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Author Topic: Pokemon Stadium - Battle Simulator in the works  (Read 9101 times)
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metagross111
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« on: Sat 15 Nov, 08, 21:24:51 »
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A game of my own, a Pokemon Battle Simulator! I like programming and I happened to like Pokemon. Plus, there wasn't a slew of satisfactory Pokemon games on the calc to interest me, so I started working on my own.

In the latest version, there are 6 Pokemon and 22 Attacks. Unfortunately, I have not yet programmed the special effects of moves beyond Quick Attack ( thereby explaining Eevee's use of Substitute resulting in low damage for Pikachu,  it was simply read as a Normal attack with 0 Power in the screenshot ). Critical Hit, status, and accuracy are also lacking, though they would come in simple extensions of the program. The game does have graphical battles ( sans battle animation, for NOW ) and does pay attention to type advantage and STAB. The core of this engine is the TRUE battle formula, not just something I thought up.

Right now, this version is hugely limited. You just simply beat each other with attacks. Obviously, Bulbasaur may have a main advantage with a SolarBeam it can use every turn, but meh.... In any case, it works smoothly and I managed to piece together a nice stable version. V0.05.



Hope to greatly improve on this later. Hope you guys like it.

EDIT: I decided to write up a Version Schedule. This way you can see what aspect I'm going to work on next in order. I think it's also a good way to keep me focused.

Future Versions:

Version 0.07 - The accuracy trigger will be integrated. This will enable attacks to miss. Stat mods that affect accuracy will not be implemented probably until v0.13
Version 0.09 - Critical Hits will be enabled. The trigger for moves with improved Critical Hit odds will also be enabled now, though it will not be used, as their are no such attacks programmed yet.
Version 0.11 - Damaging attacks with singular additional effects will be enabled. This includes Mega Drain, and attacks with the recoil effect. This does not include status or stat mods.
Version 0.13 - Moves that have stat modifications such as Growl or Sand Attack will be enabled. This includes attacks that have a stat mod as a secondary effect. This does not include Burn status, moves that inflict Burn status, or Rage.
Version 0.15 - Status infliction from any primary status-inflicting move, such as Thunder Wave, Toxic, Substitute, or Leech Seed will be enabled, though not neccessarilly implemented.
Version 0.16 - Status infliction from any secondary status-inflicting move, such as Thunder, Rage, or Fire Blast will be enabled, though not neccessarilly implemented.
Version 0.17 - Status will be implemented. This includes Burn, Paralysis, and Poison. Sleep and Freeze will be added later when attacks that inflict those statuses are introduced. The endangering powers of Toxic will also be enabled in this version.
Version 0.19 - Leech Seed status will be implemented. The Toxic/Leech Seed glitch will also be implemented to stay true to Pokemon R/B programming.
Version 0.21 - Substitute status will finally be implemented! This could be one of the hardest attacks to program, next to Transform. Substitute would be incorporated throughout the entire engine.
Version 0.23 - Solarbeam's one turn delay will be enabled. Hopefully, this will stop Bulbasaur from becoming too overpowered. Actually, that's unlikely to happen till now, as the other Pokemon are somewhat resistant to Grass, save Squirtle.
Version 0.25 - Wrap special multi-hit engine will be enabled, and so will the Rage status. Actually, Rage is pretty useless, isn't it? Especially on Charmander.
Version 0.27 - The sprite system needs to be totally redone. Technically, the system wont handle sprites much larger than now, and this can be a problem for larger sprites. There won't be a noticeable difference, I'll just be able to use larger sprites like Onix.
Version 0.29 - I want to enable a Substitute graphic. In fact, I might need help for that little doodad, so If any of you can draw a Substitute sprite, that would be awesome.
Version 0.30 and beyond - At this point, all content in the current game is fully enabled. But there is oh so much stuff to add, in addition to more Pokemon and attacks. I had a list here...Multiple Pokemon Teams. I want to have at least a battle where trainers have at least three Pokemon. I'm also aiming for the inclusion of trainer sprites, as well as some really cheap battle animations. Level Selection and Link Battles are another couple of features I want to add. At some point, once I've programmed in around 30 Pokemon, a workable game can made, with a series of specific trainers to beat with a rental team. However this is all just speculation. We'll just have to wait and see.

This schedule is only a guide. I may not follow it exactly this way, And I cannot predict well how long all this could take. If you guys have any suggestions, please post them. I hope to eventually get more screenshots up.





* Pokemon_Stadium_v0.05.zip (42.86 KB - downloaded 68 times.)
« Last Edit: Mon 17 Nov, 08, 23:13:43 by metagross111 » Logged
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« Reply #1 on: Sat 15 Nov, 08, 21:32:04 »
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Pretty impressive.
The art and layout are awesome.
It is a bit slow... but nothing horrible.

Although, I'm wondering... what language are you using? ASM, Basic, or an asm lib?
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metagross111
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« Reply #2 on: Sat 15 Nov, 08, 21:38:00 »
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meh, its really fast on the SE, i just use Wabbitemu for the screencap. It's mostly basic but it's powered by xLib.
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« Reply #3 on: Sat 15 Nov, 08, 21:41:31 »
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My Wabbitemu is faster... eh... not important.

Sweet, another xLIB programmer!
Check out my RPG in-the-works sometime. =P

Anyway, good luck and keep working on it.
I'll be checking in on this often. ^_^
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« Reply #4 on: Sat 15 Nov, 08, 21:50:37 »
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Wow Shocked  It's kinda scary how close you've gotten it to the original screen.
Good luck
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metagross111
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« Reply #5 on: Sat 15 Nov, 08, 21:54:13 »
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It wasn't easy, I tell ya. It took a lot of rearranging to get it to look nicely, and even then, I cut out the EXP bar, though this program doesnt need one yet.

Personally, Tifreak's battle screen looks MUCH nicer. I didn't feel comfortable making mine look too much like his.

EDIT: Oh, and additionally, I added the stable version as an attachment on the first post on this page.
« Last Edit: Sat 15 Nov, 08, 21:58:32 by metagross111 » Logged
DJ Omnimaga
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« Reply #6 on: Sat 15 Nov, 08, 23:26:12 »
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I liked it, pretty nice job so far. I hope you can cram it in the 163840 byte limit so I can play on my old 83+ ^^
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metagross111
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« Reply #7 on: Sun 16 Nov, 08, 00:02:35 »
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dunno about that, but i'll work on it. I have a 84+ SE, personally
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« Reply #8 on: Sun 16 Nov, 08, 03:05:58 »
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looks pretty goo  Smiley
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metagross111
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« Reply #9 on: Sun 16 Nov, 08, 09:09:59 »
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i saw some pretty goo once. it was green and had the properties of solids and liquids! then my teacher taught me viscosity and kiled it Sad
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« Reply #10 on: Sun 16 Nov, 08, 20:53:16 »
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LOL nice typo, at least it wasn't as bad as my occasional "screenshit" typo though (which got me kicked for profanity from an IRC channel once) XD
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metagross111
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« Reply #11 on: Sun 16 Nov, 08, 21:04:47 »
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i made a similar mistake when i tried to write "blood clot" once. chaos ensues in the classroom.
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« Reply #12 on: Tue 18 Nov, 08, 00:07:48 »
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Coming along very nicely!
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metagross111
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« Reply #13 on: Tue 18 Nov, 08, 00:30:59 »
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Pokemon_Stadium_v0.05.zip (42.86 KB - downloaded 4 times.)

Tongue I don't think you even tried it.

Regardless, I appreciate that I've managed to get this much done so soon. It's simple, sure, but it's got some potential.
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metagross111
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« Reply #14 on: Tue 18 Nov, 08, 19:07:36 »
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Well, I've included accuracy today. Now to work on Critical Hits >_>

The battle routine is starting to get kinda big. I know I'll have to optimize it again, im just not looking forward to it -_-
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