Omnimaga

Calculator Community => Major Community Projects => Pokémon Purple => Topic started by: tifreak on October 01, 2005, 09:21:00 am

Title: Pokémon Purple
Post by: tifreak on October 01, 2005, 09:21:00 am
The next project that I will be takin on to show what kind of games the RPG starter Kit is capable of creating. This will be a cross between the red and blue versions, allowing one to play through both in one game. The neat thing about this game, is the fct that mew will be catachable in one of the versions, in the place of mewtwo.

I am planning on having a demo of some map areas, being able to enter some of the buildings and maybe a title screen.

This will probably be the ultimate game produced by TI-Freakware, but maybe TI-City still beats it...? B)cool.gif
Title: Pokémon Purple
Post by: DJ Omnimaga on October 01, 2005, 09:45:00 am
I think this one will beat Ti city, unless you make TI city even bigger than I think :)smile.gif Pokemon rox! :Dbiggrin.gif

EDIT (wrong forum section tho *moves to Projects and Ideas*)
Title: Pokémon Purple
Post by: tifreak on October 01, 2005, 10:56:00 am
I thought you might put it in the projects section with my other projects... :)smile.gif
Title: Pokémon Purple
Post by: DJ Omnimaga on October 01, 2005, 01:45:00 pm
O_Oshocked2.gif

I am really stupid I know  :paf:tripaf.gif:imbeciles:morons.gif:dang:banghead.gif
Title: Pokémon Purple
Post by: tifreak on October 02, 2005, 06:44:00 am
Not at all. :)smile.gif

Workin on the maps right now. Gonna start with the demo after I get all of the left side of the major map.

Pallet town took 6 map segments of 8x16. :)smile.gif I have to make the maps from cinnabar island to Pewter city, plus routes 22 and 23.
Title: Pokémon Purple
Post by: CDI on October 02, 2005, 07:13:00 am
hey TI-Freak, you wanna know how to do some sweet map scrolling? (like T14 was gonna have?) I know how to do 8 ways! (4 for walking (LRUD) and 8 for cinemas (L R U D LU LD RU RD)
Title: Pokémon Purple
Post by: tifreak on October 02, 2005, 10:20:00 am
I think I know how for the 4 way, which would be important.

Would you explain, And I might see if I can incorporate it? :)smile.gif

Also, I hope to have those screenshots up tonight...
Title: Pokémon Purple
Post by: DJ Omnimaga on October 02, 2005, 10:21:00 am
NIIIIIIIIIICE!!!!!!!!! SCREEEEEENIES!!!!!!!!!!!
Title: Pokémon Purple
Post by: tifreak on October 02, 2005, 10:25:00 am
Well, I will make the screenies of Pallet anyways...

user posted imageuser posted image
user posted imageuser posted image
user posted imageuser posted image

Do you think it looks like pallet town?`
Title: Pokémon Purple
Post by: tifreak on October 03, 2005, 10:07:00 am
Sory for DP, I am half way through between Pallet town and cinnabar island, then I will work my way up.
Title: Pokémon Purple
Post by: DJ Omnimaga on October 03, 2005, 10:23:00 am
(I never played pokemon really but it look awesome for ASCII! :Dbiggrin.gif Fun to go back to ol' school calc BASIC RPG with ASCII graphics sometimes :Dbiggrin.gif . If I remember from MathStuf pokemon it loked similar, just with different graphics :Dbiggrin.gif
Title: Pokémon Purple
Post by: tifreak on October 03, 2005, 10:28:00 am
Thanks, I am tryin really hard to make it look close. I also thought about makin my own type of font for the graphics. :Dbiggrin.gif Then I realized that would be too much of a hassle for one to load and unload...

I am also going to screenshot the whole map/game, so I can make a huge mapping system on my site in the projects page. :)smile.gif

Edit2: Here is a pic of Pallet Town from the game:

user posted image

Not that great, but the only one I could find that I am basing off of...
Title: Pokémon Purple
Post by: DJ Omnimaga on October 03, 2005, 10:57:00 am
sound nice so far. I assume it will be like a walktrough or a map with all treasures or locations on it, right?
Title: Pokémon Purple
Post by: MathStuf on October 03, 2005, 11:20:00 am
Hidden item searching...I remember doing that... When I first played through the games (years ago) I circled every hidden item in my guide for easy lookup later. Now I guess I know why I subconsciously wrote them down. It makes the map making so much easier, now I just need to find out which each item is...
Title: Pokémon Purple
Post by: CDI on October 03, 2005, 11:45:00 am
TI-Freak8x - there's the bit of code needed on Calcgames.org for the 4 way stuff... as for the 8 way, that's another bit... and I'm gonna re-do it all this evening :Dbiggrin.gif
Title: Pokémon Purple
Post by: tifreak on October 03, 2005, 01:49:00 pm
QuoteBegin-Kevin+3 October 2005, 16:57-->
QUOTE (Kevin @ 3 October 2005, 16:57)
sound nice so far. I assume it will be like a walktrough or a map with all treasures or locations on it, right?

Now why in the world would I do that?  >Dgni.gif:evil:devil.gif (Showing where the secrets are I mean)

I still haven't completely figured out how I am gonna pull the secret item thing off, though I have a couple ideas...

@CDI: Could not find, could you post a link? Pretty please? :bow:worship.gif>Dgni.gif
Title: Pokémon Purple
Post by: DJ Omnimaga on October 03, 2005, 01:55:00 pm
I found a program that convert BASIC to ASM once but if it works fine actually you could encrypt a password program so when you finish the game this program is run and you get the password to a hidden forum on TI-freakware with walkthrough :)smile.gif
Title: Pokémon Purple
Post by: Ranman on October 04, 2005, 02:15:00 am
QuoteBegin-CDI+2 October 2005, 13:13-->
QUOTE (CDI @ 2 October 2005, 13:13)
hey TI-Freak, you wanna know how to do some sweet map scrolling? (like T14 was gonna have?) I know how to do 8 ways! (4 for walking (LRUD) and 8 for cinemas (L R U D LU LD RU RD)  

 Hmmm... maybe when Ultima V reaches release, I will look at adding "smooth scrolling". It seems to be very popular, even though it a tad bit blurry during the scrolling.

I love the "old school" ASCII games. Keep up the good work TiFreak.
Title: Pokémon Purple
Post by: tifreak on October 04, 2005, 02:18:00 am
Thanks Ranman. :)smile.gif

I now have the map built from cinnabar, to pallet, and am now gonn work on getting it up to veridian.

I will probably build a page on my site, and direct people there once I get the screenshots done, to make it easier... :)smile.gif
Title: Pokémon Purple
Post by: DJ Omnimaga on October 04, 2005, 02:22:00 am
could it be possible to maKe the Team Rocket not always say the same thing everytime they come, I hated in the pokemon anime serie when they came into every single episodes (except the first one) and almost always said the same thing at the beginning <_<dry.gif
Title: Pokémon Purple
Post by: tifreak on October 04, 2005, 02:31:00 am
Team Rocker (Jessie/James) didn't appear in the game until Yellow, so they probably will not be in mine either. I haven't decided on that yet...
Title: Pokémon Purple
Post by: DJ Omnimaga on October 04, 2005, 02:34:00 am
KKKKKKKKKKKKKKKKKKKKKKEEEEEEEEEEEEEEEEEEEEEWWWWWWWWWWWWWWWWWWWWWWWLLLLLLL!!!!!!!

or maybe make them appear only once if you have enough memory :)smile.gif
Title: Pokémon Purple
Post by: tifreak on October 04, 2005, 02:56:00 am
LOL, maybe. :)smile.gif
Title: Pokémon Purple
Post by: CDI on October 04, 2005, 11:32:00 am
http://dysfunction.earthforge.com/forum/index.php?showtopic=289

4 way (OLD) scrolling engine
Title: Pokémon Purple
Post by: tifreak on October 05, 2005, 02:23:00 am
Sweet, gonna see about integrating it.
Title: Pokémon Purple
Post by: DJ Omnimaga on October 05, 2005, 08:36:00 am
ah yeah I remember that :)smile.gif
Title: Pokémon Purple
Post by: tifreak on October 05, 2005, 08:41:00 am
What letters should I use to designate NPCs...?


EDIT (K
Title: Pokémon Purple
Post by: DJ Omnimaga on October 05, 2005, 08:47:00 am
Omega is the best char for ppl, you could use "1", "I", "f" (girl), "M" (mage), "X", "0"


(and sry for editing your post above I couldn't resist :Dbiggrin.gif )
Title: Pokémon Purple
Post by: tifreak on October 05, 2005, 11:04:00 am
Well, there won't be any mages... I really just want a character to depict a person, nothing fancy.

1 is already fence posts, and I is walls for the buildings. X is the bolders, and might be bushes too if I can't find something else...
Title: Pokémon Purple
Post by: DJ Omnimaga on October 05, 2005, 11:14:00 am
did u used Omega so far?
Title: Pokémon Purple
Post by: CDI on October 05, 2005, 12:21:00 pm
for those of us that can't get the Omegs symbol (D/L any of Kevin's RPGs :Dbiggrin.gif) I think pi, x w/line over it, p accent curcomflex, and the fancy F in the [VARS][2][>][>] menu look good
Title: Pokémon Purple
Post by: tifreak on October 05, 2005, 01:04:00 pm
No since omega is not easily attainable.

I might look into some of your rpgs and see if I can't swipe it...
Title: Pokémon Purple
Post by: CDI on October 06, 2005, 08:41:00 am
do what I do, un-lock an ASM program, then scroll through and "swipe" the un attainable characters (thanks to RushHour for MOS Zelda txt will have an ellipse for it!)
Title: Pokémon Purple
Post by: DJ Omnimaga on October 06, 2005, 02:53:00 pm
http://www.unitedti.org/index.php?download=96
Title: Pokémon Purple
Post by: tifreak on October 07, 2005, 02:08:00 am
Wow, that looks really cool! :)smile.gif

I like their download system, looks real professional...  
Title: Pokémon Purple
Post by: DJ Omnimaga on October 07, 2005, 03:55:00 am
yeah I hope Invisionfree will install a sdimilar download system once its upgraded to version 2.0
Title: Pokémon Purple
Post by: tifreak on October 07, 2005, 04:29:00 am
Well, I might even host that file on my site, if it is helpful. Plus I need to place Codex in my archives...
Title: Pokémon Purple
Post by: tifreak on October 14, 2005, 09:22:00 am
Well, I have been working on the maps, but I am stuck. I need a character to represent the steep cliff type tiles.

user posted image
Title: Pokémon Purple
Post by: MathStuf on October 14, 2005, 09:40:00 am
How about the # symbol? An ! or a | might work also.
Title: Pokémon Purple
Post by: tifreak on October 15, 2005, 01:54:00 am
Well, the equals sign is already being used for the jumpable ledges, so that one is out of the question... How about L for Ledge lol
Title: Pokémon Purple
Post by: DJ Omnimaga on October 15, 2005, 10:31:00 am
hmm sound cool, but # and | is not avaliable on the TI-83+ calcs
Title: Pokémon Purple
Post by: MathStuf on October 15, 2005, 10:46:00 am
I know that # is. The old Omnicalc versions had one function that tokenized as a #. But now it works differently. I think that | is available (check the Omnicalc font editor when having the default font open for it).
Title: Pokémon Purple
Post by: DJ Omnimaga on October 15, 2005, 11:32:00 am
yeah it is, but only in assembly, you cant access those chars in BASIC and if you try they change to garbage or something else (I tried)
Title: Pokémon Purple
Post by: MathStuf on October 15, 2005, 03:36:00 pm
Yes you can. Check out MathStuf for the 83+ on my site. It's in there somewhere. Beware that a few things in the program are broken, but once the 68k version is done, I'll be porting it to all z80 calcs that have a GraphLink program.
Title: Pokémon Purple
Post by: DJ Omnimaga on October 15, 2005, 03:55:00 pm
could you post a complete tutorial of how you did it in the programming help section? I know it might be possible but nobody else ever did that before, they just got the special international chars and greek chars  
Title: Pokémon Purple
Post by: tifreak on November 08, 2005, 06:50:00 am
Wow, I just realized I haven't posted in this section for quite a while...

Any who, I was working on the map in between Veridian and the Elite 4. Once that is done, I might be able to start on the walking engine. I think for now, all doors will be locked, until I can get the map at least up as high as it goes, so I can have a place to start building the individual rooms.

I have also figured out that I will have to have it display the screen each time you move, though I might limit it to when you move over just grassy areas, I will just have to see what kind of speed issue it will have.

But take heart, I am still working on this! Then once the maps are complete, I might look for some help with transferring the Pokemon stats and attacks... :)smile.gif
Title: Pokémon Purple
Post by: DJ Omnimaga on November 08, 2005, 07:41:00 am
nice to see new updates! Will you show us how the new maps look soon? Also I dont remember if I asked this but did you had scrolling between maps?
Title: Pokémon Purple
Post by: MathStuf on November 08, 2005, 10:16:00 am
If you have any questions regarding the mechanics behind the game, feel free to ask.
Title: Pokémon Purple
Post by: tifreak on November 09, 2005, 02:06:00 am
@Mathstuf: Thanks, I will probably take you up on that offer for battle info and the storage of Pokemon Data...  :crazy:fou.gif

@Kevin: Not right now. I just want to get the basics of the game out, then I can worry about adding cool features like that. :Dbiggrin.gif
Title: Pokémon Purple
Post by: CDI on November 09, 2005, 12:28:00 pm
@tifreak8x - Okay, this'll be a bit complicated so bear with me...

You need lists to store the pokemon data, but sonce individual calls are costly in speed/size you could do this (I'm using this methos for loading the maps for a few un-released games)

:<>
:Define the number of pokemon you're fighting
:expr("/L/"+sub(Str#,Pokemon#*5,5->L/#/

Tada!!!!
Title: Pokémon Purple
Post by: tifreak on November 10, 2005, 02:02:00 am
Hmm, that makes sense... I will have to play around with it. Thanks! >Dgni.gif
Title: Pokémon Purple
Post by: CDI on November 10, 2005, 09:00:00 am
np :Dbiggrin.gif

@Kevin - See???? one of my side projects was where I learned that
Title: Pokémon Purple
Post by: tifreak on November 11, 2005, 05:32:00 am
Well, only a few more segments left until I can start modifying the RPGSK engine to make it work for the Pokemon engine... :Dbiggrin.gif
Title: Pokémon Purple
Post by: DJ Omnimaga on November 11, 2005, 05:40:00 am
kewl!
Title: Pokémon Purple
Post by: tifreak on November 11, 2005, 07:23:00 am
Yup!

I might even have a demo walking engine for you to try in the next 2 weeks... >Dgni.gif
Title: Pokémon Purple
Post by: MathStuf on November 11, 2005, 09:42:00 am
Maybe we could release ours together? Mine is getting under way. Sorry for not going with the battle engine, but an idea for the movement just hit me and I had to jump on it before I forgot it...
Title: Pokémon Purple
Post by: tifreak on November 11, 2005, 10:10:00 am
Releasing together... Sounds like a cool idea. Problem is, I don't want to hold up your great program, if I for some reason can't work on mine as much...

Anywho, once I get the private beta up and running, I will post for people to pm me that want it. I hope to impress you...
Title: Pokémon Purple
Post by: MathStuf on November 11, 2005, 10:28:00 am
I could use the extra time to bug test...my first releases always seem to have a bug or two...'tis a curse... :(sad.gif
Title: Pokémon Purple
Post by: tifreak on November 11, 2005, 12:23:00 pm
You too?

Since I program in BASIC, and there is no need to compile a bunch, when I add something new, I just run the game to make sure that it does what it is supposed to, without interfering with the operation of the other features.

That is the one absolute strength BASIC has over asm/C. :Dbiggrin.gif

I still would like to learn c, so I might port the star trek game over to it. That would be awesome. :)smile.gif
Title: Pokémon Purple
Post by: MathStuf on November 11, 2005, 02:51:00 pm
If you get a hold of 68k BASIC, its extra functionality over z80 BASIC allows a much smaller learning curve than typical. I would suggest getting a C book and looking over it to learn ANSI C (standards) and then the jump to TIGCC is even smaller. And the TIGCC DOcs are plentiful with information. Kevin Kofler is also very helpful on his channel #tigcc on irc.worldnet.net.
Title: Pokémon Purple
Post by: tifreak on November 12, 2005, 03:00:00 am
Hmm, I will have to check in to that... once I get caught up with some of my projects.  :Dbiggrin.gif
Title: Pokémon Purple
Post by: DJ Omnimaga on November 12, 2005, 03:47:00 am
I also have issues sometimes with having bugs with my first final releases, at least it wont happen everytime :Pblah.gif

also try to not ask n00b questions on TIGCC channel because on #define and french forums they told that they ban ppl who ask stupid questions. Basically learn the basics, set your charset to UTF-8, dont pronounce the words "BASIC" and "ETP", ask your question and everything should be fine :Pblah.gif
Title: Pokémon Purple
Post by: MathStuf on November 12, 2005, 05:40:00 am
People who incessantly ask stupid questions, if you truly don't know, ask once, don't press it. Don't argue with Kevin about TIGCC vs. other compilers, but suggestions and bug reports are welcome there. I do have to admit though, ETP isn't anywhere as advanced as TIGCC and will take ages to get there, plus ETP doesn't like to optimize much. The reason the BASIC:ASM/C isn't used nearly as much on the 68k calcs (just look at ticalc) is that the jump from 68k BASIC->C is MUCH smaller than from z80 BASIC->ASM. The only thing BASIC is used for is mock-up programs, advanced games using libs (like the z80s), and for math programs. Other than that, ASM/C should be used. And yes, do make sure you use UTF-8, the auto-kickbans are there, they are not a bluff.
Title: Pokémon Purple
Post by: DJ Omnimaga on November 12, 2005, 07:17:00 am
most ppl now use C for 68k, its cool that 68k have a bridge between BASIC and ASM. good thing about etp is that its easier than BASIC, but faster and smaller, just not as optimised than TIGCC, but keep in mind that ETP is only here since december last year and tigcc has been updated since ages ago and the TIGCC team is more experienced than ETP team right now.

I might try etp though because this might be suitable fo me since I dont want to spend weeks learnign C and i alerady know some basic.
Title: Pokémon Purple
Post by: tifreak on November 12, 2005, 09:26:00 am
Well, by the time I get all my projects caught up, I will probably have lost interest in calcs, but you never know...
Title: Pokémon Purple
Post by: DJ Omnimaga on November 12, 2005, 10:28:00 am
aksing for roms=bad

I hope to see both ti city and AODR finished someday, even if next year :)smile.gif

Title: Pokémon Purple
Post by: MathStuf on November 12, 2005, 11:57:00 am
Learning C for the calcs is easy. After looking at a book for ~3 days, I started programming http://nerdyproductions.sobertillnoon.com/programs/cobracommand.php. It was simple, but after getting help from the TIGCC message boards and on http://www.technoplaza.net/, I was able to get external files and such working. If you don't feel like going there you could always ask me on my channel (#nerdyprods on irc.worldnet.net).
Title: Pokémon Purple
Post by: DJ Omnimaga on November 12, 2005, 12:29:00 pm
i got banned from #tigcc anyway, but I can always go on your channel/website or here to ask for help :)smile.gif
Title: Pokémon Purple
Post by: MathStuf on November 12, 2005, 01:58:00 pm
Or my forums :)smile.gif
Also, if I'm not on my channel, just message me, I'm usually on #tigcc if I'm on.
Title: Pokémon Purple
Post by: DJ Omnimaga on November 12, 2005, 02:03:00 pm
yeah here I meant website in general, so forums included :)smile.gif
Title: Pokémon Purple
Post by: MathStuf on November 12, 2005, 02:10:00 pm
Whoops, I read too fast...
Title: Pokémon Purple
Post by: Ranman on November 12, 2005, 02:15:00 pm
QuoteBegin-tifreak8x+12 November 2005, 15:26-->
QUOTE (tifreak8x @ 12 November 2005, 15:26)
Well, by the time I get all my projects caught up, I will probably have lost interest in calcs, but you never know...  

O_Oshocked2.gif

Don't say things like that. ;)wink.gif
Title: Pokémon Purple
Post by: tifreak on November 13, 2005, 02:34:00 pm
Well, I might not lose it. It just depends on how things go. :)smile.gif

I have some of the map programmed in. If it hadn't been for that piece of shit Mirage os, I would be much further along... <_<dry.gif

Anyways, DCS Icon code:

3C428199E7FF7E3C

83+ users should know what to do with this... I plan on asking Kerm Martian if he will allow me to place DCS with Pokemon, I will see what he says...
Title: Pokémon Purple
Post by: DJ Omnimaga on November 13, 2005, 03:10:00 pm
sound cool, but will DCS size affect memory constraints a lot in future? Because even the lite edition is like 4+ KB huge

unless he release the APP soon
Title: Pokémon Purple
Post by: tifreak on November 13, 2005, 03:14:00 pm
Well, the demo will only have a few 'map packs' (Program size limit: 5000, so I broke the maps in to data packs) and the main engine, so for now, I just want people to see the cool logo and the complex engine. :)smile.gif
Title: Pokémon Purple
Post by: DJ Omnimaga on November 13, 2005, 03:23:00 pm
ah I see :)smile.gif
Title: Pokémon Purple
Post by: tifreak on November 14, 2005, 04:06:00 am
Well, he said no. Oh well...

Anyways, It shows up in mos and dcs, and I presume it will also show up in crunchy, but I am not sure, I will have to check that tonight...
Title: Pokémon Purple
Post by: DJ Omnimaga on November 14, 2005, 01:57:00 pm
does DCS BASIC prgms can be run from homescreen as well? Also is it possible to make a prgm show up in both Mirage and DCS?
Title: Pokémon Purple
Post by: tifreak on November 15, 2005, 02:25:00 am
Yes, the code to make it show up in dcs will make it show up in mos. And yes, dcs basic programs can still be run from the homescreen.

Any who, I had to decide on two more 'jumpable ledges' characters, and I decided on: l (small L) and !. One will be on one side, and the other on the other side. This way, it will make it easier to code, and will be able to go only one way per. This lessens the strain on the program considerably. :Dbiggrin.gif
Title: Pokémon Purple
Post by: DJ Omnimaga on November 15, 2005, 04:28:00 am
sound nice
Title: Pokémon Purple
Post by: CDI on November 15, 2005, 10:04:00 am
why not "]" and "["?
Title: Pokémon Purple
Post by: dragon__lance on November 15, 2005, 10:34:00 am
maybe he's already using those for some other purpose
Title: Pokémon Purple
Post by: tifreak on November 16, 2005, 02:16:00 am
Those [] are to designate a sign...
Title: Pokémon Purple
Post by: DJ Omnimaga on November 16, 2005, 03:15:00 am
ah I see. how much chars left do you have?
Title: Pokémon Purple
Post by: tifreak on November 17, 2005, 05:46:00 am
Almost all the small characters, and a few of the large ones left. I think I am gonna use >= and <= on the tiles that make you move around... I will just have to see how that goes...
Title: Pokémon Purple
Post by: DJ Omnimaga on November 17, 2005, 05:49:00 am
sound cool
Title: Pokémon Purple
Post by: tifreak on November 21, 2005, 06:08:00 am
Map segments through Pallet Town now complete, working on the route to Veridian City...
Title: Pokémon Purple
Post by: DJ Omnimaga on November 21, 2005, 01:11:00 pm
cool :)smile.gif . In pokemon I dont remember exactly but to capture a pokemon did you needeed to take his hp down to a certain amount before being able to capture it? I think it work like that in the pokemon RPG my bro bought for Gamecube
Title: Pokémon Purple
Post by: MathStuf on November 21, 2005, 01:13:00 pm
I have the formula for whether it is caught or not.
Title: Pokémon Purple
Post by: tifreak on November 22, 2005, 04:57:00 am
Yay for that! :lol:bounce2.gif

Workin on the Viridian City map now...
Title: Pokémon Purple
Post by: currahee on December 10, 2005, 11:54:00 am
Nice ASCII version of Pallet town.
This is gonna turn out really well, since you don't even need ASCII for Pokemon, or most of them really. Keep it up!
Title: Pokémon Purple
Post by: tifreak on December 12, 2005, 01:30:00 am
Thanks, hopefully I find a good, fast solution to the hit detection...
Title: Pokémon Purple
Post by: Ranman on December 12, 2005, 02:01:00 am
Sounds like some good progress is being made. :)smile.gif You are making me curious.
Title: Pokémon Purple
Post by: tifreak on December 12, 2005, 02:27:00 am
lol, well good. :Dbiggrin.gif

I have determined that the faster, most optimized option for the hit detection will be to have the actual detection routine in another program, but from there, I have to decide how i am gonna detect stuff...
Title: Pokémon Purple
Post by: MathStuf on December 12, 2005, 11:40:00 am
I'll post my movement code in my forum. You can get a feel on how to add more stuff that way.
Title: Pokémon Purple
Post by: tifreak on December 12, 2005, 11:56:00 am
Ok, my main problem is detecting all the different characters for each direction...
Title: Pokémon Purple
Post by: DJ Omnimaga on December 12, 2005, 12:26:00 pm
maybe you should one if statements for all walk onable tiles or one if for all solid tiles
Title: Pokémon Purple
Post by: tifreak on December 13, 2005, 03:26:00 am
See, the problem is I also have tiles that will be walkable, like the signs, little . for gravel, * for grass... I don't know, it might actually be faster to check for those though...
Title: Pokémon Purple
Post by: necro on December 13, 2005, 05:03:00 am
Did you post the engine code?  I can help you only if I know what your doing, though you might want to try the code I posted in the chosen one.
Title: Pokémon Purple
Post by: tifreak on December 13, 2005, 05:08:00 am
I haven't posted it yet, I might do so here later...
Title: Pokémon Purple
Post by: axcho on December 13, 2005, 10:17:00 am
QUOTE
I have determined that the faster, most optimized option for the hit detection will be to have the actual detection routine in another program, but from there, I have to decide how i am gonna detect stuff...
Can't you just use sub() and inString() if your map is stored as a String?

c1
-->
CODE
ec1inString(" .*",sub(Str1,X,1c2
ec2Where " .*" are the walkable tiles, and Str1 is the map, and X is the player's position.
Title: Pokémon Purple
Post by: tifreak on December 14, 2005, 05:31:00 am
Hmm, I might look at that, though right now I am sick, so there won't be a whole lot of coding done right now...
Title: Pokémon Purple
Post by: DJ Omnimaga on December 14, 2005, 05:48:00 am
I hope you will do well :(sad.gif
Title: Pokémon Purple
Post by: MathStuf on December 14, 2005, 02:30:00 pm
Yes, what axcho said would be one of the fastest way to do it. It's what I do (although I use much more complicated stuff because people can also move, and that causes lots of problems, not to mention force tiles and effects).
Title: Pokémon Purple
Post by: necro on December 14, 2005, 05:42:00 pm
Hmm...I think matrice based maps are easier to deal with...but then again, that's me
Title: Pokémon Purple
Post by: tifreak on December 15, 2005, 02:02:00 am
matrices are ok, but they hog memory, so it cuts down on how many maps you can have...
Title: Pokémon Purple
Post by: Spellshaper on December 15, 2005, 04:42:00 am
not if u store them in prgms :Pblah.gif

hm ok i have 2 admit, I
Title: Pokémon Purple
Post by: necro on December 15, 2005, 05:17:00 am
you could store them as lists/strings and covert them to matrices
Title: Pokémon Purple
Post by: Spellshaper on December 15, 2005, 05:31:00 am
huh? lists are about the same size as matrices...
and strings are uber-slow...
I already store them into prgms...
I once figured out that storing my maps directly as lists/matrices would occupy about 130kB+ <_<dry.gif
Title: Pokémon Purple
Post by: tifreak on December 15, 2005, 09:15:00 am
Well, strings are about a quarter the size of matrix maps, and the amount of maps that I am gonna have... :crazy:fou.gif

Hopefully I might have some new screenshots of the game up in the next day or so...
Title: Pokémon Purple
Post by: MathStuf on December 15, 2005, 09:23:00 am
Maybe you could have a program (ASM) that reads map files and outputs the current map to a matrix? That way all the data would be in one file in compressed format. All you'd need is to know which map to load.
Title: Pokémon Purple
Post by: Spellshaper on December 15, 2005, 09:30:00 am
1. is there such a program?
2. if not, who
Title: Pokémon Purple
Post by: tifreak on December 15, 2005, 10:49:00 am
lol, I wish I had the time to learn asm. I can't say not having the resources are my problem anymore... :Dbiggrin.gif (http://tifreakware.calcgames.org/asmresc.htm if you don't get the joke)

I shall see what happens with the way things are going now, though...
Title: Pokémon Purple
Post by: MathStuf on December 15, 2005, 11:11:00 am
Well, that would probaly be the best way to store maps. I'm compressing my maps before releasing the Pok
Title: Pokémon Purple
Post by: necro on December 15, 2005, 12:25:00 pm
Go kerm!
Title: Pokémon Purple
Post by: tenniskid493 on December 15, 2005, 01:10:00 pm
If only I understood how lists and matrixes worked in asm, then I could do it.  Those were the only things I couldn't understand and I eventually gave up trying.

Anyways, I like the idea of storing in programs and then archive them, but if you are running into a space issue, then you may need to stick with strings.
Title: Pokémon Purple
Post by: tifreak on December 16, 2005, 02:48:00 am
Well, the strings are being stored in programs, and being called on when neccessary, the programs won't exceed 5000 bytes, and there will be one program that identifies which section you are in, unarchives the file, displays the map, and then rearchives the file.

This is the best way I have found to do it thus far...
Title: Pokémon Purple
Post by: Spellshaper on December 16, 2005, 04:46:00 am
QuoteBegin-tifreak8x+16 December 2005, 14:48-->
QUOTE (tifreak8x @ 16 December 2005, 14:48)
Well, the strings are being stored in programs, and being called on when neccessary, the programs won't exceed 5000 bytes, and there will be one program that identifies which section you are in, unarchives the file, displays the map, and then rearchives the file.

This is the best way I have found to do it thus far...


just one thing: use resource/xLib0.6 to copy the prgm to RAM... :Pblah.gif:Dbiggrin.gif

-> die GarbageCollect die!!!!!!! :gun1:violent.gif
Title: Pokémon Purple
Post by: tifreak on December 16, 2005, 04:51:00 am
Yeah, I keep sayin I want to use resource, or I need to, but I just never do get motivated enough to grab it. I am lazy you know... :)smile.gif
Title: Pokémon Purple
Post by: Spellshaper on December 16, 2005, 04:59:00 am
huh O_Oshocked2.gif;

Since I started BM in Summer 2004, I have recoded the whole engine twice... the first time due to my inablility to code good BASIC :Pblah.gif  and to integrate CODEX, and then again for xLib, resource and zapi83 (I need the feature not to update the lcd after doing a rectangle)

and now I
Title: Pokémon Purple
Post by: tifreak on December 16, 2005, 05:05:00 am
lol.

Well, I will just leave things as is for now, since making it use resource for the map data wouldn't be super hard to integrate into the current system, I wouldn't think...
Title: Pokémon Purple
Post by: tifreak on December 20, 2005, 04:47:00 pm
Well, the walking engine for the most part is complete,using axcho's advice on the command InString(. It has literately saved the game's speed. :)smile.gif

At this rate, a demo should be available for Christmas. :Dbiggrin.gif
Title: Pokémon Purple
Post by: DJ Omnimaga on December 21, 2005, 02:36:00 am
sound nice, we should never neglect the use of instring(, sub( and expr( in basic games it helps a lot sometimes. I hope to be able to play this soon :)smile.gif
Title: Pokémon Purple
Post by: tifreak on December 21, 2005, 05:38:00 am
Yup, and I have some ideas on the pokemon data storage now, just to write them down before I forget. :)smile.gif
Title: Pokémon Purple
Post by: Ranman on December 21, 2005, 12:05:00 pm
QuoteBegin-tifreak8x+21 December 2005, 11:38-->
QUOTE (tifreak8x @ 21 December 2005, 11:38)
Yup, and I have some ideas on the pokemon data storage now, just to write them down before I forget. :)smile.gif

 That is always a good idea... even if you never use it ;)wink.gif
Title: Pokémon Purple
Post by: tifreak on December 22, 2005, 02:16:00 am
Yeah...

Right now, I am making it a priority to get the menus done, so it can be put out as a demo. Then after that, I will see what kind of things can be done with resource...
Title: Pokémon Purple
Post by: tifreak on December 24, 2005, 06:13:00 am
Ok, I have done some testing with the walking engine, and the jumpable ledges work perfectly!!!

Beta coming very soon!
Title: Pokémon Purple
Post by: DJ Omnimaga on December 24, 2005, 06:15:00 am
how fast does it run approximately (in fps?) Cant wait to test it :)smile.gif
Title: Pokémon Purple
Post by: Spellshaper on December 24, 2005, 06:16:00 am
QuoteBegin-tifreak8x+24 December 2005, 18:13-->
QUOTE (tifreak8x @ 24 December 2005, 18:13)
Beta coming very soon!  

 *w00t* can
Title: Pokémon Purple
Post by: tifreak on December 24, 2005, 04:21:00 pm
http://tifreakware.calcgames.org/pokemon/pokepur.zip

The maps are slow to load, but will be fixed in the next beta, read the readme for other stuff...

Let me know what you think!
Title: Pokémon Purple
Post by: dragon__lance on December 25, 2005, 11:18:00 am
awesome man, just downloaded it, will try out right now!!!
Title: Pokémon Purple
Post by: DJ Omnimaga on December 25, 2005, 11:34:00 am
Downloaded it this morning

Got gifts this afternoon ^^

Supper time

*xlibman
Title: Pokémon Purple
Post by: tenniskid493 on December 25, 2005, 01:33:00 pm
Very Nice! >Dgni.gif

One suggestion...instead of using Codex's Archive/UnArchive function, you may want to consider switching to Resource or FG.  They go faster (which would also help with your map loading speed) and also don't ever cause a GarbageCollect because they are copying, rather than unarchiving.  I got a Garbage Collect after about every 3rd time I changed maps.
Title: Pokémon Purple
Post by: dragon__lance on December 25, 2005, 02:20:00 pm
tried it out, is awesome!! really like ur title screen :)smile.gif i have no problems with unwalkable tiles and noticed u cant enter doors :(sad.gif, keep awesome work up!!!
Title: Pokémon Purple
Post by: tifreak on December 25, 2005, 02:32:00 pm
QuoteBegin-tenniskid493+25 December 2005, 19:33-->
QUOTE (tenniskid493 @ 25 December 2005, 19:33)
Very Nice! >Dgni.gif

One suggestion...instead of using Codex's Archive/UnArchive function, you may want to consider switching to Resource or FG.
Title: Pokémon Purple
Post by: DJ Omnimaga on December 25, 2005, 03:09:00 pm
omg awesome I got scared when I saw the map was like 48x200 tiles so far O_Oshocked2.gif pokemon must be huge O_Oshocked2.gif keep up the good work it will be one of the best ASCII RGP ever if finished :)smile.gif

I liked the sign with text inside btw
Title: Pokémon Purple
Post by: tifreak on December 25, 2005, 03:36:00 pm
Thanks, yes it is a huge rpg, I couldn't tell you how many hours it took me to beat the game, I know it would probably take me well over a month to beat it, if I played for a few hours a night...
Title: Pokémon Purple
Post by: MathStuf on December 25, 2005, 03:47:00 pm
I think I could probably do the minimum of the game in about twenty hours or so. The strategy portion of the game (the part that people look over and skip half the time) takes hundreds to get. It's the only reason I don't hate the game anymore. Playing strategy against people is about as fun as it gets with the game. Switching battles are the best in RBY. Guessing what you'll switch if they switch to what they think you will. I've gone through hour long battles where it was all figuring out what they're switching to  and taking one shot before going through another session. GSC made it much more fun with so much more strategy involved. And PokeModr will bring so much more to that.
Title: Pokémon Purple
Post by: tifreak on December 25, 2005, 04:00:00 pm
I guess that sounds about right, it really depends on how in depth in the game you want to go...

I think that right now, the Pokemon data storage is my main problem. Once I get the maps to Veridian complete, I would like to put in a few pokemon, and have a battle system going...

question: There is a program on ticalc.org that removes the need to place Asm(, do you think this would increase the speed of the engine any? (I already downloaded resource, gonna implement it in a few days)

[ot]38MB is a pain to download on dialup... :(sad.gif I thought it might be a good idea to do a site backup...
Title: Pokémon Purple
Post by: tenniskid493 on December 26, 2005, 05:37:00 am
I think the speed differenece would be minimal, if any.  And the space you would save from not putting Asm( would be taken up by the program itself.  I can't be positive though so your best bet would be to test it both ways and see if there is any difference.
Title: Pokémon Purple
Post by: tifreak on December 26, 2005, 07:06:00 am
Well, I know for a fact that using the Asm( command really slows down a game, that is why I am wondering... I guess I will find out in a couple days. I need to devote some time to my site and add some stuff...
Title: Pokémon Purple
Post by: Radical Pi on December 28, 2005, 07:33:00 am
c1-->
CODE
ec1ExecAsm("21F8893E02AE77C9c2
ec2
That might do something.
Title: Pokémon Purple
Post by: DJ Omnimaga on December 28, 2005, 07:45:00 am
what does it do?
Title: Pokémon Purple
Post by: tifreak on December 28, 2005, 07:49:00 am
Something... :lol:bounce2.gif

I guess the beta has no bugs? I might release it to ticalc.org and calcgames...
Title: Pokémon Purple
Post by: Spellshaper on December 28, 2005, 07:50:00 am
Uh I don
Title: Pokémon Purple
Post by: Radical Pi on December 28, 2005, 07:53:00 am
It supposedly lets you Archive/Unarchive programs with the Archive/Unarchive commands. It also messes up loops, so you need to run it again to turn it off.
More info http://mpl.unitedti.org/2005/11/hex-codes.html.

*The ExecAsm is from Omnicalc.*
Title: Pokémon Purple
Post by: Spellshaper on December 28, 2005, 08:02:00 am
Ah cool...
It actually works! %)rolleyes2.gif *tested*
Title: Pokémon Purple
Post by: dragon__lance on December 28, 2005, 08:05:00 am
i don't think he'll be using omnicalc though....it looks like this game will be mainly pure basic :)smile.gif
Title: Pokémon Purple
Post by: Radical Pi on December 28, 2005, 08:06:00 am
I didin't think it would work. I only tried it as a program.

Codex isn't Basic :)smile.gif
Title: Pokémon Purple
Post by: tenniskid493 on December 28, 2005, 11:22:00 am
Well, yea.  But without Codex, there would be no way you could make a full pokemon game.  The game is just way to big.
Title: Pokémon Purple
Post by: tifreak on December 28, 2005, 11:31:00 am
Codex has been a big help thus far, though so far, all I am using it for is the arc/unarc routines... I don't really need it for anything else...
Title: Pokémon Purple
Post by: dragon__lance on December 28, 2005, 02:43:00 pm
QuoteBegin-dragon__lance+28 December 2005, 15:05-->
QUOTE (dragon__lance @ 28 December 2005, 15:05)
i don't think he'll be using omnicalc though....it looks like this game will be mainly pure basic :)smile.gif

 "mainly" pure basic. if he wanted to use asm routines, then might as well use xlib as it is the best :)smile.gif
Title: Pokémon Purple
Post by: tenniskid493 on December 28, 2005, 03:55:00 pm
The main thing he needed it for was Archiving/Unarchving, and the old xLib didn't support that though.
Title: Pokémon Purple
Post by: BCTurk on December 28, 2005, 04:55:00 pm
FG is the best if you just need to arch/unarch.
Title: Pokémon Purple
Post by: dragon__lance on December 28, 2005, 05:03:00 pm
id have to disagree with u there, i prefer Resource, its faster and i think better :)smile.gif
Title: Pokémon Purple
Post by: tenniskid493 on December 28, 2005, 05:04:00 pm
I like Resource too.  It is faster, and also allows the copying of multiple files, where as FG only allows one copy at a time.
Title: Pokémon Purple
Post by: BCTurk on December 28, 2005, 05:13:00 pm
Well, FG is smaller (I think).  Not that that matters much...
Title: Pokémon Purple
Post by: tifreak on December 29, 2005, 02:43:00 am
I downloaded a bunch of files off of ticalc, and I will play around with them, see what works and what doesn't...
Title: Pokémon Purple
Post by: dragon__lance on December 29, 2005, 05:30:00 am
sweet, wat is the name of that asm prgm u mentioned that allows u to bypass the asm( command? that could come in useful... :)smile.gif
Title: Pokémon Purple
Post by: tifreak on December 29, 2005, 07:11:00 am
http://www.ticalc.org/archives/files/fileinfo/350/35029.html

There you go. :)smile.gif
Title: Pokémon Purple
Post by: tenniskid493 on December 31, 2005, 02:23:00 pm
Did you test it out and see if it is faster or not???  I'm sort of curious about it.
Title: Pokémon Purple
Post by: tifreak on December 31, 2005, 03:56:00 pm
I have not done so yet. I have been busy workin on my site, getting my projects pages complete, workin on the basic greyscale tutorial by kevin, learnin php, playing aod82 to check for errors, workin on the newer version of RPGSK, writing up a 'tutorial' for the BASIC Elite newsletter...

Need I continue? :rofl:rotfl.gif:Dbiggrin.gif
Title: Pokémon Purple
Post by: Radical Pi on January 03, 2006, 02:54:00 am
!!!
Are you going to do any sort of 2 player link battle mode like in the games?
Title: Pokémon Purple
Post by: tifreak on January 03, 2006, 03:00:00 am
I might consider it once the main game is complete, because I doubt a person would be trying to do two player during class...

Uploaded Pokemon to ticalc and calcgames, and is already on calcgames...
Title: Pokémon Purple
Post by: Radical Pi on January 03, 2006, 04:21:00 am
It might still be an idea to work with after a version 1 release. ;)wink.gif
Title: Pokémon Purple
Post by: tifreak on January 03, 2006, 06:54:00 am
Yeah, but I am going to try to make the game fit on an 83+SE, though it may only be an 84+ game... I will just have to wait and see how things go. :)smile.gif
Title: Pokémon Purple
Post by: dragon__lance on January 03, 2006, 07:26:00 am
wats the difference between 83+se and 84+, not much i think. should work with both, so ur basically saying that it might be too large and slow for normal 83+ :(sad.gif
Title: Pokémon Purple
Post by: tifreak on January 03, 2006, 07:35:00 am
Pretty much. If you played around with the beta, you noticed how much mem that took up, right? That barely scratches the surface of the map data, plus all the pokemon data needs to be entered, all the NPCs, special events, etc.

Once I integrate resource into my game, I will then start working on the rest of the maps to Veridian, then maybe add some actual game play to it. :)smile.gif
Title: Pokémon Purple
Post by: DJ Omnimaga on January 03, 2006, 01:54:00 pm
Maybe release a demo for 83+ and the final version for the SE calcs, like TI-City project (which I  hope its not dead).
Title: Pokémon Purple
Post by: tifreak on January 03, 2006, 03:59:00 pm
No, TI-City is not dead. I have a lot of plans and ideas for that game, to be the best text rpg ever! (Actually, I think it might be, but your guys' opinion may differ. :Dbiggrin.gif)

And of course the demo has been released. Just got to add stuff now...

Well, I have found three contenders that I have to make my game better than:

http://www.ticalc.org/archives/files/fileinfo/114/11483.html

I might as well use the engine found in Age of Darkness and call it a day.

http://www.ticalc.org/archives/files/fileinfo/290/29064.html
http://www.ticalc.org/archives/files/fileinfo/277/27747.html

These are supposed to be complete, but has anyone played them?

I am going to see about installing the red version on my calc, see what it is like, see what kind of competition I got going. :)smile.gif
Title: Pokémon Purple
Post by: kalan_vod on January 04, 2006, 10:57:00 am
Is http://www.ticalc.org/archives/files/fileinfo/382/38297.html your game?
Title: Pokémon Purple
Post by: Radical Pi on January 04, 2006, 11:18:00 am
i tried both of those programs, never got past that awesome "RAM cleared" title screen lol. Just a warning.
Applause to Pokemon Purple, which was just uploaded to ticalc.org!
Title: Pokémon Purple
Post by: tifreak on January 04, 2006, 11:39:00 am
Thanks. :)smile.gif

I am gonna try to see if I have an 83+ that doesn't have any projects on it, then see if I can play one of the above...

First thing is first though; finish AOD82 and optimize the 83/83+ versions...

QUOTE
Is this your game?


Yup, along with a few others: http://www.ticalc.org/archives/files/authors/62/6245.html
Title: Pokémon Purple
Post by: MathStuf on January 04, 2006, 01:18:00 pm
QuoteBegin-tifreak8x+3 January 2006, 9:0-->
QUOTE (tifreak8x @ 3 January 2006, 9:00)
I might consider it once the main game is complete, because I doubt a person would be trying to do two player during class...  

 Technically, battling could be done easily. All you would need each to do would be to trade their lists over into an extra trainer slot and let the AI play the team. Of course, it could be made that items are disabled during this battle so it is a lot more like the real thing. Trading may be a good thing to implement. If I can get it done, I may even let people upload their team to my site and people can download them to fight them with the uber AI that will be implemented. I will probably need to talk to Kerm on how to parse a file using PHP.
Title: Pokémon Purple
Post by: tifreak on January 04, 2006, 02:59:00 pm
Well, like I said, I want the thing completely playable before I worry about a feature like that. I am kinda limited on space you know... :)smile.gif
Title: Pokémon Purple
Post by: Spellshaper on January 04, 2006, 11:59:00 pm
QuoteBegin-tifreak8x+5 January 2006, 2:59-->
QUOTE (tifreak8x @ 5 January 2006, 2:59)
Well, like I said, I want the thing completely playable before I worry about a feature like that. I am kinda limited on space you know... :)smile.gif

 Yeah... <_<dry.gif
Anyway, IF you might consider supporting multiplayer in the future, I recommend http://www.ticalc.org/archives/files/fileinfo/368/36828.html
That
Title: Pokémon Purple
Post by: tifreak on January 05, 2006, 02:14:00 am
lol, I will look into that. :)smile.gif
Title: Pokémon Purple
Post by: currahee on January 06, 2006, 12:23:00 am
QuoteBegin-tifreak8x+3 January 2006, 12:54-->
QUOTE (tifreak8x @ 3 January 2006, 12:54)
Yeah, but I am going to try to make the game fit on an 83+SE, though it may only be an 84+ game... I will just have to wait and see how things go. :)smile.gif

 Eh, you mean a TI-83+ right? 84+ has a smallere FlashROM size than the S.E. calcs.  
Title: Pokémon Purple
Post by: tifreak on January 06, 2006, 02:07:00 am
I seriously doubt that it will fit on a normal 83+, and if it does, it will be too slow to play. :(sad.gif

I seriously hope that I do not have to purchase an 84+SE just to finish construction of this game... :lol:bounce2.gif
Title: Pokémon Purple
Post by: DJ Omnimaga on January 06, 2006, 03:50:00 am
do you know if pokemon could be split into different parts like FFTOM? So basically if you need to go to another portion of the map you have to install another part of the game and if you want to come back you reinstall the original part. That would be only for 83+ tho.
Title: Pokémon Purple
Post by: tifreak on January 06, 2006, 05:13:00 am
That wouldn't be possible, since if you are truly trying to catch all 151 pokemon, you would want access to the entire map at once. :(sad.gif

This is just gonna be a huge game that will take a very long time to beat. And make. :)smile.gif
Title: Pokémon Purple
Post by: Spellshaper on January 06, 2006, 06:15:00 am
QuoteBegin-xlibman+6 January 2006, 15:5-->
QUOTE (xlibman @ 6 January 2006, 15:50)
do you know if pokemon could be split into different parts like FFTOM? So basically if you need to go to another portion of the map you have to install another part of the game and if you want to come back you reinstall the original part. That would be only for 83+ tho.  

 I
Title: Pokémon Purple
Post by: Radical Pi on January 06, 2006, 10:57:00 am
I remember the first time I played pokemon.
I didn't win yet, about 95 hours done so far, and was worried about reaching 100.
For some reason i thought it would delete my saved game.

Now I understand why people took Y2K seriously.
Title: Pokémon Purple
Post by: DJ Omnimaga on January 06, 2006, 11:39:00 am
at least ticalc.org made it through Y2K as well as calcs :)smile.gif
Title: Pokémon Purple
Post by: tifreak on January 06, 2006, 12:03:00 pm
lol yup. :)smile.gif

Pokemon is up to 69 dls on ticalc... :Dbiggrin.gif What a good number... :rofl:rotfl.gif
Title: Pokémon Purple
Post by: DJ Omnimaga on January 06, 2006, 12:30:00 pm
QuoteBegin-tifreak8x+6 January 2006, 18:03-->
QUOTE (tifreak8x @ 6 January 2006, 18:03)
69

...

What a good number

 indeed
Title: Pokémon Purple
Post by: Liazon on January 06, 2006, 12:42:00 pm
Yay, lot's of pkmn.  But umm... still, nobody knows what an IV is or an EV is.  I'm going to assume they aren't in your game, but in my opinion, they were the most ingenious way to compress pokmn stats and leveling up pkmn.  Oh well.

Sounds awesome!
Title: Pokémon Purple
Post by: Radical Pi on January 06, 2006, 12:47:00 pm
effort values and individual (?) values weren't introduced until the second generation of pkmn.
Purple is going to be a mix of the first gen, red and blue.

For some reason I don't think any other pkmn games would fit on a calc.
Title: Pokémon Purple
Post by: Liazon on January 06, 2006, 12:51:00 pm
Oops, sorry, I didn't know.  Kinda assumed the original also used them.

Ya, I think it's effort and individual.
Title: Pokémon Purple
Post by: Radical Pi on January 06, 2006, 12:58:00 pm
Second generation was best; no stupid 256 EV limits.

Even the newer battle engines would probably be beyond a standard calc's capabilities with all the experience factors and stuff, but anyone with a silver who wants to make a battle program, DO IT!
Title: Pokémon Purple
Post by: tifreak on January 06, 2006, 01:17:00 pm
Well, hopefully this game lives up to the standards of the other games. :)smile.gif
Title: Pokémon Purple
Post by: Radical Pi on January 06, 2006, 01:43:00 pm
I'm sure it will be
Title: Pokémon Purple
Post by: tifreak on January 06, 2006, 01:56:00 pm
Thanks for the vote of confidence, I am workin on the rpgsk developer guide right now, so I can get back to the game...
Title: Pokémon Purple
Post by: MathStuf on January 06, 2006, 04:10:00 pm
DV's were in the first gen of games. Effort values were put into the 3rd gen to help specialize the Pokemon and stop from super domination with certain ones. If anyone wants formulae for any of the first two gen of the games, I have most of them. Also, the first gen games are 1MB while the second gen are 2MB games.
Title: Pokémon Purple
Post by: tifreak on January 06, 2006, 04:16:00 pm
lol, and I am tryin to pack two of them games into my 84+...  
Title: Pokémon Purple
Post by: MathStuf on January 07, 2006, 06:51:00 am
The only differences between the versions were encounters in the wild. Not much else was different that would greatly impact the game. Some trainers might have been slightly different, but that's not that big of a deal.
Title: Pokémon Purple
Post by: DJ Omnimaga on January 07, 2006, 07:27:00 am
that's why I would like to see two versions merged together so we can have all 151 pokemons at once :)smile.gif
Title: Pokémon Purple
Post by: MathStuf on January 07, 2006, 07:28:00 am
Don't worry, there will be a way to get all 151 with the versions I'm releasing through trading.
Title: Pokémon Purple
Post by: tifreak on January 07, 2006, 08:12:00 am
Well, you will have to play through both versions to get most of the pokemon, since some you will have to trade for. I have been thinking about including a cheating system, using my ztext program. That is, if there is any memory left... :)smile.gif
Title: Pokémon Purple
Post by: MathStuf on January 07, 2006, 08:14:00 am
That's what the SuperPC is in my game. :)smile.gif
Title: Pokémon Purple
Post by: tifreak on January 07, 2006, 08:21:00 am
Ah, very interesting... Maybe another reason to beat both versions?

lol, by the time we complete both of our games, people will be spending months on just our games... :Dbiggrin.gif Yay for us! :rofl:rotfl.gif
Title: Pokémon Purple
Post by: Spellshaper on January 07, 2006, 08:24:00 am
QuoteBegin-tifreak8x+7 January 2006, 20:12-->
QUOTE (tifreak8x @ 7 January 2006, 20:12)
I have been thinking about including a cheating system, using my ztext program. That is, if there is any memory left... :)smile.gif

 hm, that
Title: Pokémon Purple
Post by: tifreak on January 07, 2006, 08:30:00 am
lol, once I figure out how that stuff will be in there, I will let you know. :)smile.gif I still haven't a clue on how that will all be saved...
Title: Pokémon Purple
Post by: Spellshaper on January 07, 2006, 08:45:00 am
Thx
I was thinking about a prgm where u input sth. as string, sth. like

c1-->
CODE
ec1:Input Str1
:If Str1="whosyourdaddy
:then
:Disp "set to?
:Input A
:A->L1(82)
:Endc2
ec2
Title: Pokémon Purple
Post by: tifreak on January 07, 2006, 10:34:00 am
I could do that with the superpc, like mathstuf is talkin about, and use one of my text engines for it...
Title: Pokémon Purple
Post by: MathStuf on January 07, 2006, 12:07:00 pm
The SuperPC will basically be a modified PokeModr program that will allow the changing of savestate things like moves, stats, and experience. Items will also be able to be spawned. There will be a drawback from using it though. :)smile.gif
Title: Pokémon Purple
Post by: tifreak on January 07, 2006, 01:03:00 pm
I am talkin about using a superpc within the game, like a secret area. :)smile.gif Maybe something attainable after catching the 3 legendary birds, and all of them have to be in the party, only one has to know fly to get to the secret area... :Dbiggrin.gif
Title: Pokémon Purple
Post by: Radical Pi on January 07, 2006, 01:27:00 pm
and you fly to a new island, where you can do anything and catch any pkmn
Title: Pokémon Purple
Post by: tifreak on January 07, 2006, 01:35:00 pm
I doubt I would make it that easy, but who knows what this game will hold... I might also make it to where you have to have mew and mewtwo as well as the 3 legendary birds. :)smile.gif Really make you work for the cheat... :Dbiggrin.gif
Title: Pokémon Purple
Post by: Radical Pi on January 07, 2006, 01:42:00 pm
and a level three jigglypuff in the first position for a real challenge :lol:bounce2.gif
Title: Pokémon Purple
Post by: MathStuf on January 07, 2006, 02:38:00 pm
Well, the SuperPC requires a username/password to be accessed. Using dialogs, the maker of the game can make it as hard as they want to access. It could just be in your own home with the username/password only known by the person who built it for you.  :superevil:rainbowdevil.gif
Title: Pokémon Purple
Post by: tifreak on January 07, 2006, 02:46:00 pm
You sir, are evil. :Dbiggrin.gif

I don't know if I will make it that hard... Who knows, I still have no clue how much mem this will take up... I may not get to add half the stuff I want because of that...

First thing is first, Resource! :)smile.gif
Title: Pokémon Purple
Post by: MathStuf on January 07, 2006, 02:47:00 pm
Well, I'm not just going to give them the most powerful tool in the game...
Title: Pokémon Purple
Post by: tifreak on January 07, 2006, 02:53:00 pm
I understand that. :)smile.gif

I have to reload _theta_POKE back on my calc, it crashed while trying to figure out where a bug exists for Kerm...
Title: Pokémon Purple
Post by: DJ Omnimaga on January 07, 2006, 03:29:00 pm
i hope it wasnt a very very important program O.o
Title: Pokémon Purple
Post by: tifreak on January 07, 2006, 03:33:00 pm
It is the program that shows the title screen in greyscale... :)smile.gif
Title: Pokémon Purple
Post by: Radical Pi on January 07, 2006, 03:35:00 pm
it should have been in a group with a backup of the rest
Title: Pokémon Purple
Post by: tifreak on January 07, 2006, 03:45:00 pm
Well, nothing has changed since I released the beta, so it wouldn't have mattered...
Title: Pokémon Purple
Post by: Radical Pi on January 07, 2006, 03:47:00 pm
idea brought from other recent topic:
Are you going to have Missingno.?
Title: Pokémon Purple
Post by: tifreak on January 07, 2006, 03:50:00 pm
I don't know. That is something that has crossed my mind, but I am still unsure about.

For the time being, I am planning on just making the game. Then once that is complete, I will add the cheats.
Title: Pokémon Purple
Post by: Radical Pi on January 07, 2006, 03:52:00 pm
I'll get a list of cool stuff to add ready :)smile.gif
Title: Pokémon Purple
Post by: MathStuf on January 07, 2006, 03:55:00 pm
Putting Missingno. in the traditional way would require heavily specific code. You could add it as a special one to put somewhere else in the game though.
Title: Pokémon Purple
Post by: tifreak on January 07, 2006, 03:56:00 pm
lol, well, either postem in a new topic here or on my forum...
Title: Pokémon Purple
Post by: Spellshaper on January 08, 2006, 12:18:00 am
QuoteBegin-tifreak8x+8 January 2006, 3:33-->
QUOTE (tifreak8x @ 8 January 2006, 3:33)
It is the program that shows the title screen in greyscale... :)smile.gif

 MINE! (I couldn
Title: Pokémon Purple
Post by: tifreak on January 08, 2006, 12:01:00 pm
Well, Codex is no longer part of my game, Resource is now totally integrated.

Fixed bug with pressing 2nd on the top of the screen, simply restricted the code to only search once T>16.

Gonna redo the sign image, make it look like something different, since I am not satisfied with it right now.

And Addasm only works on the homescreen, does not work inside a program. :(sad.gif

More on this as it happens. :Dbiggrin.gif
Title: Pokémon Purple
Post by: DJ Omnimaga on January 08, 2006, 12:33:00 pm
this keep progressing, awesome :)smile.gif how big resource is btw? I never comparated with flash gordon and Codex
Title: Pokémon Purple
Post by: tifreak on January 08, 2006, 01:14:00 pm
502 bytes. :)smile.gif