Omnimaga

Calculator Community => Major Community Projects => Pokémon Purple => Topic started by: tifreak on January 09, 2006, 06:45:00 am

Title: npc and signs
Post by: tifreak on January 09, 2006, 06:45:00 am
I have started in on the NPCs and signs, which will be a pain because I am going to have to play the game as I build it. :)smile.gif

To assist in this, I have my trusty Original Nintendo Gameboy, and a copy of the Blue version of Pokemon, plus a pad of paper. I will also integrate the intro that prof oak gives. After some of that gets complete, maybe through Veridian, I will begin work on the inside of some of the buildings.

I also changed the pic of the sign, which looks a lil better than the old one. :)smile.gif I will try to post a screenie tonight.
Title: npc and signs
Post by: Spellshaper on January 09, 2006, 07:01:00 am
kewl... I
Title: npc and signs
Post by: tifreak on January 09, 2006, 07:11:00 am
It will be about 4 hours before I can get to my laptop to get it posted. :(sad.gif This computer doesn't have the TI-Connect software on it...

Should I make the intro exactly like the originals, or do you think I can leave off some stuff?
Title: npc and signs
Post by: Spellshaper on January 09, 2006, 07:15:00 am
If u have enough space left and time to make it like the original, plz do!
If u don
Title: npc and signs
Post by: tifreak on January 09, 2006, 07:22:00 am
ok, thanks for the feedback. :)smile.gif

My next hurdle, to make a pic of Prof Oak... Problem: needs to use Line( and Pt-On commands... <_<dry.gif I don't want to use Pic variables, and don't want to use a lot of pic programs...
Title: npc and signs
Post by: DJ Omnimaga on January 09, 2006, 02:03:00 pm
cool stuff keep the good work, I hope to see a new screenie of it soon
Title: npc and signs
Post by: tifreak on January 09, 2006, 03:48:00 pm
Well, on graphpaper, I now have Prof Oak, Ash and Gary down on 16x16 sprites. Sometime tommorrow, I should be able to post a couple screenshots. Sadly, I have been running my tail off in the wrecker today, and didn't get as much done as I had hoped.

One thing that I am hoping for is Kerm to let me have is 16x16 hex to sprite routine, so I can make the people show up fairly quickly. If he doesn't I will just have to use lines and stuff...
Title: npc and signs
Post by: tifreak on January 10, 2006, 04:45:00 am
He said he could whip it up really quick, so that is taken care of. That should make that part of the game smaller, and I might be able to include a lot more of the characters that I thought. I wonder how hard it would be to make 16x16 sprites of all the Pokemon? Anyone up to that challenge? :Dbiggrin.gif
Title: npc and signs
Post by: Spellshaper on January 10, 2006, 04:48:00 am
QuoteBegin-tifreak8x+10 January 2006, 16:45-->
QUOTE (tifreak8x @ 10 January 2006, 16:45)
I wonder how hard it would be to make 16x16 sprites of all the Pokemon? Anyone up to that challenge? :Dbiggrin.gif

OMG that would take a while :crazy:fou.gif

btw: isn
Title: npc and signs
Post by: tifreak on January 10, 2006, 04:52:00 am
I know. But, I that would probably be the easiest/best way to get the pokemon pics in the battle program...

If anyone would be willing to do just a few, that would help tremendously :)smile.gif

Edit:

No, I got my old gameboy out, so I could see each pixel, and the characters were 16x16, if I counted correctly. And they have some of the Pokemon in smaller than 16x16...
Title: npc and signs
Post by: Spellshaper on January 10, 2006, 04:56:00 am
ah ok :)smile.gif

Well, I
Title: npc and signs
Post by: tifreak on January 10, 2006, 05:00:00 am
It's ok, you were a tremendous help with the title screen already. :)smile.gif
Title: npc and signs
Post by: Radical Pi on January 10, 2006, 10:07:00 am
I might see if I can do a couple small poke's, but I can almost guarantee they will be hideous.
Title: npc and signs
Post by: MathStuf on January 10, 2006, 01:14:00 pm
I've told you before: if you need anything for the game, I probably have it (sprites, moves, items, Pokemon, trainer lists, etc.). I have people sprites, the original 56x56 sprites for RB, those sprites in 40x40. And yes, everything on the screen when on the map is 16x16.
Title: npc and signs
Post by: dragon__lance on January 10, 2006, 02:45:00 pm
out of curiosity, wat did u mean by the Hex sprite routine?
Title: npc and signs
Post by: tifreak on January 10, 2006, 03:17:00 pm
I guess you know what hex is, don't you? Well, if not, hex to binary equates as four pixels, in relevant terms, so I will be able to store the hex for a sprite in a string, and use the info in the string to display the pic. :)smile.gif

QUOTE
I've told you before: if you need anything for the game, I probably have it (sprites, moves, items, Pokemon, trainer lists, etc.). I have people sprites, the original 56x56 sprites for RB, those sprites in 40x40. And yes, everything on the screen when on the map is 16x16.


lol, well, do you have the 16x16 pics of all the pokemon and people that appear on the map? This is how most of the battle/npc talking graphics will be...

user posted image

What do you think?

(I know, I need to fix Prof Oak, he isn't fat enough  >Dgni.gif )
Title: npc and signs
Post by: DJ Omnimaga on January 10, 2006, 03:42:00 pm
kool sprites :Dbiggrin.gif they look funny :Dbiggrin.gif
Title: npc and signs
Post by: tifreak on January 10, 2006, 03:56:00 pm
Mathstuf is the bomb, he sent me a bunch of images to use with Graphics Studio, so I will basically put the ones I need down on paper. :)smile.gif Just have to see how many I will have that I want/need to use...

Oh yes, Ash is the perfect replica of the gb version, I followed it very carefully... :Dbiggrin.gif
Title: npc and signs
Post by: Spellshaper on January 11, 2006, 05:57:00 am
Ash and Gary are kewl, Prof Oak just looks... weird ;)wink.gif  (kinda waterhead %)rolleyes2.gif )
Title: npc and signs
Post by: tifreak on January 11, 2006, 06:25:00 am
lol, he isn't fat enough, but that will change. :)smile.gif

I will feed him lots of Brownies... :rofl:rotfl.gif
Title: npc and signs
Post by: Spellshaper on January 11, 2006, 06:38:00 am
hm, yummy...

*steals tifreak8x
Title: npc and signs
Post by: tifreak on January 11, 2006, 07:59:00 am
rofl

I am working on maps while I wait for Kerm...
Title: npc and signs
Post by: dragon__lance on January 11, 2006, 12:32:00 pm
wow, the sprite for ash is right on the dot! :Dbiggrin.gif i get now wat u mean by hex sprites, that's pretty cool. how exactly will the system work now. From my understanding, u move around as ASCII char, but when u talk, it goes to graph screen and displays sprite?
Title: npc and signs
Post by: tifreak on January 12, 2006, 08:15:00 am
It will display the sprite of the person that you are talking to, and it will paste the text under/above them. :)smile.gif I thought that it would be a cool way to do things...
Title: npc and signs
Post by: DJ Omnimaga on January 12, 2006, 01:18:00 pm
are battles ascii or graphical?
Title: npc and signs
Post by: tifreak on January 12, 2006, 01:23:00 pm
I am hoping to make them graphical... I might be able to do 32x32 graphics, if there is enough room...
Title: npc and signs
Post by: MathStuf on January 12, 2006, 02:15:00 pm
How are you storing dialogs? If it's just one long string, are you going to wordwrap?
Title: npc and signs
Post by: tifreak on January 12, 2006, 02:19:00 pm
Well, I plan on storing to a string, and sort of using Kevin's method, have it loop through and stop at and skip when it reaches a certain character.
Title: npc and signs
Post by: DJ Omnimaga on January 12, 2006, 03:49:00 pm
I assume its like OSR routine in the programming tools archives here right?
Title: npc and signs
Post by: tifreak on January 13, 2006, 02:08:00 am
Yeah, but I would like to build my own routine for that. I should be able to do it...
Title: npc and signs
Post by: kalan_vod on January 13, 2006, 05:28:00 am
Lol I like the sprites, next game I make will be 16x16!
Title: npc and signs
Post by: tifreak on January 13, 2006, 05:47:00 am
lol :)smile.gif

16x16 are alright, but they take up quite a bit of space on the screen...
Title: npc and signs
Post by: MathStuf on January 13, 2006, 12:31:00 pm
Yeah, even on the 68k calcs (89 specifically), 16x16 look a little blocky...
Title: npc and signs
Post by: dragon__lance on January 13, 2006, 04:13:00 pm
they do take a lot of room, but you can fit so much more detail *cuddles zelda graphics :Dbiggrin.gif
@tifreak8x:might i recommend as suggestion to look at the code of my text routine i posted in the Zelda Forum, it basically combines Spellshaper's and Xlibman's text routines. I really like the idea of using symbols to represent a newline or wait for keypress.  
Title: npc and signs
Post by: tifreak on January 13, 2006, 05:33:00 pm
I might do that, thanks. :)smile.gif
Title: npc and signs
Post by: tifreak on January 16, 2006, 03:32:00 pm
Well, I am starting my attempt at writing my own routine for the npcs. First attempt failed miserably, writing things all over the place. lol

I looked at xlibman's version, so I have a better grasp of how to handle it (Actually tried the prog, but it won't work correctly on my 84+...?)

I also integrated Resource into most of my game, there is still a little lag time on the maps, but not nearly as bad as before. I think once I get things going on the writing routine, I will begin work on adding some rooms to the houses... :Dbiggrin.gif
Title: npc and signs
Post by: DJ Omnimaga on January 16, 2006, 03:47:00 pm
cool


I really need to update my games for ti connect...
Title: npc and signs
Post by: tifreak on January 16, 2006, 04:14:00 pm
Well, I can get it to display the text semi correctly... :Dbiggrin.gif Gettin closer! :Dbiggrin.gif

Yay for me! I got it to work, and without the text erase (which will add only a few bytes, once I finish configuring the game for the routine) it is only 145 bytes! :Dbiggrin.gif Me so proud of myself...

It is gonna get a lil bigger, I realized how simple a variable text speed system would be, so I will implement it as well. :)smile.gif
Title: npc and signs
Post by: tifreak on January 17, 2006, 04:36:00 am
Sorry to dp, but I found this interesting tool:

http://www.ticalc.org/archives/files/fileinfo/303/30341.html

This prog is helpful to determine whether a save file exists, whether all the programs are there, etc. :)smile.gif This is something that should be in the archives...
Title: npc and signs
Post by: DJ Omnimaga on January 17, 2006, 05:09:00 am
as seen on UTI forums, nice, I hope it will come helpful :)smile.gif
Title: npc and signs
Post by: tifreak on January 17, 2006, 05:14:00 am
Already has. :Dbiggrin.gif
Title: npc and signs
Post by: Spellshaper on January 17, 2006, 06:06:00 am
QuoteBegin-tifreak8x+17 January 2006, 16:36-->
QUOTE (tifreak8x @ 17 January 2006, 16:36)
Sorry to dp, but I found this interesting tool:

http://www.ticalc.org/archives/files/fileinfo/303/30341.html

This prog is helpful to determine whether a save file exists, whether all the programs are there, etc. :)smile.gif This is something that should be in the archives...

Already using it  %)rolleyes2.gif

I use it for the save files and will be used for game self-fixing routine in case of crash... in case a SUTBRW (Silliest User To Be Reckoned With) chooses to play my game


(too bad you can
Title: npc and signs
Post by: tifreak on January 17, 2006, 10:08:00 am
Well, it still needs to be added to the archives...
Title: npc and signs
Post by: Spellshaper on January 17, 2006, 10:19:00 am
agreed :)smile.gif
Title: npc and signs
Post by: tifreak on January 17, 2006, 10:45:00 am
Well, hopefully tonight I can make a bigger dent in the intro program. I will have to create the text box that will allow three lines of text to be displayed, and use a for( line(x,y,x,y,0 end code to clear it out. :)smile.gif The name part will be extremely easy, as I will just use a modified version of the Command interface TI-City uses.

This game is so gonna rock! :Dbiggrin.gif

Hey, it scored a review! http://www.ticalc.org/archives/files/fileinfo/382/38297.html
Title: npc and signs
Post by: tifreak on January 19, 2006, 06:25:00 am
I thought you might like to see the routine that I made for the text, which is based off of Kevins' but mine is a bit smaller :)smile.gif

prgmZTD:
3->X:3->Y:1->C:2->W
While W=2
Text(X,Y,Sub(Str0,C,1
For(A,1,# ; The higher the number, the slower the text is displayed
End ; If you do not want variable text speed, you can take the For and End statements out
C+1->C:Y+4->Y
If sub(Str0,C,1)="/
Then
C+1->C:X+6->X:3->Y
End
If sub(Str0,C,1)="+
Repeat getKey
End ;Wait for Key routine
ClrDraw
3->X:3->Y:C+1->C
If sub(Str0,C,1)="*
1->W
End

String example: "ABCDEFGHIJ/KLMNOPQRST/UVWXYZ+ASIOIWEIDHFKH/HAOSUHF/ASHDFOAOIH+*"->Str0
Title: npc and signs
Post by: kalan_vod on January 19, 2006, 08:04:00 am
looks pretty good, I made mine a while back (last year in high school).
Title: npc and signs
Post by: Spellshaper on January 19, 2006, 10:08:00 am
nice, small and clear... :thumb:google.gif

mine has too many If then end for special chars, that
Title: npc and signs
Post by: tifreak on January 19, 2006, 10:52:00 am
Without the variable text speed, it is almost lighting fast. :Dbiggrin.gif

Let me know though...
Title: npc and signs
Post by: Spellshaper on January 19, 2006, 11:13:00 am
uuuhkay... compared to mine yours is just... speedy... :bow:worship.gif
Now I have to make mine better :evil:devil.gif
Title: npc and signs
Post by: tifreak on January 19, 2006, 11:22:00 am
MWHAHAHAHAHAHAHAHA!!!!!!

You shall never accomplish this task! You are DOOMED!

:rofl:

Arcane Wizard posted something on unitedti:

QUOTE
"You can split the text into lines and display each seperately.->Str0
For(L,1,int(Length(Str0)/16
16(L-1)+1->S
16->E
Length(Str0
E-(16-16fPart(Ans/16))(E>(Ans-16L
Disp sub(Str0,S,E
End

Replace 16 with the allowed length of each line. For example, you could use 20 if you place the text on the graph screen with Text( instead of Disp. Then you would use Y+7(L-1 to determine the vertical display position of the currrent line ( Text(Y+7(L-1),X,sub(Str0,S,E ).
Title: npc and signs
Post by: Spellshaper on January 19, 2006, 11:27:00 am
kewl... this calls for some major thinking on my part...
I
Title: npc and signs
Post by: tifreak on January 19, 2006, 11:31:00 am
Only prob with Arcane's code is that if it isn't divisible by the selected number, you will get a domain error. ;)wink.gif

That is why I am just gonna stick with what I got...
Title: npc and signs
Post by: DJ Omnimaga on January 19, 2006, 02:40:00 pm
nice stuff, now ROL3 is doomed O_Oshocked2.gif
Title: npc and signs
Post by: tifreak on January 19, 2006, 02:55:00 pm
Well, Kevin, I think it is time for you to go through and update the code. ;)wink.gif

Especially now that there is resource... :Dbiggrin.gif

BOT:

Remember how my map segments are stored? I am going to use a similar method to store my dialogues, I want to store all of them within a certain area as one string. Then using 2 variables, and the sub( command, call the specific part of the string, and store it to a diff string, then delete the one with all the text in it. :)smile.gif

What do you think?
Title: npc and signs
Post by: tenniskid493 on January 19, 2006, 03:09:00 pm
sounds like a good idea.  But how big are those strings going to be.  If you store more than like 10 dialogues in one string..the string is going to be massive.
Title: npc and signs
Post by: tifreak on January 19, 2006, 03:18:00 pm
I... dont know yet. That will be one other thing that I have to experiment with...
Title: npc and signs
Post by: dragon__lance on January 19, 2006, 03:33:00 pm
QuoteBegin-tifreak8x+19 January 2006, 21:55-->
QUOTE (tifreak8x @ 19 January 2006, 21:55)
Well, Kevin, I think it is time for you to go through and update the code. ;)wink.gif

Especially now that there is resource... :Dbiggrin.gif

BOT:

Remember how my map segments are stored? I am going to use a similar method to store my dialogues, I want to store all of them within a certain area as one string. Then using 2 variables, and the sub( command, call the specific part of the string, and store it to a diff string, then delete the one with all the text in it. :)smile.gif

What do you think?

heheheheh, thats wat i did. hmmmmm....gonna have to see if ur text routine runs faster than mine.........

edit: nicely done Tifreak8x, runs very fast. wonder if it will run faster if at the beginning use:
length(string->theta
and then for(C,1,theta
ur routine works for small text though, while mine works for large text. guess i have to go back to the drawing board  ;)wink.gif
Title: npc and signs
Post by: tifreak on January 20, 2006, 02:01:00 am
My routine can be made to work with big text, you just have to adjust some variables.

And thanks. :)smile.gif

I like to try to improve upon my programs, and others when I can. :Dbiggrin.gif