Author Topic: PP is back!  (Read 33277 times)

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Offline DJ Omnimaga

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« Reply #15 on: June 23, 2006, 12:32:00 pm »
true, I just recommended both in case he didnt liked one of them
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Offline Spellshaper

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« Reply #16 on: June 23, 2006, 12:36:00 pm »
How can you not like resource? :lol:laugh.gif
Ok, when u got xLib to work with... ;)wink.gif

Offline tifreak

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« Reply #17 on: June 23, 2006, 02:57:00 pm »
Oh, it is resource all the way! :D I just have to divide the data accordingly...


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Offline necro

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« Reply #18 on: June 23, 2006, 05:47:00 pm »
QuoteBegin-tifreak8x+Jun 23 2006, 07:54 PM-->
QUOTE (tifreak8x @ Jun 23 2006, 07:54 PM)
Horrifying discovery...

The sprite data just for the Pokemon (all 151) will be around 42000 bytes in size. Gonna require some mad skillz programmin that all in...  

 if you were using 32X32 asm sprites, it could concievably take as little as 19584 bytes for 153 32X32s...hmm...I ought to look into this.
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Offline Radical Pi

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« Reply #19 on: June 24, 2006, 02:17:00 am »
The ivy sprite's looking nice. But realizing the size of all the sprites is different, but forced the same size here, you should have some way of telling the size difference between a Rattata and a Gyarados. ;)wink.gif
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Offline tifreak

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« Reply #20 on: June 24, 2006, 02:31:00 am »
Yeah, trust me, I have been giving it some thought... Once I get the pics all converted, I will see what can't be done...So far, there are a lot of lines at the top that are blank.

@necro: That sounds cool, but I am still shooting to make as much of this game in BASIC as possible... And even if it were to be asm, it would require the program to be split in two, since I need several programs to be unarchived for it to even run.

I am glad that you guys like the sprites so far. :)smile.gif I am going to make a page on my site so I can post them all up...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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« Reply #21 on: June 24, 2006, 03:54:00 am »
nice work! :thumb:thumb.gif The sprites are awesome, good spriting! Out of curiosity, whats your method for displaying sprites again, wasn't it a basic hex to sprite decoder?  

Offline tifreak

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« Reply #22 on: June 24, 2006, 04:07:00 am »
Yeah, http://www.ticalc.org/archives/files/fileinfo/385/38508.html

I really need to get that updated though... I will try to submit the updated version soon.

And thank you. :)smile.gif I am glad they are turning out well enough with out all the "shading".

I hope to be able to get 2 more done tonight...
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Offline DJ Omnimaga

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« Reply #23 on: June 24, 2006, 03:26:00 pm »
nice sprites ^^
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Offline tifreak

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« Reply #24 on: June 25, 2006, 08:09:00 am »
user posted image

user posted image

:)smile.gif
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Offline Spellshaper

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« Reply #25 on: June 25, 2006, 08:17:00 am »
sweet! how long does it take ou to convert one sprite, btw?
Just curious :)smile.gif

Offline DJ Omnimaga

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« Reply #26 on: June 25, 2006, 08:22:00 am »
cool tifreAK8x keep it up!
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Offline tifreak

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« Reply #27 on: June 25, 2006, 08:29:00 am »
QuoteBegin-Spellshaper+Jun 25 2006, 07:17 PM-->
QUOTE (Spellshaper @ Jun 25 2006, 07:17 PM)
sweet! how long does it take ou to convert one sprite, btw?
Just curious :)smile.gif

 Thanks. :)smile.gif

It takes around 30 min to convert it by hand...
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 #28 on: June 25, 2006, 08:38:00 am »
That's some time o.oblink.gif

Offline Radical Pi

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« Reply #29 on: June 25, 2006, 08:41:00 am »
Very nice Venusaur!

If I haven't brought it up already, remember you have the sprites of your guys facing the other way in battle too. Double work then.

And unrelated, will you put in any of the old glitches? At least http://en.wikipedia.org/wiki/Glitch_City? Not the Mew glitch, because if I recall correctly Mew would be available in PP after beating both versions?
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