Author Topic: PokePurple, progress  (Read 34592 times)

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Offline tifreak

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« Reply #45 on: August 23, 2006, 04:52:00 am »
I, uh, went out side the box and created my own method of compression. :Dbiggrin.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Spellshaper

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« Reply #46 on: August 23, 2006, 04:55:00 am »
Wasn't there something about replacing a row of zeros with one char?

Offline tifreak

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« Reply #47 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.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Ranman

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« Reply #48 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
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Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline tifreak

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« Reply #49 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
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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« Reply #50 on: August 23, 2006, 06:07:00 am »
how fast does it uncompress now?

Offline tifreak

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« Reply #51 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.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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« Reply #52 on: August 23, 2006, 06:19:00 am »
^.^

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« Reply #53 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!

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« Reply #54 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

Offline tifreak

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« Reply #55 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.)
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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« Reply #56 on: August 24, 2006, 03:48:00 am »
how much map done btw?

Offline tifreak

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« Reply #57 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.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Spellshaper

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« Reply #58 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.

Offline tifreak

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« Reply #59 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... <.<
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%