Omnimaga

Calculator Community => Major Community Projects => Pokémon Purple => Topic started by: tifreak on August 14, 2006, 04:28:00 pm

Title: PokePurple, progress
Post by: tifreak on August 14, 2006, 04:28:00 pm
Well, Mathstuf and I figured out the lists and what not, and we estimate the total stat data (hp, att, def, etc) will take roughly 36kb of space... But, that can't be helped. All these stats will stay in Archive until needed, which will mean for a slow loading period I guess, but there is nothing I can really do about that...

Also, to integrate this, New games will erase save data, because I don't want this taking 72kb so there can be extra lists and what not to cause more problems... I will probably leave the current systems in effect, since the only times the stats data will be effected is when you battle and win. for battles, I will probably use temp lists for faster action and then store the info back into the main lists when the battle is over.

So basically, things are starting to get fun... :)smile.gif

















*tifreak8x
Title: PokePurple, progress
Post by: Dragon__lance on August 15, 2006, 03:58:00 am
Sweet! Dang Pokemon takes a lot of data, i can't believe your managing to fit it into a Calculator's Memory.
*Dragon_Lance prays that PokemonPurple will fit into 83+'s Memory :Dbiggrin.gif
Title: PokePurple, progress
Post by: tifreak on August 15, 2006, 04:27:00 am
83+?? No way. It simply will not handle that. 83+SE? I hope it will...
Title: PokePurple, progress
Post by: Dragon__lance on August 15, 2006, 05:11:00 am
:(sad.gif
Title: PokePurple, progress
Post by: tifreak on August 15, 2006, 08:04:00 am
There are tons of map data that I have to add, plus all the "events" that are there, plus I need to create a battle system, create the actual Pokedex system, add all the dialogue that it can handle... Trust me, There is so much to add yet, I really wish one of you guys lived near here so I could get your help. This is gonna take a ton of work.
Title: PokePurple, progress
Post by: DJ Omnimaga on August 15, 2006, 10:01:00 am
QuoteBegin-tifreak8x+Aug 15 2006, 11:27 AM-->
QUOTE (tifreak8x @ Aug 15 2006, 11:27 AM)
83+?? No way. It simply will not handle that. 83+SE? I hope it will...

maybe a demo for the 83+? %)rolleyes2.gif

How is it big so far?

*xlibman reminds everyone that most BASIC RPGs that are the biggest are usually the ones with either the largest amount of features, features not seen in other calc rpgs or long game lenght ^^
Title: PokePurple, progress
Post by: Dragon__lance on August 15, 2006, 12:04:00 pm
Ahhh,a demo would be great! Just a small, playable version to waste our times with :Dbiggrin.gif Yeah, big games are totally worth it cuz they show the author spent a lot time putting together the game *points to ROL3! As for map creation, maybe some of us could help create some maps? :)smile.gif
Title: PokePurple, progress
Post by: Halifax on August 15, 2006, 03:45:00 pm
Wow this game sounds sweet i can't wait to play it (loved Pokemon on the Gameboy):)smile.gif
Title: PokePurple, progress
Post by: tifreak on August 15, 2006, 03:50:00 pm
QuoteBegin-Dragon__lance+Aug 15 2006, 11:04 PM-->
QUOTE (Dragon__lance @ Aug 15 2006, 11:04 PM)
Ahhh,a demo would be great! Just a small, playable version to waste our times with :Dbiggrin.gif Yeah, big games are totally worth it cuz they show the author spent a lot time putting together the game *points to ROL3! As for map creation, maybe some of us could help create some maps? :)smile.gif

 I wish it was that easy, but I have to have everything line up with the maps, as I make them on graph paper, so I know what values each map stands for. As I said, it would be nice if some of you lived close by...

I might see if I can't get the basic engines and what not done for a demo of sorts of the 83+, though I can't promise much on that either. ;)wink.gif
Title: PokePurple, progress
Post by: Dragon__lance on August 15, 2006, 03:58:00 pm
ahhh,i see. Oh well, it's allright, I'll have to borrow my friends SE to play this then :Dbiggrin.gif As for map making,I seriously hope that my ASCII map editor might be of some use, cuz then you wouldn't need to hardcode the string.
Title: PokePurple, progress
Post by: tifreak on August 16, 2006, 04:26:00 am
That is the problem with the set up, it has to be hardcoded, because there is just too much map to have in a single string, or in all ten strings put together. I dunno yet, I will see about making the game work, then start optimizing from there...
Title: PokePurple, progress
Post by: elfprince13 on August 16, 2006, 04:36:00 am
have a program storing the map for each city.
Title: PokePurple, progress
Post by: tifreak on August 16, 2006, 04:43:00 am
That is what I am doing, sorta. I take from sections # to sections #, and put them in a program. And I try to keep them around 5k in size, so I dont run into problems with running it after I get all the data in.

I also have a plan on on decreasing sprite size and load time. I plan on taking character "G", and using that as a single line of 0's (8 of them in fact) since if you look at all the sprite data, there are tons of 0s. I would go so far as say that it would take 10k off the data for the sprites.

The only downfall is, I would have to copy the sprite displayer, and edit it to work for my purposes. (Basically, take out size detection, add the code for looking at "G" character, etc)

I am gonna go ahead with the code made for "Pokedex BASIC" and see what kind of reaction times and what not I get, and what kind of finalized sizes it will bring.


Edit:

Well, I timed the first sprite being drawn, and it was roughly 23 seconds. With the new system in place, it was roughly 16, so 7 seconds shaved off roughly. This is gonna vary from sprite to sprite, since some sprites have more spaces than other.

Also, ZPM1 went from 6678 bytes to 6573, by changing just one sprite! :)smile.gif So it looks like I will be changing the sprite stuff around a little bit, before going on with anything else. This will also help in getting Pokemon Purple to better fit on the SE, and maybe even a semi playable game for the 83+. :)smile.gif

Oh yes, the time I posted was on my 83+, Green calc. SE should be considerably faster.
Title: PokePurple, progress
Post by: elfprince13 on August 16, 2006, 06:23:00 am
are the original 83+s 6MHz?
Title: PokePurple, progress
Post by: tifreak on August 16, 2006, 06:27:00 am
yes, as far as I know of.
Title: PokePurple, progress
Post by: Dragon__lance on August 16, 2006, 06:42:00 am
Whoohoo! Faster loading times! yay,great job! Wow,when i timed it on my 83+, i got about 30 sec's. Great to see you improve the code! However, I still don't understand what you mean that the string has to be hardcoded? Can't the string be recalled into the program like a matrix?
Title: PokePurple, progress
Post by: tifreak on August 16, 2006, 09:02:00 am
The mapping system:

If O=1:Then
If P=1
"8x16 map area->Str#
If P=2
"8x16 map area->Str#
etc

That is my map data. :)smile.gif

And as to the time, it was approx. I just know that there is a definite speed improvement. :)smile.gif
Title: PokePurple, progress
Post by: DJ Omnimaga on August 16, 2006, 10:19:00 am
glad to hear, keep up the good work!


(test)
Title: PokePurple, progress
Post by: elfprince13 on August 16, 2006, 12:19:00 pm
QuoteBegin-Dragon__lance+Aug 16 2006, 12:42 PM-->
QUOTE (Dragon__lance @ Aug 16 2006, 12:42 PM)
Whoohoo! Faster loading times! yay,great job! Wow,when i timed it on my 83+, i got about 30 sec's. Great to see you improve the code! However, I still don't understand what you mean that the string has to be hardcoded? Can't the string be recalled into the program like a matrix?  

 it can be, but that is still hard-coded into the program. ;)wink.gif
Title: PokePurple, progress
Post by: Dragon__lance on August 16, 2006, 03:08:00 pm
ahhh i see. My map editor fully supports 8*16 maps, and they can be hardcoded! :Dbiggrin.gif
Title: PokePurple, progress
Post by: tifreak on August 17, 2006, 06:12:00 am
Anyways, I have decided up on two optimizations that might take up to 16k off the sprite data.

1) for every 00000000 in the string data, I am replacing with "G", which means it will simply skip a row of pixels.

2) After that last pixels are put up there, any 0 beyond it is deleted.

This will decrease the time it takes to get done drawing the sprite, and will decrease the amount of space it will take up, allowing for more stuff to be better able to fit into the game. :)smile.gif


Edit:

After going through and "optimizing" prgmZPM1, I noticed a 35% drop in size. Originally, the program was 6678 bytes in size, now it is 4363 bytes in size. :)smile.gif
Title: PokePurple, progress
Post by: kalan_vod on August 17, 2006, 04:28:00 pm
QuoteBegin-tifreak8x+Aug 17 2006, 12:12 PM-->
QUOTE (tifreak8x @ Aug 17 2006, 12:12 PM)
Edit:

After going through and "optimizing" prgmZPM1, I noticed a 35% drop in size. Originally, the program was 6678 bytes in size, now it is 4363 bytes in size. :)smile.gif

 Looking nice there, I hope you can keep it up! I love the progress of these updates !
Title: PokePurple, progress
Post by: elfprince13 on August 18, 2006, 12:54:00 am
great work Tifreak. what percentage of the total sprites are saved in ZPM1?
Title: PokePurple, progress
Post by: tifreak on August 18, 2006, 01:00:00 am
There are only 25 sprites per program, and I managed to get all of them optimized, so 100% of them are optimized. ;)wink.gif At least for that program anyways.
Title: PokePurple, progress
Post by: kalan_vod on August 18, 2006, 02:21:00 am
QuoteBegin-tifreak8x+Aug 18 2006, 07:00 AM-->
QUOTE (tifreak8x @ Aug 18 2006, 07:00 AM)
There are only 25 sprites per program, and I managed to get all of them optimized, so 100% of them are optimized. ;)wink.gif At least for that program anyways.  

 Haha, nice! I thought you were saying you pulled a all nighter and finished all the sprite programs :lol:bounce2.gif , I understand now :supersayan:superguerrier.gif ....better get to work! ;)wink.gif
Title: PokePurple, progress
Post by: tifreak on August 18, 2006, 08:01:00 am
heh, I wish I had the energy for that. No matter, they will get done soon enough. I probably won't post anything else about them until they are complete, and I can post the data sizes and percentage changes.
Title: PokePurple, progress
Post by: Halifax on August 18, 2006, 08:55:00 am
Great job tifreak and I hate all nighters cause then I just end up missing a day of programming but you get a lot done because you have no
Title: PokePurple, progress
Post by: tifreak on August 18, 2006, 10:10:00 am
Well, I might try to get some more done tonight, though I will throw some of my concentration toward getting my site updated...

I really wish I had clones... :(sad.gif
Title: PokePurple, progress
Post by: Spellshaper on August 18, 2006, 10:14:00 am
QuoteBegin-tifreak8x+Aug 18 2006, 11:10 PM-->
QUOTE (tifreak8x @ Aug 18 2006, 11:10 PM)
I really wish I had clones... :(sad.gif

 Me not. *Spellshaper
Title: PokePurple, progress
Post by: DJ Omnimaga on August 18, 2006, 11:05:00 am
wow nice tifreak8x I hope you wont give up on this project ;)wink.gif

I wish I could stay up late :(sad.gif
Title: PokePurple, progress
Post by: Spellshaper on August 18, 2006, 11:13:00 am
QuoteBegin-xlibman+Aug 19 2006, 12:05 AM-->
QUOTE (xlibman @ Aug 19 2006, 12:05 AM)
wow nice tifreak8x I hope you wont give up on this project ;)wink.gif

I wish I could stay up late :(sad.gif

I don't think he will. ;)wink.gif

staying up late? look at me. :wacko:triso2.gif  *shows off the rings under his eyes* :paf:tripaf.gif
note: it's 00:14 now.
Title: PokePurple, progress
Post by: DJ Omnimaga on August 18, 2006, 12:17:00 pm
well tifreak8x was losing motivation cuz on other forums like UTI, MC, Cemetech nobody replied anymore in pokemon topic :(sad.gif
Title: PokePurple, progress
Post by: Radical Pi on August 18, 2006, 12:24:00 pm
QuoteBegin-Spellshaper+Aug 18 2006, 04:14 PM-->
QUOTE (Spellshaper @ Aug 18 2006, 04:14 PM)
QuoteBegin-tifreak8x+Aug 18 2006, 11:10 PM-->
QUOTE (tifreak8x @ Aug 18 2006, 11:10 PM)
I really wish I had clones... :(sad.gif

Me not. *Spellshaper remembers the movie "the island"... :ninja:ninja.gif

 *Radical Pi
Title: PokePurple, progress
Post by: tifreak on August 18, 2006, 03:06:00 pm
#26-50 sprites optimized... ;)wink.gif

back to xhtml though...
Title: PokePurple, progress
Post by: DJ Omnimaga on August 19, 2006, 01:55:00 am
yay I hope to see pokemon finished soon :)smile.gif
Title: PokePurple, progress
Post by: elfprince13 on August 19, 2006, 02:14:00 am
QuoteBegin-xlibman+Aug 18 2006, 06:17 PM-->
QUOTE (xlibman @ Aug 18 2006, 06:17 PM)
well tifreak8x was losing motivation cuz on other forums like UTI, MC, Cemetech nobody replied anymore in pokemon topic :(sad.gif

 at MC the only people who care about Basic end up posting here anyway. and most of the people at UTI who are interested in it are also here.... and at Cemetech he still gets replies.
Title: PokePurple, progress
Post by: Halifax on August 19, 2006, 04:02:00 am
Dont give up tifreak i wanna play this game
Title: PokePurple, progress
Post by: tifreak on August 19, 2006, 04:29:00 am
Still no plans on giving up...

Got pokemon #25-50 optimized. will do 51-75, or maybe even shoot for 100 today.
Title: PokePurple, progress
Post by: Halifax on August 21, 2006, 02:35:00 pm
cool I hope you get it done
Title: PokePurple, progress
Post by: tifreak on August 22, 2006, 04:05:00 am
Well, I am working on it. :)smile.gif

Just managed to get remotivated, so I should have them all done in the next 2-3 days (hopefully by wednesday though).
Title: PokePurple, progress
Post by: DJ Omnimaga on August 22, 2006, 09:30:00 am
coool i cant wait :)smile.gif, will next release be when the game is 100% done(aka final release) or will there be a new demo?
Title: PokePurple, progress
Post by: tifreak on August 22, 2006, 04:37:00 pm
just a new demo. BUT, I hope to have all routines and engines completed by that time, so it would just be a matter of adding maps and what not... :)smile.gif
Title: PokePurple, progress
Post by: DJ Omnimaga on August 23, 2006, 02:18:00 am
sound cool :)smile.gif better to have everything finished first (engine) in case
Title: PokePurple, progress
Post by: tifreak on August 23, 2006, 04:43:00 am
Well, for your reading pleasure, the stats of the sprites before and after optimizing:

c1-->
CODE
ec1
Program
Title: PokePurple, progress
Post by: DJ Omnimaga on August 23, 2006, 04:46:00 am
O_Oshocked2.gif wow thats optimising madness, did u used some kind of compression or something?
Title: PokePurple, progress
Post by: tifreak on August 23, 2006, 04:52:00 am
I, uh, went out side the box and created my own method of compression. :Dbiggrin.gif
Title: PokePurple, progress
Post by: Spellshaper on August 23, 2006, 04:55:00 am
Wasn't there something about replacing a row of zeros with one char?
Title: PokePurple, progress
Post by: tifreak on August 23, 2006, 05:01:00 am
yes, 8 0's with the letter G. made a huge dent in the size of the file, that and removing all the 0's at the end of the sprite.
Title: PokePurple, progress
Post by: Ranman on August 23, 2006, 05:37:00 am
Awesome! :w00t:woot.gif

14Kb of saved memory is amazing with that one simple trick! Do you have anymore tricks up your sleeve?

Keep up the great work! :king:king2.gif
Title: PokePurple, progress
Post by: tifreak on August 23, 2006, 05:46:00 am
tricks? what tricks?  :Dbiggrin.gif:angel:ange.gif

lol, I am working on it. :)smile.gif I will try my hardests to pull things like that off in the future... :)smile.gif
Title: PokePurple, progress
Post by: DJ Omnimaga on August 23, 2006, 06:07:00 am
how fast does it uncompress now?
Title: PokePurple, progress
Post by: tifreak on August 23, 2006, 06:10:00 am
Well, it isn't so much a compression, as it was just a new way of interpreting the hex. now when it sees the "G" character, it knows to skip a row, speeding things up considerably.
Title: PokePurple, progress
Post by: DJ Omnimaga on August 23, 2006, 06:19:00 am
^.^
Title: PokePurple, progress
Post by: Dragon__lance on August 23, 2006, 10:17:00 am
great work, i can't wait to see the new sprite displayer engine! :thumbup:google.gif This has been such an amazing project, nvr give up!
Title: PokePurple, progress
Post by: CureDesu on August 23, 2006, 03:15:00 pm
Are you planning on including all the orignial towns/gym leaders?
By the way: Just to let everyone know: In the original games, to get into Sapphron city, you have to give the guards something to drink. This literally took me AGES to figure out. Give me a break though, I was like, 8  :banghead:banghead.gif
Title: PokePurple, progress
Post by: tifreak on August 23, 2006, 04:51:00 pm
lol :Ptongue.gif

Yes, the maps will be all there, though in ascii, and all the trainers should also be in it. (Did you see the pic of Ash's ID card? look around, I am sure I have it in one of my topics, if not, will repost it, or you could look in on the projects section of UTI.)
Title: PokePurple, progress
Post by: DJ Omnimaga on August 24, 2006, 03:48:00 am
how much map done btw?
Title: PokePurple, progress
Post by: tifreak on August 24, 2006, 08:18:00 am
I am guessing high when I say this, but I guess some where around 5% of the maps are done.
Title: PokePurple, progress
Post by: Spellshaper on August 24, 2006, 09:05:00 am
Well, better than 4% I guess ^_^

Maps can be a pain cause it gets so repetitive to make them.
Make sure to work on it for not too long, or you'll end screaming at the wall for nothing but annoyance like I once did. Creeped my mom out.
Title: PokePurple, progress
Post by: tifreak on August 24, 2006, 02:28:00 pm
meh, the maps I actually look forward to, because they will be easy compared to the battle system, the equations for the Pokemon, and last but not least, the events system... <.<
Title: PokePurple, progress
Post by: bfr on August 24, 2006, 03:04:00 pm
 :Ptongue.gif Well, good luck on this.  :)smile.gif  This is looking great so far  :king:king2.gif
Title: PokePurple, progress
Post by: tifreak on August 27, 2006, 02:31:00 pm
Thanks.

Right now, I am ironing out bugs in the items display system, and if I can get it fixed with in the next short bit, I will see about making a screenshot, and releasing the programs for those that would like to see how it performs on calc.
Title: PokePurple, progress
Post by: DJ Omnimaga on August 27, 2006, 02:43:00 pm
I hope you can fix it ;)wink.gif
Title: PokePurple, progress
Post by: tifreak on August 28, 2006, 08:23:00 am
Well, PTI is being an a**, so here is a link to the actual programs.

http://www.tifreakware.calcgames.org/pokemon/itemsdemo.zip

Enjoy! :)smile.gif
Title: PokePurple, progress
Post by: krazygrenade on August 28, 2006, 11:49:00 am
cool :)smile.gif. i will check it out in a sec
Title: PokePurple, progress
Post by: DJ Omnimaga on August 28, 2006, 01:47:00 pm
oh great demo! I'll try whenI get some time
Title: PokePurple, progress
Post by: tifreak on August 28, 2006, 03:39:00 pm
It is not a demo for the game, just for the items system. :)smile.gif


Edit:

user posted image

the numbers on the bottom were for debugging purposes, and will be removed from the final version.
Title: PokePurple, progress
Post by: Radical Pi on August 29, 2006, 04:22:00 am
I'm not trying any demos until its all finished. I'll just look at the screenshots.
So, criticism time!
I suggest not making PokeFlute a Key Item. Instant Awakening whenever you want broke the game. It made your rival's Exxegutor (however it's spelled) near worthless. Or you can just make it work on the Snorlax only.
Exp.All isn't a key item.

Some other things: How will you get trade evolutions to work? Kadabra->Alakazam, Haunter->Gengar? Will you have some NPCs trading those, like Yellow did with that Machoke?

That's all for now, I'll be back with more.
Title: PokePurple, progress
Post by: DJ Omnimaga on August 29, 2006, 09:27:00 am
wow cool! I really cant wait, does it work properly now?
Title: PokePurple, progress
Post by: elfprince13 on August 29, 2006, 10:05:00 am
beautious. is that running on a normal 83+?
Title: PokePurple, progress
Post by: DJ Omnimaga on August 29, 2006, 10:27:00 am
according to the look of the screenshot it seems to be a PTI screenshot scaled up 2x size, and it seems to not be speeded up
Title: PokePurple, progress
Post by: kalan_vod on August 29, 2006, 11:40:00 am
QuoteBegin-xlibman+29 Aug, 2006, 16:27-->
QUOTE (xlibman @ 29 Aug, 2006, 16:27)
according to the look of the screenshot it seems to be a PTI screenshot scaled up 2x size, and it seems to not be speeded up  

 It looks like it is VTI + Calc Capture, he was having problems with the OS he was using with PTI I guess (1.12 not 1.19)? With the special chars.
Title: PokePurple, progress
Post by: DJ Omnimaga on August 29, 2006, 12:56:00 pm
no i think its PTI, I can recognise the grid effect PTI has, VTI had no grid effects, neither tilem and flash def***er
Title: PokePurple, progress
Post by: elfprince13 on August 29, 2006, 01:55:00 pm
then if thats normal speed I cant wait to see it on my 84+SE :Dbiggrin.gif
Title: PokePurple, progress
Post by: tifreak on August 30, 2006, 01:44:00 am
QUOTE
I'm not trying any demos until its all finished. I'll just look at the screenshots.
So, criticism time!
I suggest not making PokeFlute a Key Item. Instant Awakening whenever you want broke the game. It made your rival's Exxegutor (however it's spelled) near worthless. Or you can just make it work on the Snorlax only.
Exp.All isn't a key item.

Some other things: How will you get trade evolutions to work? Kadabra->Alakazam, Haunter->Gengar? Will you have some NPCs trading those, like Yellow did with that Machoke?

That's all for now, I'll be back with more.


Pokeflute: Well it is in the original game, so I will put it on here, besides, you cannot advance if you do not have it so...

Exp All: Oops, oh well, I will just have to leave it where it is at, because it would require a ton of work to move it...

I plan on getting a decent link protocol for it. That way, you can trade with other players. We just have to see how things work out.


QuoteBegin
-->
QUOTE
wow cool! I really cant wait, does it work properly now?


Everything besides the selection of the items do.


QuoteBegin
-->
QUOTE
beautious. is that running on a normal 83+?


QuoteBegin
-->
QUOTE
according to the look of the screenshot it seems to be a PTI screenshot scaled up 2x size, and it seems to not be speeded up


QuoteBegin
-->
QUOTE
It looks like it is VTI + Calc Capture, he was having problems with the OS he was using with PTI I guess (1.12 not 1.19)? With the special chars.


QuoteBegin
-->
QUOTE
no i think its PTI, I can recognise the grid effect PTI has, VTI had no grid effects, neither tilem and flash def***er



Meh, lots of quotes to cover :Ptongue.gif

Yes, this is on PTI, running OS 1.19. OS 1.12 will not handle it, so I guess I will have to make sure I include that in the readme. I also used Calccapture, 1) since I don't like PTI's small screenshots and 2) I made one with PTI and could not locate it. And yes, I checked all folders and everything, it was not there.


QuoteBegin
-->
QUOTE
then if thats normal speed I cant wait to see it on my 84+SE


brb...
Title: PokePurple, progress
Post by: DJ Omnimaga on August 30, 2006, 03:38:00 am
lol this reminds me the quote war topic
Title: PokePurple, progress
Post by: tifreak on August 30, 2006, 03:54:00 am
QUOTE
QUOTE
QUOTE
Title: PokePurple, progress
Post by: Radical Pi on August 30, 2006, 03:58:00 am
QUOTE
I plan on getting a decent link protocol for it. That way, you can trade with other players. We just have to see how things work out.

O_Oshocked2.gif:gah:fou.gif:psychedelic:happy0075.gif%)rolleyes2.gif:w00t:woot.gif
you just pwnd the world.
Title: PokePurple, progress
Post by: tifreak on August 30, 2006, 04:06:00 am
ROFL. Well, I do plan on this pwning all BASIC RPGs out there... :)smile.gif We shall just have to see though. I hope to be able to make the rest of this game without any more asm programs, or at the very least, the link program will have to be asm, but otherwise...
Title: PokePurple, progress
Post by: Dragon__lance on August 31, 2006, 01:23:00 pm
sweetness Tifreak8x! This is really pushing the limits of BASIC! Keep up the great work! :thumbup:google.gif
Title: PokePurple, progress
Post by: Spellshaper on August 31, 2006, 01:24:00 pm
QuoteBegin-tifreak8x+30 Aug, 2006, 17:06-->
QUOTE (tifreak8x @ 30 Aug, 2006, 17:06)
Well, I do plan on this pwning all BASIC RPGs out there...

O_Oshocked2.gif eeeevil tifreak8x :Dbiggrin.gif

I look forward to it. :thumbup:google.gif


/mental note to self: play less SilkRoad... need to program... 28h in 3 days is toomuch ._.
Title: PokePurple, progress
Post by: elfprince13 on August 31, 2006, 01:34:00 pm
QuoteBegin-tifreak8x+30 Aug, 2006, 10:06-->
QUOTE (tifreak8x @ 30 Aug, 2006, 10:06)
ROFL. Well, I do plan on this pwning all BASIC RPGs out there... :)smile.gif We shall just have to see though. I hope to be able to make the rest of this game without any more asm programs, or at the very least, the link program will have to be asm, but otherwise...  

 if you plan on doing an Asm linking program, is it gonna have to be one that can connect with the 68k's for pokemodr?
Title: PokePurple, progress
Post by: tifreak on September 01, 2006, 04:09:00 am
We are hoping so, yes. :)smile.gif Mathstuf has said once I get all that set in stone, it would be a matter of creating a program to convert the data from the 83+ to the 89 and vice versa.
Title: PokePurple, progress
Post by: elfprince13 on September 01, 2006, 06:21:00 am
QuoteBegin-tifreak8x+1 Sep, 2006, 10:09-->
QUOTE (tifreak8x @ 1 Sep, 2006, 10:09)
We are hoping so, yes. :)smile.gif Mathstuf has said once I get all that set in stone, it would be a matter of creating a program to convert the data from the 83+ to the 89 and vice versa.  

 and communicating between them. perhaps a basic lib that can hook into XLink.
Title: PokePurple, progress
Post by: tifreak on October 03, 2006, 05:52:00 am
Well, I have taken this back up, I am currently working on making the signs actually contain data.
Title: PokePurple, progress
Post by: Radical Pi on October 03, 2006, 09:00:00 am
That doesn't sound too hard. (compared to everything else you'll be doing in this)
Title: PokePurple, progress
Post by: Dragon__lance on October 03, 2006, 12:15:00 pm
Sweet, can't wait to hear more :thumbup:google.gif
Title: PokePurple, progress
Post by: DJ Omnimaga on October 04, 2006, 01:44:00 am
^.^
Title: PokePurple, progress
Post by: tifreak on October 04, 2006, 04:40:00 am
Well, thought you might like to know what is on the to-do list...
    Battle system
    Equations for the stats of the pokemon to be put in
    Interior rooms of at least the first three towns
    World map up to Mt Moon (Cave)
    Sign text needs added
    NPC text needs added
    Events need to be added
    PC system to store items and pokemon need to be created
    Need to convert the 8 badges to black and white, and add them to the game
    Finish the Item system
    Create "Party Pokemon" screen and incorporate the interactions/menus

I think that is it... There may be  more for the next demo though that I am forgetting... :Swacko.gif:evil:evillaugh.gif
Title: PokePurple, progress
Post by: Radical Pi on October 04, 2006, 07:55:00 am
Text storing will be easy, even I can do that. The battle system... a major chore, but its documented to death and should be no problem. The only thing there I see that would be a programming challenge is the event system, but that can be simplified to a huge If Then End list.

And with your last sentence in mind, you are planning all that for the next demo??!?wtf!!1lol??

I wish I imported DP while I wait for this (came out on 28th)...
Title: PokePurple, progress
Post by: DJ Omnimaga on October 04, 2006, 10:52:00 am
wow lot of stuff! Good luck on all this :)smile.gif


@Radical_Pi what is DP?
Title: PokePurple, progress
Post by: tifreak on October 05, 2006, 01:19:00 am
Thanks. I don't think any of this will be too difficult to program, just time consuming... :/confused.gif
Title: PokePurple, progress
Post by: Ranman on October 05, 2006, 01:22:00 am
Boy, do I understand when you say it is time consuming. ;)wink.gif

Keep up the good work tifreak!
Title: PokePurple, progress
Post by: DJ Omnimaga on October 05, 2006, 01:49:00 am
true, keep it up tifreak8x ^^
Title: PokePurple, progress
Post by: Radical Pi on October 05, 2006, 11:04:00 am
QuoteBegin-xlibman+4 Oct, 2006, 16:52-->
QUOTE (xlibman @ 4 Oct, 2006, 16:52)
wow lot of stuff! Good luck on all this :)smile.gif


@Radical_Pi what is DP?  

 Pocket Monsters Diamond and Pearl versions, hit Japan last week.
Title: PokePurple, progress
Post by: tifreak on October 05, 2006, 01:37:00 pm
Diamond and Pearl made it out? I wonder how much longer until it makes it over here. I want to see what kind of improvements have been made to the overall game...
Title: PokePurple, progress
Post by: DJ Omnimaga on October 06, 2006, 01:23:00 am
wow another version, is it for DS or GBA?
Title: PokePurple, progress
Post by: Radical Pi on October 06, 2006, 08:24:00 am
DS, like the rest of the series now. The official rumor for US release is Spring 07, but people are still wishing for a holiday release.

Improvements to the game? Well, besides 493 species now, its mostly the same game. Except now they finally created a http://en.wikipedia.org/wiki/Aruseus guy.
Title: PokePurple, progress
Post by: tifreak on October 06, 2006, 09:19:00 am
looks interesting, definitely a game that I plan on getting. :)smile.gif (especially since the only ones that I have been even mildly interested in have been new mario bros and mario kart... :/confused.gif )
Title: PokePurple, progress
Post by: Radical Pi on October 06, 2006, 10:41:00 am
NSMB... ownage on a game card. I'll need to work on my version; after TTT is done. Doing AI.

Which brings me back once again: will you be doing monster AI for this? Some people (basing this off Netbattle) can get to unpossibly great skill levels. If your adding stuff into this game, you'd better add in a Battle Tower with skills to match. :Ptongue.gif
Title: PokePurple, progress
Post by: tifreak on October 06, 2006, 11:06:00 am
lol, yeah right. I am hoping to be able to have enough memory for all the data that I need to put in first, then cheat/special items/places later.

Go to Ebay and look up Pokemon Diamond... O_Oshocked2.gif 62 games...
Title: PokePurple, progress
Post by: DJ Omnimaga on October 06, 2006, 03:07:00 pm
wow O_Oshocked2.gif alerady.

I wonder if the DS version is 3d or just 2d like the original pokemon
Title: PokePurple, progress
Post by: tifreak on October 09, 2006, 10:33:00 am
Well, tonight's agenda is to get the remaining 4 badges drawn out, converted to hex, and put into the program, and then take a couple screenshots and post on the web. :Dbiggrin.gif

After that, back to the interior rooms...
Title: PokePurple, progress
Post by: Dragon__lance on October 09, 2006, 01:22:00 pm
Sweet! Can't wait to hear more :thumbup:google.gif
Title: PokePurple, progress
Post by: bfr on October 09, 2006, 02:02:00 pm
Nice B)cool.gif

Title: PokePurple, progress
Post by: CureDesu on October 09, 2006, 04:03:00 pm
tifreak, your work is amazing. It seems like your always working at something, and i'm sure this will turn out great.
Title: PokePurple, progress
Post by: Radical Pi on October 10, 2006, 09:11:00 am
QuoteBegin-xlibman+6 Oct, 2006, 21:07-->
QUOTE (xlibman @ 6 Oct, 2006, 21:07)
wow O_Oshocked2.gif alerady.

I wonder if the DS version is 3d or just 2d like the original pokemon  

 2.5D. Look at some screenshots. Still 4-way only walking.
...I guess I'm the only competitive player here? Anyway, I'll love this when its done. :king:king2.gif
Title: PokePurple, progress
Post by: DJ Omnimaga on October 10, 2006, 09:17:00 am
wow I'll check asap!


*xlibman
Title: PokePurple, progress
Post by: tifreak on October 11, 2006, 03:54:00 am
Well, obviously, I totally missed my deadline. I have all of the badges on paper, though only 3 of them are converted to hex. I will try to finish that up during lunch today, and will hopefully have those screenies up tonight, as long as real life stuff doesn't interfere...
Title: PokePurple, progress
Post by: Dragon__lance on October 11, 2006, 02:32:00 pm
cool stuff! Can't wait to see the awesome sprites!
Title: PokePurple, progress
Post by: tifreak on October 11, 2006, 02:54:00 pm
And here are the screenshots:

This has 3 badges earned:

user posted image


This has 5 badges earned:

user posted image


This has all badges earned:

user posted image
Title: PokePurple, progress
Post by: bfr on October 11, 2006, 03:24:00 pm
Nice screenies ^_^

Keep up the good work.  :thumbup:google.gif
Title: PokePurple, progress
Post by: DJ Omnimaga on October 12, 2006, 01:59:00 am
wow great stuff, looking great as well! Keep up the progress :)smile.gif


(I hate deadlines, I never meet them, hence why i never use them anymore x.x)
Title: PokePurple, progress
Post by: lolje on October 12, 2006, 04:56:00 am
w0w, I have to say that looks really great! You are definitly able to press out
a LOT out of pure basic...

 keep it up! :thumbup:google.gif
Title: PokePurple, progress
Post by: bfr on November 03, 2006, 12:15:00 pm
Great progress?  Are you kidding me?  Have any of you checked tifreak8x's signature?  ;)wink.gif
Title: PokePurple, progress
Post by: Radical Pi on November 03, 2006, 12:39:00 pm
Yes, it looked just like that before I left in June. :Ptongue.gif
Anyway since I didn't say it before, great work on the Badge sprites! They definitely remind me of the originals.
Title: PokePurple, progress
Post by: bfr on November 03, 2006, 12:44:00 pm
Yeah, the badges do look pretty good.  B)cool.gif
Title: PokePurple, progress
Post by: tifreak on December 03, 2006, 05:06:00 am
Well, work continues on Pokemon Purple... I have been giving considerable thought to making the text display faster when a key is pressed, and so far, the only thing I have gotten to work totally is making the program think that it is set to "fast" text display until it hits the pause, where it resumes its normal speed.

I am toying with an idea on displaying whole lines at a time, but of course, that is being a pain in my shorts and is not cooperating with me... >.<

I shall continue playing around with it for a while, and if nothing else, will leave it with the newer set up.
Title: PokePurple, progress
Post by: DJ Omnimaga on December 03, 2006, 05:34:00 am
hmm interesting, do u have a screenie of this?
Title: PokePurple, progress
Post by: Radical Pi on December 03, 2006, 12:45:00 pm
Whole lines would be the fastest you can go, unless you switch to Output.
The way it is already is fine. I don't think anyone would have the text on any option other than fast. :Ptongue.gif
Title: PokePurple, progress
Post by: DJ Omnimaga on December 03, 2006, 01:07:00 pm
welcome back radical_pi i noticed you were kinda gone for a bit (or maybe I missed some of your posts) x.x

Title: PokePurple, progress
Post by: tifreak on December 03, 2006, 05:40:00 pm
Well, partial success!! It now searches the string and goes to the next line when it sees a "/". Now to make it pause and clear with the "+"...
Title: PokePurple, progress
Post by: DJ Omnimaga on December 03, 2006, 05:44:00 pm
cool, so it work like my OSR from back in 2004 and Spelli's?
Title: PokePurple, progress
Post by: tifreak on December 04, 2006, 04:28:00 am
huh?? I already have one that does that, remember? What I am doing now is having it start were it left off in the string and search for the next "/", and display that line, then go to the next line, until it hits a "+", this way, it will make the display time a hundred times faster, if the person does not wish to wait for the text post itself on the screen. :)smile.gif So if you forget to change the text speed, you can simply hit a button and it will automatically display the lines, instead of the letters one at a time. :)smile.gif

I will endeavor to have that part of the program done sometime today.
Title: PokePurple, progress
Post by: Spellshaper on December 04, 2006, 04:37:00 am
QuoteBegin-tifreak8x+4 Dec, 2006, 16:28-->
QUOTE (tifreak8x @ 4 Dec, 2006, 16:28)
So if you forget to change the text speed, you can simply hit a button and it will automatically display the lines, instead of the letters one at a time. :)smile.gif

 pwnage! :thumbup:google.gif
I'd like to see that at decent speed. :)smile.gif
I tried it with TDCoder, but it always turned out too slow for my taste. Well, I only have a 83+... on an SE or 84 it'd be a lot faster.
Title: PokePurple, progress
Post by: tifreak on December 04, 2006, 04:59:00 am
Well, the only slowness will be the InString command, and by what I can tell, that is a fairly fast command anyways. :)smile.gif

But yea, it is pretty quick for what I am doing. :)smile.gif
Title: PokePurple, progress
Post by: DJ Omnimaga on December 04, 2006, 05:10:00 am
i forgot you had a routine like this before O_Oshocked2.gif
Title: PokePurple, progress
Post by: Radical Pi on December 04, 2006, 09:58:00 am
I've been here xlibman, lurking in the online list but not posting.

tifreak, did you do it by making the length argument of the sub() with length-instring(/)? See I no what the formula includes, but I can't tell what it exactly is without 2 or 3 hours guessing oncalc. :lol:bounce2.gif

If you need to get rid of something to fit the actual game, the first thing to X are the text speeds Slow and Medium. Anyone not on Fast is crazy. They can wait to continue and read anyway...
Title: PokePurple, progress
Post by: tifreak on December 04, 2006, 10:02:00 am
Well, the text speeds were set up like that to stay as true to the originals as possible, to prove basic can provide many of the same options that asm games can.

I have an idea on the rest of it, integrating it into the original program, and making things work, I just have to take the time to implement it tonight.
Title: PokePurple, progress
Post by: DJ Omnimaga on December 05, 2006, 02:27:00 am
QuoteBegin-tifreak8x+4 Dec, 2006, 16:02-->
QUOTE (tifreak8x @ 4 Dec, 2006, 16:02)
I have an idea on the rest of it

Porn?


No but seriously I wonder if you have a small idea on how many % are done now on Pokepurple? Like, 5%-6%?
Title: PokePurple, progress
Post by: tifreak on December 05, 2006, 02:32:00 am
Oh, I think it is at 7% completed now.

Last night, I was stuck in the tow trucks, so I didn't get to program... :'(

On the plus side, I believe I have a better system to integrate for detection of next line/pause for the text display system when pressing a key. :)smile.gif

I will try to put this in sometime today.
Title: PokePurple, progress
Post by: tifreak on December 05, 2006, 07:24:00 am
Ok, I managed to get it to register "+" as a pause, and now I just have to figure out how to make it stop when it reaches the "*". And yes, I know how to do it, I just have to make it do so :Ptongue.gif
Title: PokePurple, progress
Post by: DJ Omnimaga on December 05, 2006, 07:54:00 am
sound cool, that reminds me my routine, i wish mine ran fast enough tho :(sad.gif
Title: PokePurple, progress
Post by: tifreak on December 06, 2006, 02:12:00 am
It wasn't about speed, it was about size :)smile.gif

Anyways, I got the program to display everything... Now I need to change the while loop to be W=1 or whatever, so I can make sure I can get it to stop without the assistance of the loop that is already in place. Should be cake. ;)wink.gif
Title: PokePurple, progress
Post by: tifreak on December 06, 2006, 04:28:00 pm
K here you go:

user posted image

Please note 2 things:

There are no errors when being used on-calc.

The speed is fairly smooth on the 83+SE, which is what this game is being built on.
Title: PokePurple, progress
Post by: DJ Omnimaga on December 06, 2006, 04:33:00 pm
wow nice, i like how you make the text appear quicker when (I guess) a key is pressed or something like that :)smile.gif
Title: PokePurple, progress
Post by: tifreak on December 06, 2006, 05:00:00 pm
Yes, I would let it go a short ways, then press a key, and then show it just starting at a random place, and doing what it should. :)smile.gif
Title: PokePurple, progress
Post by: tifreak on December 08, 2006, 06:21:00 am
Since people were getting confused with the text system, here is a deeper explanation of the text display program (prgmZTD):

The program loads a string to Str0, and then runs prgmZTD. prgmZTD then, as default, will display a character one at a time until it reaches a "/" symbol, and will skip that symbol, and go to the next line (X+6->X:4->Y I believe) It continues to do this until it reaches the "+" symbol. This symbol simply runs Repeat getKey:End and then erases the text. Pressing any key will leave the pause, reset where the text should start writing at, and then start writing again.

It quits the program when it sees the "*" symbol after that "+". You might say something about just having a loop go until it reaches Length(Str0, but because of adding the new system (Press a key while the text is displaying, and it will go to the second half of the program) I use my While loop idea, where it has a main loop, and sub-loops that it has to go through.


Now, when you press a key to speed up the text displaying like the original game boy version does, it goes to a spot where While W=4 I think. The first thing it does is search for the nearest instances of "/", "+", and "*" and starts comparing. It will then go through, and do line by line displaying, instead of character by character. It checks to see if the "/" symbol is closer to C than the "+" character is, and keeps checking until the "+" symbol is closer than the "/" symbol. It also keeps track of where the "*" symbol is, and if the variable storing the location of the "/" symbol equals 0, then it knows that there is a "*" at the end, and it will need to exit.

The program is fully dynamic in that regard... Would you like me to release a test program using that for you guys to look at and run the code through??
Title: PokePurple, progress
Post by: DJ Omnimaga on December 08, 2006, 01:32:00 pm
sound cool, it should be ok for me though, as i have an idea of how it works, since i did a similar program before ;)wink.gif
Title: PokePurple, progress
Post by: tifreak on December 09, 2006, 02:47:00 am
Heh, well, I decided to go ahead with a release, I just have to see about getting a decent readme for it going...
Title: PokePurple, progress
Post by: DJ Omnimaga on December 09, 2006, 03:03:00 am
you mean a demo of the entire game , or just the text program?
Title: PokePurple, progress
Post by: Speler on December 09, 2006, 05:46:00 am
*Super Speler
Title: PokePurple, progress
Post by: tifreak on December 19, 2006, 02:55:00 am
Well, moving forward with pokemon, I am working on the actual borders of the pokedex. I only have 8 lines left to put in, and then I will see about making it draw the pokemon in the picture that Spellshaper provided. Screenshot sometime by thursday!
Title: PokePurple, progress
Post by: DJ Omnimaga on December 19, 2006, 03:31:00 am
cool, nice to hear!
Title: PokePurple, progress
Post by: Jc on December 19, 2006, 03:43:00 am
Oh, I have a request for you, tifreak.  Could you put Wobuffet in the game?  He's just the coolest pokemon in the world.  Seriously.

http://www.deviantart.com/deviation/33859767/
Title: PokePurple, progress
Post by: DJ Omnimaga on December 19, 2006, 03:47:00 am
that would be cool if there was a secret 152th pokemon %)rolleyes2.gif
Title: PokePurple, progress
Post by: elfprince13 on December 19, 2006, 05:27:00 am
QuoteBegin-xlibman+19 Dec, 2006, 9:47-->
QUOTE (xlibman @ 19 Dec, 2006, 9:47)
that would be cool if there was a secret 152th pokemon %)rolleyes2.gif

 *cough* togepi *cough*

@JC: hahahahaha, Woba Fett ++
Title: PokePurple, progress
Post by: Radical Pi on December 19, 2006, 10:25:00 am
If you have to add a secret one make it Agumon! :Dbiggrin.gif
Title: PokePurple, progress
Post by: tifreak on December 20, 2006, 02:42:00 am
QuoteBegin-Jc+19 Dec, 2006, 14:43-->
QUOTE (Jc @ 19 Dec, 2006, 14:43)
Oh, I have a request for you, tifreak.  Could you put Wobuffet in the game?  He's just the coolest pokemon in the world.  Seriously.

http://www.deviantart.com/deviation/33859767/  

 LOL, That is amusing. :Ptongue.gif

As to a secret pokemon, I might implement that, AFTER the game is done. Lots of stuff to do for the game still, you know... :Ptongue.gif
Title: PokePurple, progress
Post by: DJ Omnimaga on December 20, 2006, 02:50:00 am
as long as the game isnt modified so you fight team rocket every 2 steps in the game like in the anime series I'm fine :Ptongue.gif
Title: PokePurple, progress
Post by: tifreak on December 20, 2006, 02:55:00 am
hehe, that isn't hard. The only problem is, in the game, while walking in the grass, you may go a long time without fighting, and then suddenly you are in a battle every step... :(sad.gif I will have to get with Mathstuf and see if there was some sort of order to it all, or if it was just randmon number stuff.
Title: PokePurple, progress
Post by: Radical Pi on December 20, 2006, 10:19:00 am
IIRC it was all random. Although I've never had battles four steps in a row, or lack of battles for an extended amount of time.
What you could do, if you thought it was a big enough problem, is have a variable for counting steps until next 'random battle' by doing a randInt(5,50 or something when one battle ends, then decrement the var when sub(Str,your_position,1)=grass.
Get all that? :)smile.gif

On a semi-related note, the new D/P have an official American release date: April 22 2007.
Title: PokePurple, progress
Post by: DJ Omnimaga on December 21, 2006, 02:26:00 am
that would be a good idea, I did that with Illusiat series from I6 to I12 (except I8). You had to walk at least 10 steps to get a battle, and you couldnt walk more than 50 to get a battle either