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Author Topic: [PP] Progress '10 -  (Read 29994 times) Bookmark and Share
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Builderboy
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« Reply #390 on: 21 August, 2010, 00:00:19 »
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What was the problem with the glitchy screen?  And how would inverting the screen twice work?  Wouldn't that reset everything back how it was?
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« Reply #391 on: 21 August, 2010, 00:12:01 »
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When a Pokemon that was in your party gets poisoned it continues to get hurt even outside of battle. So the screen would "glitch" (like shake kinda or something) to signify when it got hurt each time. Eventually, if you didn't take the poison away, you Pokemon would faint.

I was saying that inverting the screen fast twice would just make it seem like something happened that signified that. Another option would have a program (most likely assembly), if possible, that would shift the whole screen a few pixels really fast in both directions or something. You could do it in TI-BASIC but it'd probably be really slow and look weird.
« Last Edit: 21 August, 2010, 00:13:56 by meishe91 » Logged





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« Reply #392 on: 21 August, 2010, 18:01:43 »
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You could just make your person shake and invert. It's smaller and faster, since a large scale shake or invert in basic could take a while
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« Reply #393 on: 21 August, 2010, 18:06:57 »
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Inversion or flashing like for entering battle would probably be the best. If I recall correctly, in the original the screen didn't shake, instead the tiles distorted for a second, then returned to normal.
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So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
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« Reply #394 on: 21 August, 2010, 18:30:53 »
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You could just make your person shake and invert. It's smaller and faster, since a large scale shake or invert in basic could take a while

That's why I suggested using a assembly routine. That way its fast no matter what.
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« Reply #395 on: 21 August, 2010, 18:49:36 »
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I think he's trying to keep the usage of ASM as low as possible, though. He wants to show what TI-BASIC can do with as less ASM lib usage as possible.
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« Reply #396 on: 23 August, 2010, 18:06:57 »
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Yeah, I would like to come up with something that is in basic that achieves a similar effect, if possible. DJ nailed it right on the head with the why. :p

Been busy the last week or so, hope to have some time and no distractions tonight to work on it.
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« Reply #397 on: 23 August, 2010, 20:11:42 »
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Ya, I know that's your goal. I was just saying because I can't think of any fast way to to it in TI-BASIC.
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« Reply #398 on: 05 September, 2010, 19:36:25 »
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I haven't come up with a solution to this bit, since I am more concerned with the battle system at this point.

I have made slight amounts of progress with it. Sorry for the lack of updates here, I hope to have some real progress to show very soon.
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« Reply #399 on: 05 September, 2010, 19:40:13 »
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Kk, good luck with it. I hope you have some more free time to work on PP soon Smiley
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« Reply #400 on: 05 September, 2010, 20:28:52 »
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Keep up the good work tifreak!
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« Reply #401 on: 24 September, 2010, 01:42:24 »
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Sorry for the lack of updates gents.

Been reworking the battle system, and realized I would like to put sprites up for the trainers. but in order to accomplish that, I would need sprites! However, they seem to be 52x52. This of course goes outside what I can do with the programming limitations I have set, and since the screen doesn't have enough room, kind of makes things a bit more difficult.

I could cheat, and use the generic 16x16 sprites that is used in the gameboy game map, or I can attempt to shrink down sprites and make them look as good as possible in a 32x32 environment.



This is what I was able to do in like 10 minutes worth of work. I should try on one of the wider ones, see how well that works out. -IF- I can make them all work acceptably, would you like to see them in there, should I go to the generics (since they are already going to be in there anyways) or should I just ignore the sprites and say 'oh hey, someone wants to battle!'

The above costs roughly 260 bytes as a string, not optimized with my extra hex character.
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« Reply #402 on: 24 September, 2010, 01:48:46 »
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One of the spriters here may be able to help shrink them down so they still look good. We got some talented guys. I personally don't think it matters to me, though it'd look better. Whatever ends up happening though, good luck Smiley
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« Reply #403 on: 24 September, 2010, 01:54:38 »
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How many would you have to shrink down? I had to shrink 512 sprites for Ultima V -- from 16x16 to 11x11.

It was not fun.
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« Reply #404 on: 24 September, 2010, 01:59:05 »
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less than 40 I think x.x and these aren't really shrinking down, more like cut and remove the body and such :p lol
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
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