XXXXXXOO / GYM OOOOO ...J XOOOOOOOO1 1 I I OOOOO ...J XOOOOOOOO1 1 PIIIIIDI OOOOO ...J XOOOOOOOO1 /-- OOOOO ...J XOOOO OOO1 IDII============OOOOO .....J XOOOO OOO1 OOOOO .....J XOOOO OOO1 OOOOO .....J XOOOO OOO1 OOOOO LLLLLJ XOOOOOOOO1 1111111111111111OOOOO XOOOOOOOO1 / OOOOO XOOOOOOOO1 ID□I OOOOO OOOOOOOO OOOOO P 1111 ---- OOOOO /MART OOOOO JJJJ I I OOOOO ...J ID□III OOOOO ...J OOOOO ...JOOOO OOOOO ...J Y ---- OOOOO ...J OO /POKE OOOOO ...J :::::: I I OOOOO ...J :<><>: ID□III OOOOO ...J :><><: OOOOO LLLJ====:<><>:= === ================OOOOO X OOOOO X P OOOOO X OOOOO X1111111111111111 11111111111111OOOOO X X X X O X X X X O X X X X O→Str8
:{45,40,1,0,1042,1917,157,1,0→L6
:End
:If M=0 and N=0:Then
:" .............. - .............. L........................ □IL.............LLLLLLLL... ...JI IL.............J L... ...JI□□□□□□□□□□ILLLLLLLLLLLLLLJ=== ==L... ...JI IXX L... ...JIIIIIIDIIIIIXX LLLL ...J XX <><LJJJ XX ...J XX======><>L..J= ==X ...J XX******<><L..J****X ...J======== ===XX******><>L..J****X ...J XX****** L..J****X JJ ...J 1D111111XX****** L..J***** J. ...J L..J J. ...J=======================LLLJ=== ====J. ...J J. ...J J. ...JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ. ......................................... ......................................... ......................................... →Str8
:{46,22,0,0,455,0,0,0,1→L6
:End


:prgmZMA2
:ClrHome
:L6(1)*3→N
:" →Str7
:While length(Ans)<N
:Str7+sub(" ",1,min(16,N-length(Str7→Str7
:End
:If L6(3
:Str7+Str8+Str7+sub(Str7,1,L6(1→Str8

And you say this is ASM? Sorry but we don't accuse people without proof

EdIT: I am back btw

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http://omnimaga.org - The most active TI calculator programming team around and a massive RPG selection
TheStorm
Marine
avatar
Posted: 8 Oct 2007
18:23 GMT
Total Posts: 15
1337: you really need to stop criticizing tifreaks great work and learn the true power of tibasic. We all Know how much work Tifreak has put into PP and if you can't stand that his is better than yours too bad.

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"If you've done something right noone will know you've done anything at all."
1337h4kor
Wraith
avatar
Posted: 8 Oct 2007
18:59 GMT
Total Posts: 612
I didn't send file over because I'm only allowed 24 transfers between computer and Calculator before computer no longer recognizes calc any more. I just naturally assumed that he was using the exact same engine that he used in Pokedex. Well I guess that I've just proven that Steven King saying. 'Assume makes an @$$ out of you and me.' Ahh, Oh well I'm still a N008 and my N008 program will continue to progress.
Oh I guess that I'm sorry tifreak8x I thought you were using the same method used in your Pokedex program all of the funky I%+N. I guess that I must admit my defeat in that post but I'll still beat him to the punch. Who the F#@$ are you TheStorm to talk to me as if you're the almighty creator of all TI programming. But still 3 ASM utilities is still more than mine and also what ever. I believe that the only reason that he even revived this program was because he thought that I might actually beat him to the very first complete port. His may look better but mine only takes 1 second to completely save that's probably because though my game is very simple.

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I wish i could swim in the sea of probabilty but once during my life.
allynfolksjr
Administrator
avatar
Posted: 8 Oct 2007
19:10 GMT
Total Posts: 1892
I actually created TI-BASIC.
Kevin
Guardian
avatar
Posted: 8 Oct 2007
19:10 GMT
Total Posts: 1390
1337h4kor, please stop trolling. You're just causing trouble. Actually you are lucky tifreak8x doesn't have the ability to ban users from this forum because a few minutes ago in #omnimaga IRC channel he was talking about a month ban


and the use of his ASM utility are justified because in BASIC you cant use the archive/unarchive prgmXXXXXXX command inside a program, so he need an ASM program to do it

EDIT: allynfolksjr it must be why it sucks so much then :P j/k (but it really does, I wish we had text compression and faster speed)

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http://omnimaga.org - The most active TI calculator programming team around and a massive RPG selection
ryantmer
Wraith
avatar
Posted: 8 Oct 2007
19:10 GMT
Total Posts: 692
"and also what ever"

Engrish, plzkthx.

TIFreak did not "revive" this program, he has been working on it pretty much nonstop for over a year. Check the dates of his posts and updates, they are fairly constant. Criticizing his program does not make yours better. So don't.
allynfolksjr
Administrator
avatar
Posted: 8 Oct 2007
19:13 GMT
Total Posts: 1892
There's a secret text compression function.
Send me a large sum of money in small, unmarked bills to learn how.
TheStorm
Marine
avatar
Posted: 8 Oct 2007
19:14 GMT
Total Posts: 15
OMG I made an optimization suggestion to you and you yell at me. I am no Ti-basic god but I don't have a few tricks up my sleeve and I also Know a little ASM. But you saying that your one Huge Asm lib is less than his small three pisses me off. Do you realize that xLib is 16K when his three asm programs are under very small all under 5k so think before you talk about how much better your Pokemon port is. You may not know how tifreak did what he did in basic but that doesn't mean he didn't do it.

---
"If you've done something right noone will know you've done anything at all."
allynfolksjr
Administrator
avatar
Posted: 8 Oct 2007
19:16 GMT
Total Posts: 1892
Calm down everyone.
Everyone gets a 30 minute timeout.
tifreak8x
Administrator
avatar
Posted: 8 Oct 2007
19:32 GMT
Total Posts: 419
<time in>

Ok... so mine takes just a hair longer, but you will "beat me to the punch"? LOL

3 asm utilities. Ok, let's break this down for you, since you have no idea what is going on.

Resource: This program copies programs in Archive to RAM as a temp, takes 502 bytes.

Celtic2: 813 bytes, this program allows me to write to basic programs and app vars.

ZLIST: 332 bytes, this program converts lists to strings.

I only use the minimal amount of asm programs to get what I need done. You on the other hand, have a program that is roughly 16,384 bytes.

So, let's add them all up... tifreak8x uses 1,647 bytes of asm. 1337h4ker uses 16,384 bytes of asm.

So, that RIGHT THERE proves you have lost in that realm. Severely.

And I never 'revived' this program, it has been continously worked on for the last year and a half or so. I just didn't post updates here as often as I do at Unitedti or Omnimaga. And how is yours going to be more complete than mine? I will have GRAPHICS for battles, and NPC interactions. My intro is SEVERELY better than yours. Does your game add changeable borders? No? I didn't think so!

You know why mine takes so long to save? because it is saving all the data that is there, all the pokemon stats, the events list, everything, to a program, then rearchiving it, so in the event of a RAM clear, it will be safe. The only thing it does not deal with is what is already in the PC box.


So, what I suggest, go read the owners manual to your calculator. Read it 5 times. Then go read any and every tutorial you can find for the 83+ line. Read them 5 more times. Then spend some time actually planning out the game, instead of just throwing things together. From there, you MIGHT just catch up to me... <.<

---
Bringing you Pokemon, for your calculator.
1337h4kor
Wraith
avatar
Posted: 8 Oct 2007
19:56 GMT
Total Posts: 612
But you see I was talking about volume and not size. I can't program in ASM primarly becuase I can't find a F$%$%*@& compiler. If I could find one that'd actually work I might be able to save it then maybe yay. so I figured that I was making right decision by what I did. And yes I'll make sure that my game is completed before yours. Even if that means not sleeping what so ever. Also I'll sacrifice school time. I've already read the manual 12 times. I've already read every tutorial that I could find save the Sprite No Lib that I just read today. I realize that you're a better programmer but if we compare raw skill. Then I believe that my game is awesome for someone who's only been programming for about 1.3 years in TI BASIC. I shall be the first to release the first port for the TI 83/84 families, that has everything from the original game save the crazy cool graphics. *Screams I'm a N008 in TI BASIC*
*Grabs Calc* *Throws at wall.*
*Is glad that it's insured.*
*Rembers that it was just a TI-108.*
*Cries over extreme N008dum that I'm in.*
*Wonders about becoming emo*
The one thing that you all have to say is that I'm the very first person with my amount of knowledge who even attempted this large of a project.

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I wish i could swim in the sea of probabilty but once during my life.
Kevin
Guardian
avatar
Posted: 8 Oct 2007
20:01 GMT
Total Posts: 1390
In 2002 I worked on a 3D Illusiat game called Illusiat 2002, it was like 78 KB huge and it was only half finished, but then I got a full memory reset because mirage OS corrupted my flash ROM so I had to reset the entire memory :(

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http://omnimaga.org - The most active TI calculator programming team around and a massive RPG selection
1337h4kor
Wraith
avatar
Posted: 8 Oct 2007
20:06 GMT
Total Posts: 612
I've had that happen to me on my current project about 13 times. That's why I now only trust the program that I'm creating. No apps what so ever. EVER. That is unless I'm creating a map and then I'm using CharMap. But other then that no Apps, no ASM programs, no anything except current programs that I'm using. Plus I back up like every week to make sure that not to much is lost. After a program is completed, I put on my computer's C drive, put on a CD-RW, put on My travel drive. That way I'm sure that the probability of losing it is very unlikely.

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I wish i could swim in the sea of probabilty but once during my life.
tifreak8x
Administrator
avatar
Posted: 8 Oct 2007
20:35 GMT
Total Posts: 419
Well, I update my laptop and flash drive every couple days, I have learned from experience... <.<

<back on topic now>

Anyways, workin on the other two interior maps and the NPCs inside. From there, I will have to see about setting up the rest of the pokemon stuff, and getting a battle system going...

---
Bringing you Pokemon, for your calculator.
1337h4kor
Wraith
avatar
Posted: 8 Oct 2007
20:47 GMT
Total Posts: 612
I've already said this, but I'm sorry for just blantingly screaming for no reason. You're game will make my Omega Version look like a Early Alpha. Game looks cool right now.

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I wish i could swim in the sea of probabilty but once during my life.
tifreak8x
Administrator
avatar
Posted: 9 Oct 2007
10:58 GMT
Total Posts: 419
Appolgy accepted, and thanks. It isn't how fast the game gets done. It is the fact that the game gets done, and done correctly. :) Keep that in mind. ;) The faster the game is built, generally, the crappier it is gonna end up being.

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Bringing you Pokemon, for your calculator.
1337h4kor
Wraith
avatar
Posted: 9 Oct 2007
15:58 GMT
Total Posts: 612
I just wished to finally do something that I'd be known for. Since I wished this I became very blunt and infuriated. Thank you for accepting my apology.

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I wish i could swim in the sea of probabilty but once during my life.
Kevin
Guardian
avatar
Posted: 9 Oct 2007
23:14 GMT
Total Posts: 1390
darn tifreak you offend me now, I made Metroid II: Evolution in 12 days it only took me 100 hours to make. I request a banana... er bannination!

j/k :P

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http://omnimaga.org - The most active TI calculator programming team around and a massive RPG selection
tifreak8x
Administrator
avatar
Posted: 10 Oct 2007
20:32 GMT
Total Posts: 419
Small update today.

Didnt get tons of time to work on pokemon like I would have, but, I did manage to get Gary's house programmed in, and using an emulator with pokemon blue, got the text of his sister, though I think I missed one... I will have to check it out and see to make sure.


Edit: Made sure there was nothing else she could say, and added in all the texts relative to the events that may happen (basically, before pokedex, before town map, and after town map). Next is to add in the interior of the Oak's lab, and add in the text to the NPCs there. I will also probably include Prof Oak there, but add to it that he seems to be busy, and cannot talk. Which of course will change when you go into the grass for the first time... :)

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Bringing you Pokemon, for your calculator.
CoffmanRunner
Ultralisk
avatar
Posted: 12 Oct 2007
03:56 GMT
Total Posts: 235
I know you want to stay BASIC but have you given much thought to xlib - tile mapping? that way the engine would be fast and look pretty - I have never gotten it to work 100% but if you try the demo that comes with xlib it looks sweet! idk but i would play ASCII version but some people would stick their noses up at it - just a thought (also save strings for things like name j/k lol)

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Never gonna let you down...
tifreak8x
Administrator
avatar
Posted: 12 Oct 2007
09:23 GMT
Total Posts: 419
why waste 16k of much needed archive when I can do the things I want without it? Whole goal of this project: Use minimal asm. Basically (ba dum, ching!), only as I need it. :P

And those that stick their noses up at this will be missing out on this game. I mean, come on, even Spencer has said good things about my progress on pokemon, and that is high praise from someone building zelda... o.o

Edit by L: Sorry, the temptation was too great to resist ;) !

Edit2: lol, you are an evil person. :P

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Bringing you Pokemon, for your calculator.
CoffmanRunner
Ultralisk
avatar
Posted: 12 Oct 2007
13:59 GMT
Total Posts: 235
Don't get me wrong i WILL be playing this i was just asking and your point is more than valid - i forgot not all of us have TI 84+ SE with a lot of archive space on them...

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Never gonna let you down...
tifreak8x
Administrator
avatar
Posted: 13 Oct 2007
18:11 GMT
Total Posts: 419
Well, I had a brilliant idea! As I go along, I will be playing 3 other versions at the exact same time. :D and, in the end, I will be building... 8 versions all together... o.o

Languages so far:

English, German, Spanish, and French. On top of those, there will be special 84+ versions, utilizing the timer functions. :)

So, onto programming! :) (English and French versions will be released near the same time, with German and Spanish being released at a much later date.)

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Bringing you Pokemon, for your calculator.
Hydraliskisback
Wraith
avatar
Posted: 13 Oct 2007
21:01 GMT
Total Posts: 583
wait are you near completion?

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Iff Hydralisk has posted the above, the above is stupid.
tifreak8x
Administrator
avatar
Posted: 14 Oct 2007
07:15 GMT
Total Posts: 419
No, but I will be able to more easily work on the french one side by side with this project. I have a French ROM for pokemon blue, so I can play both at once, get the NPC and Sign text, and put them in at the same time. ~95% of the text is in seperate programs anyways, so battle routines and other such things can be added without worry about afflicting the text.

Edit:



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Bringing you Pokemon, for your calculator.
Zachary940
Wraith
avatar
Posted: 15 Oct 2007
18:13 GMT
Total Posts: 714
@tifreak: I assuming that you don't update Pokemon every time you make a change. If you do I'm sorry for making assumptions, but where might I find the most recent copy of this marvelous game.

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It is much easier to suggest solutions when you know nothing about the problem.
tifreak8x
Administrator
avatar
Posted: 16 Oct 2007
07:23 GMT
Total Posts: 419
The most recent is in the calcg archives, but that is the early tech demo still. :/ I still have a bit of coding to do before the next beta will be available. hopefully by christmas!! :)

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Bringing you Pokemon, for your calculator.
tifreak8x
Administrator
avatar
Posted: 17 Oct 2007
09:44 GMT
Total Posts: 419
Well, I have all 151 pokemon names in French on the calculator. I am working on all the attack names (165 of them) and have roughly 90 completed. Once that is on the calculator, I can go back to work on Oak's lab, and then the battle system. :)

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Bringing you Pokemon, for your calculator.
Cerulean
Probe
Posted: 17 Oct 2007
15:48 GMT
Total Posts: 9
French!?


????
tifreak8x
Administrator
avatar
Posted: 17 Oct 2007
18:03 GMT
Total Posts: 419
Yeah, French. :P

I don't want to discriminate against the other parts of our community. :)

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Bringing you Pokemon, for your calculator.
tifreak8x
Administrator
avatar
Posted: 18 Oct 2007
20:08 GMT
Total Posts: 419
Slight bit of an update. I managed to get the attack names in French programmed into the calculator, and it actually turned out to be an optimization! :P

English names in program: 2161 bytes
French names in program: 1996 bytes

kind of impressive. :)

Now on to Oak's lab.

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Bringing you Pokemon, for your calculator.
tifreak8x
Administrator
avatar
Posted: 21 Oct 2007
20:41 GMT
Total Posts: 419
A lil bit of an update:

Oak's lab is now completed, with NPCs and their associated text.

I have managed to get it so you can examine bookcases (although every single one says the same thing in the game)

Next I need to see about setting some more of the characters as "un-walkable", and then see about workin on being able to check the rest of the stuff that is in Pallet town.

Once that is complete (maybe an hour or two worth of work) I have to see about setting up an event system. I have decided to move the code that examines things to another program, to shrink the primary program back down, and see about optimizing a bit, to make it as small as possible, because it will have to also detect certain events that happen.

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Bringing you Pokemon, for your calculator.
CoffmanRunner
Ultralisk
avatar
Posted: 22 Oct 2007
13:38 GMT
Total Posts: 235
tifreak8x - I use these:
"Those characters are easily available, as I wrote the GUI to the list of those characters that KermMartian went and gathered."
as well but in a very painful way of having to pull them from a string to use them which makes my head hurt sometimes - is there a way to pull them straight from some menu while u are programing as u hint at with "GUI" ?

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Never gonna let you down...


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