Author Topic: Pokemon Red  (Read 120378 times)

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Offline tifreak

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Re: Pokemon Red
« Reply #60 on: June 19, 2010, 03:47:06 pm »
how exactly do i get the tiles into calcGS? do i have to copy them by hand? i call Celadon City.
You should just be able to open them in calcgs then open the map editor and start using them.

Looks very nice Buckeye, will definitely be keeping an eye on your progress. =]
Thanks tifreak. I've actually been really impressed with your clone, since what you are doing is actually way harder than mine. You've stayed with it for an impressively long time, I hope to see yours finished in all its BASIC-y glory :)

Lol, thanks! I am working on it at this moment, I want to try to have a working pokemon party screen done this weekend, if possible. Knowing my luck now, I just set a time table, and I will be stuck in the wreckers. XD

Also, I have this PDF somewhere of what Mathstuf had put together back when he was working on pokemon for the 68k. It is a compilation of stuff covering almost all aspects of the game.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline yoman82

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Re: Pokemon Red
« Reply #61 on: June 19, 2010, 04:02:17 pm »
Will you ever add in starting by picking a pokemon? a la normal game?

Offline BuckeyeDude

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Re: Pokemon Red
« Reply #62 on: June 19, 2010, 04:08:00 pm »
Will you ever add in starting by picking a pokemon? a la normal game?
Of course :P I haven't done it yet because I've been finishing up some of the main engine stuff

Offline DJ Omnimaga

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Re: Pokemon Red
« Reply #63 on: June 19, 2010, 04:09:11 pm »
WIll you also emulate glitches such as MissingNo? Some people asked that to JoeYoung and tifreak, I believe

Offline BuckeyeDude

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Re: Pokemon Red
« Reply #64 on: June 19, 2010, 04:16:30 pm »
WIll you also emulate glitches such as MissingNo? Some people asked that to JoeYoung and tifreak, I believe
To the best of my ability. The good news is that a lot of the developers mistakes are easily replicable. However the most important part is finishing the game :P

Offline yoman82

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Re: Pokemon Red
« Reply #65 on: June 19, 2010, 04:20:13 pm »
Any idea when the next release will be?

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Re: Pokemon Red
« Reply #66 on: June 19, 2010, 05:13:59 pm »
I had to add a few tiles for some maps, make sure you update your tilesets with the ones attached.

Offline DJ Omnimaga

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Re: Pokemon Red
« Reply #67 on: June 19, 2010, 05:15:40 pm »
From what I could see, I am guessing it could be next year, since he doesn't need to convert the entire data, but it could be earlier if he works non-stop on it like Quigibo does with Axe parser like it could take a few more years. Tifreak8x worked on PP since October 2005, but he needs to convert everything since his version is in BASIC and includes two games in one, not to mention he is incredibly busy with two jobs. It's a bit hard to tell. The battle engine is also apparently an hard part in calc RPGs, seeing the slow progress on E:SoR on it.

Also, I think this deserves a sub-forum in the featured RPG projects section. HOpefully Eeems/BBoy/Ztrumpet could add one or I could add one later if I feel like messing around with the forum settings

Offline yoman82

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Re: Pokemon Red
« Reply #68 on: June 19, 2010, 06:02:53 pm »
Question. Could the 1 hit ko possibly be from negative damage being inflicted?

Offline nemo

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Re: Pokemon Red
« Reply #69 on: June 19, 2010, 08:31:30 pm »
take me off for celadon city, i'm going to do route four. i'll possibly do celadon later.


Offline DJ Omnimaga

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Re: Pokemon Red
« Reply #70 on: June 19, 2010, 08:35:40 pm »
Question. Could the 1 hit ko possibly be from negative damage being inflicted?
Mhmm that sounds a lot like integer overflow x.x

Offline TIfanx1999

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Re: Pokemon Red
« Reply #71 on: June 19, 2010, 08:43:02 pm »
Just FYI, the original pokemon red had a pretty high critical hit rate for those wondering. I need to get back to working on sprites more, I think I left off at Paras. Oh, and I couldn't find anything additional for the encounter rate Buckeye, so just use what you have. ;)

Offline BuckeyeDude

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Re: Pokemon Red
« Reply #72 on: June 19, 2010, 08:44:20 pm »
Question. Could the 1 hit ko possibly be from negative damage being inflicted?
No I don't think so. The more likely problem is that I just suck at recreating the battle formula :|
Also look what I found :D
Awesome
« Last Edit: June 19, 2010, 08:47:22 pm by BuckeyeDude »

Offline yoman82

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Re: Pokemon Red
« Reply #73 on: June 19, 2010, 08:56:40 pm »
Question. Could the 1 hit ko possibly be from negative damage being inflicted?
No I don't think so. The more likely problem is that I just suck at recreating the battle formula :|
Also look what I found :D
Awesome
Nice!
Is there one with caves, too?
Also, how is space going to work? Are all of the sprites included in the 130k this takes already, or is it going to go up a lot more?

Offline DJ Omnimaga

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Re: Pokemon Red
« Reply #74 on: June 19, 2010, 09:03:46 pm »
Nice!