Omnimaga

Calculator Community => Discontinued => Major Community Projects => Pokemon Red => Topic started by: BuckeyeDude on June 19, 2010, 01:42:58 am

Title: Pokemon Red
Post by: BuckeyeDude on June 19, 2010, 01:42:58 am
As you guys may know I've been working on a Pokemon Red clone for some while now, but I'm really looking for some feedback to make sure as I progress I stay as true to the original as possible.
You might ask what makes this clone different from all the million or so other projects. Not much actually, but my one claim to fame is I'm writing it in pure assembly. This has two advantages, one speed. Its fast. Fast enough to make it look like the original on 800% speed (for asm programmers I do the equivalent of 5 halts to get it close to the original). Second advantage is importing data. I can just go find the stuff online, format it into macros and boom I have all the Pokemon and item data.

At this point I am working on two things. One finishing up the main engine. The goal is to make most everything done through macros so that anybody can pick it up and add some data. Two, the battle engine. Its a beast :|

tl;dr download some pokemans and give feedback.
Warning: requires a 83+SE or greater. Very large program. Possibility of crashes.
Pokemon.8xk (http://group.revsoft.org/Pokemon.8xk)
Title: Re: Pokemon Red
Post by: Magic Banana on June 19, 2010, 01:50:42 am
I believe you need to sign an application to distribute it to other calculators. This app isn't signed.
Title: Re: Pokemon Red
Post by: meishe91 on June 19, 2010, 01:58:37 am
Just tried it on WabbitEmu...AWESOME!

I really like it. It is actually quite faster from the original Red Version (if I remember correctly) which I like since that game's walking was so slow...thank god they put running in the later games :P

This is really nice though. What all do you have done exactly? I just briefly messed with it.
Title: Re: Pokemon Red
Post by: SirCmpwn on June 19, 2010, 02:12:35 am
YOU ARE GOD.
I also signed the app and attached it.
Title: Re: Pokemon Red
Post by: Magic Banana on June 19, 2010, 02:18:26 am
Tried opening both versions and Wabbit Emu keeps giving me an ERR:VALIDATION.  :'(
Title: Re: Pokemon Red
Post by: SirCmpwn on June 19, 2010, 02:20:06 am
That's odd, WabbitEmu doesn't do that for me...
tifreak8x is going to have some serious competition.
If you want to be true to the game, use this article (http://en.wikipedia.org/wiki/Gameplay_of_Pok%C3%A9mon).  Also:
(http://fc06.deviantart.net/fs70/f/2010/091/2/a/Pokemon_Catch_Rate_Formula_by_Anonymous206324351.jpg)
Title: Re: Pokemon Red
Post by: Magic Banana on June 19, 2010, 02:27:55 am
I'm using my TI-83+ SE rom v1.19. Is it only for the 84+?
Title: Re: Pokemon Red
Post by: SirCmpwn on June 19, 2010, 02:29:19 am
I'm using 84+ SE 2.40
Try it on hardware
Title: Re: Pokemon Red
Post by: Quigibo on June 19, 2010, 02:34:48 am
I tried it and I agree that it is very epic.  You did a really nice job, it looks almost like the original!  I'm sure it helped to have the z80 disassembly from the actual game, that's awesome!  Love how you start off with mew ;)

The only downside I can see is that is seems somewhat claustrophobic.  I really felt like I was getting lost after walking around for a long time since the view is very narrow.  I know there is nothing you can do about that becasue of the screen size of the calculator though.

But despite that, this seems extremely promising and quite frankly, I am very impressed with the project and it seems like it has a lot of potential.  Do you have any time-line as far as development?  I assume this is going to evolve into much more than just a demo.

Also, SirCmpwn, what program are you using to sign applications without the binary?  Does wabbitsign do that?  I will need one very soon.
Title: Re: Pokemon Red
Post by: SirCmpwn on June 19, 2010, 02:36:13 am
Rabbitsign can re-sign applications.
Title: Re: Pokemon Red
Post by: Magic Banana on June 19, 2010, 02:44:08 am
Ok, now I've got a problem.  :'(

I transferred it to my calculator. I go to check Apps, it's not on the list. Went to Memory Management, not only is it not showing up on any list, but the calculator doesn't even know it exists! it says 1414k for Archive, which is what it was before the transfer.

EDIT: I tried resigning it with rabbitsign and it still gives the ERR:VALIDATION.
Title: Re: Pokemon Red
Post by: SirCmpwn on June 19, 2010, 02:45:33 am
Hmm, this is weird.  What OS version are you running on-calc?
Title: Re: Pokemon Red
Post by: Magic Banana on June 19, 2010, 02:48:26 am
Same as on WabbitEmu: 83+SE 1.19.
Title: Re: Pokemon Red
Post by: SirCmpwn on June 19, 2010, 02:49:50 am
:\
I don't have hardware atm, else I'd test it...

**Edit**
Attached a .gif of it in action.
Title: Re: Pokemon Red
Post by: Magic Banana on June 19, 2010, 03:02:06 am
That's ridiculously amazing Buckeye!

So, it's not a corrupted Archive. I put Calcsys on it easily and it works fine. I don't know why my calculator doesn't want me to play this.
Title: Re: Pokemon Red
Post by: Builderboy on June 19, 2010, 03:21:26 am
This is epic, its so awesome to actually have a full port of a pokemon game for the calculator.  Its really well made and i cant wait to see where you take this :)
Title: Re: Pokemon Red
Post by: AaroneusTheGreat on June 19, 2010, 03:32:08 am
Very nicely done, I will probably break out my 84+se to check this out this week. I haven't even blown the dust off of it in months, so that's a compliment. :) Keep up the good work! I'm sure this will make a splash in the community when it's finished.
Title: Re: Pokemon Red
Post by: meishe91 on June 19, 2010, 05:15:45 am
@SirCmpwn
Why did you need to sign it? Buckeye's original post worked perfectly fine for me on WabbitEmu.
Title: Re: Pokemon Red
Post by: Magic Banana on June 19, 2010, 05:28:35 am
He signed it because my calc didn't read it as signed, but the problem turned out to be that my calc just doesn't like the app for some reason.
Title: Re: Pokemon Red
Post by: nemo on June 19, 2010, 10:05:41 am
exactly how much memory do i need for this?
Title: Re: Pokemon Red
Post by: qazz42 on June 19, 2010, 10:07:18 am
Grrrr crashed my nspire.....
Title: Re: Pokemon Red
Post by: Magic Banana on June 19, 2010, 10:10:35 am
exactly how much memory do i need for this?

The file is 306kb. Yeah, kilobytes.
Title: Re: Pokemon Red
Post by: nemo on June 19, 2010, 10:12:02 am
lol looks like i'm going to delete some useless apps TI gave me (:
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 19, 2010, 10:20:38 am
Wow awesome. Looks like tifreak and JoeYoung are gonna have some fierce competition here in terms of full Pokémon ports. Still looking forward for all 3 games, though (as well as some of the smaller clones), but that one made my jaws drop the first time I tried the demo half a year ago (hidden on group.revsoft.org ;D). I was happy to see you resume this project, which Jim_e worked on years ago but abandonned.

I might dig up my defect 83+SE at one point and try it, since it doesn't work on 83+ and Qazz on Cemetech reports it's not working on the Nspire.
Title: Re: Pokemon Red
Post by: yoman82 on June 19, 2010, 11:20:49 am
WOW. How far are you into the game so far?
(IE, what features?)
Edit:
Itś not transfering, it fails during validation...
Edit 2:
I got it to transfer. Great work. How easy is it to add more features?
Title: Re: Pokemon Red
Post by: Galandros on June 19, 2010, 12:26:19 pm
Odd to see so many reports of signing errors. Brandon Wilson released this month a signer for .8xk files. Maybe it will solve definitely problems with large APPS (like we saw with RealSound?).

This port is great. You see very few things on screen but is remedied with the fast walking, I think. The graphics are nostalgic. It only looks weird when the ratata look so much bigger than the trainer. o_O

Like DJ I still will enjoy to see all other Pokémon ports finished. They all have interesting twists to it. tifreak ASCII's and TI-BASIC pureness in Pokemon Purple, metagross (alias of Joe Young) excellent B/W Pokémon sprites, FinaleTI perfectly scalled down to 8x8 tiles, etc..
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 19, 2010, 12:27:20 pm
Odd to see so many reports of signing errors. Brandon Wilson released this month a signer for .8xk files. Maybe it will solve definitely problems with large APPS (like we saw with RealSound?).

I think smaller apps had issues too, like Celtic III. I don't remember what caused it, though.
Title: Re: Pokemon Red
Post by: meishe91 on June 19, 2010, 12:35:49 pm
He signed it because my calc didn't read it as signed, but the problem turned out to be that my calc just doesn't like the app for some reason.

Ah, ok.
Title: Re: Pokemon Red
Post by: Hot_Dog on June 19, 2010, 12:45:40 pm
Is there anything I need to get this to work on a fresh Ti-83+ SE?  When I run the program on TI-83+ Flash Debugger, I get a garbled screen and can't press any keys.
Title: Re: Pokemon Red
Post by: nemo on June 19, 2010, 12:51:22 pm
i showed my pokemon-obsessed friend this and i think he just died from want.
Title: Re: Pokemon Red
Post by: SirCmpwn on June 19, 2010, 12:54:24 pm
Is there anything I need to get this to work on a fresh Ti-83+ SE?  When I run the program on TI-83+ Flash Debugger, I get a garbled screen and can't press any keys.
Hold on.
TI Flash Debugger?  Are you serious?
Title: Re: Pokemon Red
Post by: Hot_Dog on June 19, 2010, 12:56:57 pm
Is there anything I need to get this to work on a fresh Ti-83+ SE?  When I run the program on TI-83+ Flash Debugger, I get a garbled screen and can't press any keys.
Hold on.
TI Flash Debugger?  Are you serious?

So, is there another option?  I can't think of a way to emulate a Ti-83+ SE on WabbitEmu
Title: Re: Pokemon Red
Post by: SirCmpwn on June 19, 2010, 12:58:27 pm
With a TI-83+ SE Rom.  Do you need one?  (Not that I would email you a copyrighted ROM ;))
Title: Re: Pokemon Red
Post by: Hot_Dog on June 19, 2010, 12:59:17 pm
Nah, that's fine.  I didn't know that the emulator could do that.  Thx 8)
Title: Re: Pokemon Red
Post by: Quigibo on June 19, 2010, 12:59:29 pm
TI provides the rom for the TI-83+SE for free as part of their developer's kit, so you can just download it.  All you have to do is rename the extension to .rom  No need to romdump or get one "illegally".
Title: Re: Pokemon Red
Post by: SirCmpwn on June 19, 2010, 01:00:10 pm
Thx
*cough* not that I offered anything *cough* ;)
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 19, 2010, 01:19:39 pm
TI provides the rom for the TI-83+SE for free as part of their developer's kit, so you can just download it.  All you have to do is rename the extension to .rom  No need to romdump or get one "illegally".
Shhh don't tell them, though :O  if they read this post they will make the SDK require your calc ID

j/k I bet they would have figured by now but again this is TI we are talking about. I hope they won't ever do anything to prevent this x.x

Thx
*cough* not that I offered anything *cough* ;)

<.<
Title: Re: Pokemon Red
Post by: SirCmpwn on June 19, 2010, 01:22:19 pm
Shhh don't tell them, though :O  if they read this post they will make the SDK require your calc ID
That would suck very bad.  We would have to start distrubuting the SDK the same way we* distrubute ROMs XD
*don't

<.<
>.>
Title: Re: Pokemon Red
Post by: yoman82 on June 19, 2010, 02:01:51 pm
I keep running into a bug where I die when the enemy uses gust when I have 80%+ percent health.
Title: Re: Pokemon Red
Post by: nemo on June 19, 2010, 02:04:07 pm
happens to me too, yoman82. i mean when a level 2 rattat uses sand attack (which JUST lowers defense) on a level 10 Mew with near perfect health and the mew dies, you know things just took a turn for the worse. i'm assuming this was implemented just for testing purposes, though? seeing how a lvl 5 pidgeon's Gust only does 2 damage to a lvl 5 mew...
Title: Re: Pokemon Red
Post by: yoman82 on June 19, 2010, 02:07:17 pm
Yeah, Iḿ hoping. Is there anything we can do in terms of porting data?
Title: Re: Pokemon Red
Post by: SirCmpwn on June 19, 2010, 02:27:39 pm
Woah, I just did a side by side of this with the real Pokemon Red in an emulator:
Title: Re: Pokemon Red
Post by: yoman82 on June 19, 2010, 02:30:44 pm
I've noticed that there's an astoundingly high rate of critical hits...
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 19, 2010, 02:40:07 pm
Woah, I just did a side by side of this with the real Pokemon Red in an emulator:

HOLY... :O

Aside from the resolution, everything seems exact :O (even the text fonts/box)

Darn awesome job Buckeye and please I hope you keep motivated to finish this
/me wonders what will be the size difference compared to TI-Boy SE


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Title: Re: Pokemon Red
Post by: SirCmpwn on June 19, 2010, 02:41:56 pm
HOLY... :O
Yeah, he mentioned something about importing the original map data from the real Pokemon Red.

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Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 19, 2010, 02:44:12 pm
HOLY... :O
Yeah, he mentioned something about importing the original map data from the real Pokemon Red.
Yeah I saw this. It speeds things up a lot. It makes me even more confident he'll finish it quite fast too (depending of his free time). What would be funny, though, is if he managed to get the final game file size to something smaller than the original ;D

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^.^
Title: Re: Pokemon Red
Post by: SirCmpwn on June 19, 2010, 02:45:12 pm
Yeah I saw this. It speeds things up a lot. It makes me even more confident he'll finish it quite fast too (depending of his free time). What would be funny, though, is if he managed to get the final game file size to something smaller than the original ;D
That would be awesome.  It is really cool that he is getting it developed quickly, though.

Quote from: DJ Omnimaga
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v.v
Title: Re: Pokemon Red
Post by: Hot_Dog on June 19, 2010, 03:16:47 pm
Buckeye, I can't wait for the full version!
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 19, 2010, 03:21:35 pm
Holy crap guys I go away for one night and come back with 4 pages of stuff. Anyways to address some of the stuff I remember. So far I have put in the maps of Pallet, Route1, Viridian, Route 2, Route 21, Route 22. I have created most of the main engine, events, NPCs, and so on. All the back sprites of the pokemon are done, and thanks to Art_of_Camelot the first 37 fronts are done too. All the base pokemon stats and move data is in. The one big thing NOT in the game right now is the Pokedex data. The battle engine has been started, it has support for all the stuff (accuracy/evasion, paralysis, sleep, etc.) but only parts of that have been implemented, eg. it checks to see if you're asleep but there is  no way to currently do that :P

As for some of the issues brought up, yes critical hits happen way to often. The original formula is the base speed/2 * critical hit rate. If a randomly generated number is lower than this then its a critical hit. Critical hit rate is 1 unless the move is crabhammer, razor leaf, slash, or something if forget, in which case it is 8. I think the problem is the random number generator doesn't provide enough variance in the randomness. This also creates a problem with discovering wild pokemon (you'll notice that you find lots of pokemon at once).
Code: [Select]
;a = move index
;ix->pokemon structure
CheckCriticalHit:
;N is 1 unless it is a high ratio, then 8
;max(255, int(N*int(Speed/2)))
ld hl,BattleFlags
res criticalHit,(hl)
;i dont think hl matters at this point...
push af
ld a,(ix+IndexNum)
call GetPokemon
call skipstring
ld de,4
add hl,de
ld a,(hl)                  ;hl-> base speed
srl a
ld h,0
ld l,a
pop af
cp Crabhammer
jr z,HighCritRatio
cp KarateChop
jr z,HighCritRatio
cp RazorLeaf
    jr z,HighCritRatio
    cp Slash
    jr nz,_
HighCritRatio:
add hl,hl
add hl,hl
add hl,hl ;*8
_
ld de,256
cp hl,de
jr c,_
ld l,255 ;max(hl, 255)
_
ld b,255
call random2
cp l
ret nc
ld hl,BattleFlags
set criticalHit,(hl)
ret
The issue with damage is also something im rather stumped upon. It doesn't happen very often, which makes it harder to find. The damage formula is very complex, so im sure there are things wrong with my implementation. I'll post that as well, see if I missed an obvious issue. As for why sand attack can kill you, each non damaging move requires me to specify a call back, which I have not done so for sand attack, so it just goes through the normal damage formula :P

Code: [Select]
;ix->pokemon structure
;iy->enemy pokemon
;(movepower) contains maybe the moves power (no duh :P)
;STABBonus is set if stab bonus is in effect
;(TypeModifier) contains type modifier (400, 200, 100, 50, 25, 1)
CalculateBDF:
ld a,(ix+level)
add a,a
ld h,0
ld l,a
ld c,5
call divhlbyc
;since max level is 100 it will be fine 8 bit
;100*2*2/5 = 80
inc l \ inc l
ld b,l ;b = 2L/5+2
ld de,0
ld a,(BattleFlags)
bit CriticalHit,a ;a critical hit ignores all this
jr nz,_
ld hl,(CurrentBattleStuff)
ld de,AttackBattleStuff
add hl,de
ld hl,a,(hl)
_
ld e,(ix+attack)
ld d,(ix+attack+1)
add hl,de
ld a,b ;a = 2L/5+2
call multhlbya
ld a,(MovePower)
or a
jp z,NoMovePower
call multhlbya
ex de,hl
ld bc,0 ;so we can dont effect defense
ld a,(BattleFlags)
bit CriticalHit,a ;a critical hit ignores all this
jr nz,_
ld hl,(RelativeEnemyBattleStuff)
ld bc,DefenseBattleStuff
add hl,bc
ld c,(hl)
inc hl
ld b,(hl)
_
ld l,(iy+defense)
ld h,(iy+defense+1)
add hl,bc
ld bc,1
or a
sbc hl,bc
add hl,bc
jr c,_
ex de,hl
ld a,h
ld c,l
call divacbyde
ld h,a
ld l,c ;hl = ((2L/5+2)*A*P)/max(1,D)
_
ld c,50
call divhlbyc ;hl = (((2L/5+2)*A*P)/max(1,D))/50
ld de,997
cp hl,de
jr c,_
ld hl,997 ;hl = min(((((2L/5 + 2)*A*P)/max(1, D))/50), 997)
_
inc hl
inc hl ;+2 to a max of 999
ld a,(BattleFlags)
bit STABBonus,a
jr z,_
ld de,hl ;this does hl*1.5
srl d
rr e
add hl,de ;hl = ((min(((((2L/5 + 2)*A*P)/max(1, D))/50), 997) + 2)*S)
_
ex de,hl
ld a,(TypeModifier)
call multdebya ;this one needs to be de*a so we have the a 24 bit result
ld e,a
ld d,100
call divehlbyd ;hl = ((((min(((((2L/5 + 2)*A*P)/max(1, D))/50), 997) + 2)*S)*10T)/100)
ld a,(BattleFlags)
bit CriticalHit,a
jr z,_
add hl,hl
_
ld b,255-217
call random2
add a,217
call multhlbya
ld a,h
ld c,l
ld de,255
call divacbyde
ld h,a
ld l,c

;fuck that was a long equ
;result is
;hl = (((((min(((((2L/5 + 2)*A*P)/max(1, D))/50), 997) + 2)*S)*10T)/100)*R)/255
;in theory at least
;by this equ 5992 is the max amount of damage doable in one shot
ret
NoMovePower:
ld hl,BattleFlags
res CriticalHit,(hl)
ld hl,0
ret

As for what you guys can do to help. I will need the pokedex imported into something spasm can do with macros. Not sure how this will be done yet, but when i figure out the necessary stuff, it would be helpful if you could each add one or two entries. I am also posting all the tiles I have so you guys can make maps. http://group.revsoft.org/Pokemon (http://group.revsoft.org/Pokemon) should contain everything you need to make maps. All the maps can be found http://www.spriters-resource.com/gameboy/pokerb/index.html (http://www.spriters-resource.com/gameboy/pokerb/index.html). Claim whatever map you want to do here, and I'll try to keep track of everyone doing maps.

I should also point out that I was not doing this alone. I had the help of a good friend at school, who is not active in the community, to convert all the back sprites, tiles, and maps to this point. Also had the help of another person making front sprites (although he disappeared recently) and lately as I said earlier, aoc has been helping with those. Anyways thanks for all the support guys, hopefully by the end of summer I'll have something playable for the school year :D

Title: Re: Pokemon Red
Post by: SirCmpwn on June 19, 2010, 03:27:51 pm
I call the Pokemon League.
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 19, 2010, 03:29:53 pm
Oh yeah and if I didn't mention, the second they become accessible in the game, I can add them. Eg: whenever someone gives me viridian forest I'll add it in now.
Title: Re: Pokemon Red
Post by: nemo on June 19, 2010, 03:30:07 pm
how exactly do i get the tiles into calcGS? do i have to copy them by hand? i call Celadon City.
Title: Re: Pokemon Red
Post by: qazz42 on June 19, 2010, 03:30:11 pm

Title: Re: Pokemon Red
Post by: tifreak on June 19, 2010, 03:31:09 pm
Looks very nice Buckeye, will definitely be keeping an eye on your progress. =]
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 19, 2010, 03:31:19 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 :)
Title: Re: Pokemon Red
Post by: nemo on June 19, 2010, 03:33:06 pm
figured it out. thanks.
Title: Re: Pokemon Red
Post by: SirCmpwn on June 19, 2010, 03:35:17 pm
Can we have a copy of the one with more maps, and a copy of the maps themselves for reference?
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 19, 2010, 03:37:05 pm
Can we have a copy of the one with more maps?
Sure, I'll try and post updates as soon as I make major progress on anything. My number one goal is to make it as close to the original as possible, so the more people testing it the better
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 19, 2010, 03:39:45 pm
Quote from: Buckeye
Holy crap guys I go away for one night and come back with 4 pages of stuff.
Yeah, this is Omnimaga :P

Btw did you check some Pokémon sites for attack formulas and stuff? If I remember, someone posted some links somewhere on a TI forum to help one of the Pokémon project author and it could maybe be useful. I am not experienced in the domain, though, so I wouldn't be able to help. :P
Quote from: SirCmpwn
Quote from: DJ Omnimaga
Quote
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<.<
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^.^
v.v
^.^

Ok I'll stop that quote pyramid now :P

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 :)
I agree, I've been looking forward for PP for years. I hope you finish it too :) (and that it remains as BASIC as possible to show the true potential of BASIC. Also I like the oldskool ness of the overworld.
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 19, 2010, 03:44:24 pm
Quote
Btw did you check some Pokémon sites for attack formulas and stuff? If I remember, someone posted some links somewhere on a TI forum to help one of the Pokémon project author and it could maybe be useful. I am not experienced in the domain, though, so I wouldn't be able to help

I've been using a lot of stuff from http://bulbapedia.bulbagarden.org (http://bulbapedia.bulbagarden.org) in addition to stuff from http://www.serebii.net (http://www.serbii.net) and finally the big resource has been this: http://www.gamefaqs.com/gameboy/367023-pokemon-red-version/faqs (http://www.gamefaqs.com/gameboy/367023-pokemon-red-version/faqs). If anyone else has more info, I would love it.
Title: Re: Pokemon Red
Post by: tifreak 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.
Title: Re: Pokemon Red
Post by: yoman82 on June 19, 2010, 04:02:17 pm
Will you ever add in starting by picking a pokemon? a la normal game?
Title: Re: Pokemon Red
Post by: BuckeyeDude 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
Title: Re: Pokemon Red
Post by: DJ Omnimaga 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
Title: Re: Pokemon Red
Post by: BuckeyeDude 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
Title: Re: Pokemon Red
Post by: yoman82 on June 19, 2010, 04:20:13 pm
Any idea when the next release will be?
Title: Re: Pokemon Red
Post by: SirCmpwn 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.
Title: Re: Pokemon Red
Post by: DJ Omnimaga 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
Title: Re: Pokemon Red
Post by: yoman82 on June 19, 2010, 06:02:53 pm
Question. Could the 1 hit ko possibly be from negative damage being inflicted?
Title: Re: Pokemon Red
Post by: nemo 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.
Title: Re: Pokemon Red
Post by: DJ Omnimaga 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
Title: Re: Pokemon Red
Post by: TIfanx1999 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. ;)
Title: Re: Pokemon Red
Post by: BuckeyeDude 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 (http://fc04.deviantart.com/fs31/f/2008/228/5/d/5d4803ee2a5295a2b1d99e72d9ae6e1e.png)
Title: Re: Pokemon Red
Post by: yoman82 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 (http://fc04.deviantart.com/fs31/f/2008/228/5/d/5d4803ee2a5295a2b1d99e72d9ae6e1e.png)
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?
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 19, 2010, 09:03:46 pm
Nice!
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 19, 2010, 09:06:58 pm
Quote
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?
Unfortunately not. But its nice to see the whole layout. Here's the current output:
Code: [Select]
-------------------------------------------------
Beginning APP "Pokemon", courtesy of SPASM macros
-------------------------------------------------
Ram Used: 14049
Page 0 free space: 2878
Main Page
Page 1 free space: 8221
Maps Page
Page 2 free space: 1600
Battle Page
Page 3 free space: 1107
Tiles Page
Page 4 free space: 23
Page 5 free space: 23
Page 6 free space: 15031
Back Sprites Pages
Page 7 free space: 5103
Success: Page sizes validated and "Pokemon" is ready for signing.
           In 8 page(s), 33986 bytes are available.
Front Sprites Pages
Done
Front sprites will take up another page minimum, but the rest can be stuck on page 6. Maps will also probably need to be compressed. There is also a lot of text that needs to be added, but again that can probably be compressed too.
Title: Re: Pokemon Red
Post by: yoman82 on June 19, 2010, 09:09:25 pm
That's good. Any idea when we'll see another demo?
Title: Re: Pokemon Red
Post by: meishe91 on June 19, 2010, 09:15:55 pm
WIll you also emulate glitches such as MissingNo? Some people asked that to JoeYoung and tifreak, I believe

Aww, I was going to ask that :P

Oh well, I'll ask another. Since you said you will try to duplicate to the best of your ability does this mean crashing the game too? (Since the MissingNo glitch could :P)

Also, just a little side request if anyone can. Could we have a like a list of the area's then have who has claimed which and which are completed? If there already is an area for this I would like to see it because I would like to help once I get back from my trip and would just like an easy way of seeing which are taken and which aren't without going through and reading every single post to find out.
Title: Re: Pokemon Red
Post by: yoman82 on June 19, 2010, 09:19:47 pm
BTW, how does the community help port maps?
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 19, 2010, 09:21:50 pm
That's good. Any idea when we'll see another demo?
No clue. Whenever I've put enough stuff in the game to consider it significant progress I'll make another release. The one thing you'll notice about me is that when I get going on coding features fly in, but then I'll get distracted and take a break :/
Quote from: meishe91
Oh well, I'll ask another. Since you said you will try to duplicate to the best of your ability does this mean crashing the game too? (Since the MissingNo glitch could :P)
I'll try not to. But you have to remember the missingno. is caused by a lot of different things. Most of this stuff will be recreated afterwards, unless its an integral part of the engine
Title: Re: Pokemon Red
Post by: {AP} on June 19, 2010, 09:30:31 pm
Looking amazing. Don't forget the most important feature (http://removedfromgame.com/pokemon/) of Pokemon Red though.
;P

Even if you don't get the above in, this will be pretty amazing to finally see done. I think this is the farthest I've seen a Pokemon clone get to completion. =D
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 19, 2010, 09:35:35 pm
lol AP, I doubt it would remain on ticalc.org due to TOS violation X.x
Title: Re: Pokemon Red
Post by: {AP} on June 19, 2010, 09:40:37 pm
I know~ I just want to see it done SOOO badly. =P
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 19, 2010, 09:56:38 pm
Maybe someone could make a RPG/adventure game based on this at one point. It would most likely be only in Omni archives, though (with a NSFW tag on it) :P
Title: Route Four
Post by: nemo on June 19, 2010, 10:14:15 pm
Route four is in your topic. but it's missing 4 tiles for the hedges. download it:

http://www.mediafire.com/?kh2xnmk0zjm
Title: Re: Pokemon Red
Post by: SirCmpwn on June 19, 2010, 11:17:10 pm
I made a few new tiles, and attached it.  Make sure that you don't overwrite your exsiting tiles.  You will probably have to merge tiles, and maybe update your maps.  I have a lot of maps done, so its easier for you guys to change it than for me to.  Plus, the boulder was *hard* to make.
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 19, 2010, 11:19:21 pm
Anybody looking to create maps check my other topic here:
http://ourl.ca/6145/97053 (http://ourl.ca/6145/97053)
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 19, 2010, 11:37:34 pm
And you got a sub-forum :D

(I believe this is a first. First, about 90 posts in a project topic on its first day, and then a sub-forum. :P)
Title: Re: Pokemon Red
Post by: Hot_Dog on June 20, 2010, 11:43:43 am
I know that this is supposed to be a game port, but are you going to allow people to catch a Mew?
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 20, 2010, 11:47:45 am
I know that this is supposed to be a game port, but are you going to allow people to catch a Mew?
Yes indeed, but only through one of the many Mew glitches in the games
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 20, 2010, 11:50:04 am
Catching mew was impossible without glitches too? Darn I am so Pokémon illiterate x.x
Title: Re: Pokemon Red
Post by: Hot_Dog on June 20, 2010, 11:57:42 am
I know that this is supposed to be a game port, but are you going to allow people to catch a Mew?
Yes indeed, but only through one of the many Mew glitches in the games

I don't know of those glitches.  Could you include a "cheats" section in the help file so that we know how to do it?
Title: Re: Pokemon Red
Post by: SirCmpwn on June 20, 2010, 02:17:41 pm
There are several glitches published on the internet.  It might be interesting for us to have to figure out which one to use.
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 20, 2010, 02:29:22 pm
There are several glitches published on the internet.  It might be interesting for us to have to figure out which one to use.
Thats pretty much what I was planning. One of the major glitches I was planning to reuse is the MissingNo. generation at Cinnabar Island (i think thats it). It comes from backing up your characters name, when the Old Man teaches you to catch a pokemon. It overwrites the pokemon data for what appears in the tall grass. The shores of the island were accidentally marked the equivalent of grass, which causes pokemon to appear there. You can even calculate (http://glitchcity.info/misc/namegen2) which Pokemon will appear
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 20, 2010, 03:34:42 pm
One suggestion I got, though, is to not implement the glitches that allow beating the game in like one minute or something :P

Title: Re: Pokemon Red
Post by: tloz128 on June 20, 2010, 03:44:43 pm
It isn't working on my calculator or wabbit. :( How did you guys get it to work?
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 20, 2010, 04:02:28 pm
It isn't working on my calculator or wabbit. :( How did you guys get it to work?
Are you using an 83+SE or 84?
Title: Re: Pokemon Red
Post by: tloz128 on June 20, 2010, 04:43:20 pm
84+ SE. It tells me that the app has a bad signature when I try to send it to my calc, even when I was using the signed version that SirCmpwn made.
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 20, 2010, 04:45:17 pm
What error does Wabbitemu throws up?
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 20, 2010, 04:46:47 pm
The version I originally posted was signed. If you're sending using Ti connect, just keep trying. It sucks at sending large apps
Title: Re: Pokemon Red
Post by: tloz128 on June 20, 2010, 04:51:29 pm
Ok, it's working :D. Looks awesome! This is going to be amazing when it's finished.
Title: Re: Pokemon Red
Post by: qazz42 on June 20, 2010, 05:14:07 pm
Err My nspire showed this
(http://file:///C:/Users/qazz42/Desktop/sagfsgf.gif)

Title: Re: Pokemon Red
Post by: calcdude84se on June 20, 2010, 05:21:11 pm
qazz, you may want to upload that :P
Yeah, this looks amazing. Too bad TI-Connect is stupid... (speaking of not being able to handle large files, I can't get my 606KB app from my calc to TI-Connect :P)
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 20, 2010, 05:21:39 pm
Err My nspire showed this
(http://file:///C:/Users/qazz42/Desktop/sagfsgf.gif)


Link doesn't work
Title: Re: Pokemon Red
Post by: calcdude84se on June 20, 2010, 05:22:33 pm
^
That's because it's still on his desktop :P
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 20, 2010, 06:05:10 pm
Yeah I just saw now x.x

He should upload it on the forums since he got 5 posts anyway :P
Title: Re: Pokemon Red
Post by: qazz42 on June 20, 2010, 06:12:44 pm
Ok here is the real picture
Title: Re: Pokemon Red
Post by: squidgetx on June 20, 2010, 07:59:42 pm
Most important Pokemon glitch: the trainer-fly glitch, also known as the Mew glitch. This is the reason why I have a non-gamesharked pokemon named .4  (cooltrainer type) with the moves "         ", "TM28", "TM40", and "Gary" :D

I have to say this looks really nice. One of the things that made the TiBoySE version unplayable was the narrow view..though I guess that can;t be helped. However, the few major things this will have over TBSE is that all the menus and dialogue will fit on the screen at once. I am excited.

How much space does this take oncalc?
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 20, 2010, 08:04:15 pm
Well in TI-Boy SE the resolution was basically similar to this port. The only difference was the menus as well as the much slower speed.

Space-wise, it currently takes 131072 bytes of archive.
Title: Re: Pokemon Red
Post by: squidgetx on June 20, 2010, 08:12:09 pm
So not quite as outrageously large yet... good

*.4 used         !*
>gameboy explodes<
Title: Re: Pokemon Red
Post by: yoman82 on June 20, 2010, 09:16:04 pm
So, any work on the pokedex, etc?
Title: Re: Pokemon Red
Post by: SirCmpwn on June 20, 2010, 09:19:41 pm
Ok here is the real picture
Nspire probably won't support it until calc84maniac releases his emulator.
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 20, 2010, 09:23:22 pm
True. My fear is that some stuff requiring speed might absolutely require undocumented code. I could be wrong, though. I wonder if hackspire or WikiTI has a list of every single undocumented instructions?
Title: Re: Pokemon Red
Post by: calc84maniac on June 20, 2010, 09:23:44 pm
It's because Buckeye is using the crystal timers (which are not supported in TI's emulator or mine). Perhaps it could use the normal timers on the Nspire instead?
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 20, 2010, 09:26:14 pm
Oh I see x.x I hope it is possible to access them through z80 code x.x
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 21, 2010, 01:13:36 am
Or you could just use calc84's gbc emulator and play the original in all its pride and glory immediately rather than waiting for another year while I finish this :P
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 21, 2010, 01:16:00 am
Lol :P

Altough if he got the new Nspire he's screwed x.x
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 21, 2010, 01:25:31 am
Still faster for them to find a new Nspire exploit then me trying to finish this :P
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 21, 2010, 02:15:53 am
Lol
/me eats BuckeyeDude
Title: Re: Pokemon Red
Post by: Quigibo on June 21, 2010, 05:16:41 am
Don't know if it has been asked before, but do you plan to support music and sounds for the game?  It might just be too much data for the already crowded app, but it sounds like it could be possible since you said you weren't using all of the clock cycles and in 15MHz you could get some decent quality.
Title: Re: Pokemon Red
Post by: SirCmpwn on June 21, 2010, 09:59:10 am
It sounds like he plans to support music on 15MHz calculators, although I don't know for sure.
Title: Re: Pokemon Red
Post by: ztrumpet on June 21, 2010, 11:37:54 am
This is really cool.  It's amazing that I've been gone for less than a week and this is already to page 9. Nice job! ;D
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 21, 2010, 12:25:58 pm
Music would be nice, it would make it the perfect Pokemon TI port ;D

I wonder if it would hinder the grayscale quality a lot, though?
Title: Re: Pokemon Red
Post by: ztrumpet on June 21, 2010, 12:27:26 pm
You could play sound while waiting during the LCD delay. :D
Title: Re: Pokemon Red
Post by: SirCmpwn on June 21, 2010, 01:12:34 pm
Oh yeah, play music during 10 microseconds of delay :P
Title: Re: Pokemon Red
Post by: ztrumpet on June 21, 2010, 01:13:10 pm
lol, yup. ;D
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 21, 2010, 01:20:25 pm
wouldn't it sound crunchy?
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 21, 2010, 08:06:28 pm
Right now there is plenty of room for sound. Pokemon is not very processor intensive. I could probably run it at 6 MHz no problem. Its set to a steady 60 fps anyway, it wouldnt make much of a difference.

Bad news though, I need to redo NPCs. I was trying to redo the opening scene with Oak and its just not happening. So it could be a couple days before this is back up and working.
Title: Re: Pokemon Red
Post by: SirCmpwn on June 21, 2010, 08:39:06 pm
Awww...
Could you maybe post a version with the new maps so we can giggle in delight as we explore?
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 21, 2010, 11:34:37 pm
What do you need to redo in particular with NPCs?

Btw I noticed something: when moving up, I noticed NPC sprites won't completly appear until their head is also inside the calculator screen. Nothing too bad for now but it seemed a bit glitchy once noticed. Were you planning to fix that?
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 22, 2010, 12:12:45 am
Awww...
Could you maybe post a version with the new maps so we can giggle in delight as we explore?
Yes but you wont be able to access the new maps until you finish everything in between them :P
What do you need to redo in particular with NPCs?

Btw I noticed something: when moving up, I noticed NPC sprites won't completly appear until their head is also inside the calculator screen. Nothing too bad for now but it seemed a bit glitchy once noticed. Were you planning to fix that?
I need to make it so that they don't suck from the programming side of things. The code for them is horrible. As for NPCs not scrolling in with the map, that is actually the same thing that happens in the original. I could fix but it would be a lot of extra work I don't want to do :P
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 22, 2010, 12:26:51 am
Really? Aah I didn't know. I guess no commercial game can be perfect either then ;D

it should be fine, then. While you could fix it, even if you don't you are still close to the original :)
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 22, 2010, 01:00:49 am
For sircmpwn
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 22, 2010, 01:10:34 am
My curiosity made me unable to resist the temptation to run those in WabbitEmu ;D

Watch out Sir, though (see screenie :P)
Title: Re: Pokemon Red
Post by: SirCmpwn on June 22, 2010, 02:12:55 am
Thanks for uploading these!

Yes but you wont be able to access the new maps until you finish everything in between them :P
One building stands in between me and the Pokemon League, which took me HOURS.  I /will/ make that building if it means I can explore the fruits of my labors.
Title: Re: Pokemon Red
Post by: FinaleTI on June 22, 2010, 10:00:26 am
Don't forget Victory Road too!
Title: Re: Pokemon Red
Post by: SirCmpwn on June 22, 2010, 11:40:27 am
Of course not.  Some of these maps are hard to find DX
What's really hard is figuring out where each map links together.
Title: Re: Pokemon Red
Post by: FinaleTI on June 22, 2010, 12:39:46 pm
Of course not.  Some of these maps are hard to find DX
What's really hard is figuring out where each map links together.

Did you check The Video Game Atlas?
http://vgmaps.com/Atlas/GB-GBC/index.htm#PokemonRBY (http://vgmaps.com/Atlas/GB-GBC/index.htm#PokemonRBY)

It should have all the maps and they are labeled to where they belong, at least to some degree.
Title: Re: Pokemon Red
Post by: SirCmpwn on June 22, 2010, 12:40:30 pm
Yeah, I recently found that.  Thanks!
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 22, 2010, 02:09:43 pm
Wow that site is awesome
Title: Re: Pokemon Red
Post by: SirCmpwn on June 22, 2010, 02:17:00 pm
Yeah.  I think I'm going to use some of the resources in this thread to make Advance Wars.
2...
Title: Re: Pokemon Red
Post by: yoman82 on June 22, 2010, 03:15:39 pm
So, I get out of school in two days, and Iĺl get back to porting sprites. Any work on the pokemon?
Title: Re: Pokemon Red
Post by: miotatsu on June 22, 2010, 07:44:19 pm
Awww...
Could you maybe post a version with the new maps so we can giggle in delight as we explore?
I like this giggling plan.
Title: Re: Pokemon Red
Post by: SirCmpwn on June 22, 2010, 07:46:57 pm
Lol, I always enjoy giggling to a good game.
Title: Re: Pokemon Red
Post by: ztrumpet on June 22, 2010, 07:49:02 pm
Good luck with the NPCs! :D
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 23, 2010, 02:18:52 am
Lol, I always enjoy giggling to a good game.
I don't like if project screenshots/updates gives heart attacks, though. Notice how everytime Spencer posted a Zelda update, RevSoft activity dropped afterward. He was giving heart attacks to everyone with amazing screenshots :P
Title: Re: Pokemon Red
Post by: SirCmpwn on June 23, 2010, 09:59:14 am
Lol, I just hope that the next version comes out with my Indigo Platau maps, because I really, really want to explore those.
Title: Re: Pokemon Red
Post by: yoman82 on June 23, 2010, 01:16:37 pm
Buckeye, have you found the cause of the 1 hit KO bug yet? *Expects it to be negative damage*
Title: Re: Pokemon Red
Post by: yoman82 on June 23, 2010, 04:03:06 pm
Another
Fixed
Title: Re: Pokemon Red
Post by: yoman82 on June 23, 2010, 04:12:41 pm
Here we go!
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 23, 2010, 04:19:00 pm
Please do not double-post, though (You can upload multiple files in one post), unless there is enough time between your last post.
Title: Re: Pokemon Red
Post by: yoman82 on June 23, 2010, 04:22:06 pm
bookin', done for now.
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 23, 2010, 04:28:40 pm
Quick everyone download
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 23, 2010, 04:34:45 pm
Nice to see this progressing ^^

Is it normal, tho, that NPCs horizontal movement is so choppy compared to vertical movement?
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 23, 2010, 04:36:01 pm
Nice to see this progressing ^^

Is it normal, tho, that NPCs horizontal movement is so choppy compared to vertical movement?
Unfortunately yes. I'm too lazy to fix my aligned sprite routine. :|
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 23, 2010, 04:37:04 pm
Aaah ok, I hope you can eventually get it fixed D:
Title: Re: Pokemon Red
Post by: FinaleTI on June 23, 2010, 04:41:48 pm
Is this supposed to happen?

Note: I changed it to flickerless grey in the emu, cuz I felt like it.
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 23, 2010, 04:43:27 pm
Is this supposed to happen?

Note: I changed it to flickerless grey in the emu, cuz I felt like it.
Yes, i was trying to get the opening sequence to work, but my NPC code just plain sucks.
Title: Re: Pokemon Red
Post by: yoman82 on June 23, 2010, 04:44:08 pm
Ha-what? I don't even start in pallet town...
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 23, 2010, 04:45:04 pm
Is this supposed to happen?

Note: I changed it to flickerless grey in the emu, cuz I felt like it.
It also happens when you go completly at the bottom
Title: Re: Pokemon Red
Post by: yoman82 on June 23, 2010, 04:45:49 pm
Yeah, Oak runs into a sign in my version, and I get forced back into my house. Also, upon trying to talk to him when i leave the house, it's just a blank box.
Title: Re: Pokemon Red
Post by: qazz42 on June 23, 2010, 04:49:12 pm
Pokemon Red seems to chrash even more on the emulator, now that I got a ti-84 ROM, I can try again. But Later........
Title: Re: Pokemon Red
Post by: Happybobjr on June 23, 2010, 04:58:12 pm
what os on my ti-84 do i need?
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 23, 2010, 04:59:18 pm
what os on my ti-84 do i need?
Your favorite one. Preferably one made by TI
Title: Re: Pokemon Red
Post by: Happybobjr on June 23, 2010, 05:00:05 pm
ok.... i can't run it at all. immediate crashes.
does the letter on back affect playability?
Title: Re: Pokemon Red
Post by: ztrumpet on June 23, 2010, 05:00:29 pm
what os on my ti-84 do i need?
I think they all should work. :)

ninja'd ;D
Title: Re: Pokemon Red
Post by: yoman82 on June 23, 2010, 05:04:00 pm
Nope, I'm incompatible with TIboy, yet I can play this.
Title: Re: Pokemon Red
Post by: Happybobjr on June 23, 2010, 05:08:45 pm
ok.....
now after it cleared the ram, i ungrouped everything again.
i run pokemon2 and it gives me err:undefined.
i click goto and it just gives prgmPokemon2

so it seems to be undefigned... humm.. "thinking to myself"

thats weird. i go to memory then to managment and delete. then i try to delete pokemon2.
are you sure.
yes.
i click.
screen clears.
i press on.
RAM cleared.

Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 23, 2010, 05:10:13 pm
o.O?

It should not even be supposed to be a program at all. It's a Flash APP. You need to run it from the APPs menu like Axe Parser, Doors CS and MirageOS.
Title: Re: Pokemon Red
Post by: Happybobjr on June 23, 2010, 05:20:22 pm
mirage does't find it.
doors gives me errors.

this is weird.

ok so i try to edit pokemon2.
it clears screen and returns : PROGEAM.
i press anything, 3 is an example, it gives :PROGRA:3  ...on the same line.
i press enter. i am now in the programing editing part with
PROGRA:3
:



EDIT: ok so i used ti-connect to get rid of everything pokemon.
redownloaded and seems to work
Title: Re: Pokemon Red
Post by: yoman82 on June 23, 2010, 05:22:36 pm
No, Pokemon shows up IN THE APPS MENU, alongside Doors. It is not a program visible in doors. It is an application.
Title: Re: Pokemon Red
Post by: ztrumpet on June 23, 2010, 05:22:59 pm
It sounds like Ti-Connect somehow corrupted it. :(
Title: Re: Pokemon Red
Post by: Happybobjr on June 23, 2010, 05:23:34 pm
ohwell  works now :P
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 23, 2010, 05:26:21 pm
Thanks to calc84maniac for the new gray routine :D

EDIT: if you tried it on real hardware, try again, the lcd stuff should be fixed
Title: Re: Pokemon Red
Post by: calcdude84se on June 23, 2010, 05:32:24 pm
Is getting a RAM reset when you're about to fight a wild rattata normal? :P
It did crash Wabbit, though, and that's exactly when. I tried again and it happened again in the exact same way.
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 23, 2010, 06:14:20 pm
Thanks to calc84maniac for the new gray routine :D

EDIT: if you tried it on real hardware, try again, the lcd stuff should be fixed
cool :D

Personally I prefer such type of scanlines because of an optical illusion that seems to make them look less flickery, and if it flickers, it looks a bit like you are playing the SNES/NES on some TVs where there is some interferences

Screenie!
Title: Re: Pokemon Red
Post by: _player1537 on June 23, 2010, 06:33:43 pm
the new one for me doesn't work at all, the routine shows everything in random crazy places, incoherently.  Idk what happened, I'm gonna try sending it again...
disregard that, I didn't have the newest version
Title: Re: Pokemon Red
Post by: ztrumpet on June 23, 2010, 09:38:27 pm
BuckeyeDude, that is amazing!  Awesome job! ;D
Title: Re: Pokemon Red
Post by: guy6020665 on June 23, 2010, 11:29:05 pm
looks amazing but i can't play it because i only have an 83+.
anyone know where i can snag an emulator for an 84+SE?
Title: Re: Pokemon Red
Post by: calc84maniac on June 23, 2010, 11:34:18 pm
Would it actually be possible to make it work on the 83+? I heard you have lots of processing time left, and the thing breaking compatibility was the crystal timers. Would you be able to use timer1 or timer2 instead, so it will work on 83+ and TI-Nspire?
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 23, 2010, 11:35:29 pm
Would it even fit on a 83+ when it's finished, though? I wonder if he can fit Pokémon in 10 pages considering the original was like 512 or 1024 KB
Title: Re: Pokemon Red
Post by: Raylin on June 24, 2010, 12:14:18 am
Prof. Oak triplication FTW.
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 24, 2010, 12:35:31 am
Would it actually be possible to make it work on the 83+? I heard you have lots of processing time left, and the thing breaking compatibility was the crystal timers. Would you be able to use timer1 or timer2 instead, so it will work on 83+ and TI-Nspire?
I didn't know there was any sort of timer function on the 83+. I was expecting to try and rework the gray code to run based off interrupt timing and release a separate version for the 83+. Its definitely not out of the question, just wont look as good as the crystal timer version

As for fitting it in to 10 pages...maybe. Its already at 7 and i need another page just for back sprites. I'm guessing at least another page for maps, and hopefully all the strings will fit into my spare page. I'll definitely have to work out an awesome compression algorithm and see how much space can be saved.
Title: Re: Pokemon Red
Post by: _player1537 on June 24, 2010, 12:52:46 am
iirc, the timers on the 83+ are based on the battery level, like resistor+capacitor type thing.  So they won't always be constant, the higher the batteries the faster they'll come.  someone else might want to confirm this
Title: Re: Pokemon Red
Post by: calcdude84se on June 24, 2010, 04:17:49 pm
I remember knowing the same thing. They aren't perfect, and are somewhat inconsistent, especially on different battery levels. They are relative to the CPU speed, actually. (Which indeed becomes faster w/more battery power)
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 24, 2010, 04:19:04 pm
I guess the more important question then, is how do I access them?
Title: Re: Pokemon Red
Post by: yoman82 on June 24, 2010, 04:19:41 pm
Wouldn't it be better to finish the version at hand first?
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 24, 2010, 04:34:51 pm
Well, one thing that would be good to check at one point is if a 83+ version would be small enough to fix. That way, no time is wasted figuring out how to make the game run at decent speed on regular 83+.
Title: Re: Pokemon Red
Post by: calcdude84se on June 24, 2010, 05:13:59 pm
Port 04h (http://wikiti.brandonw.net/index.php?title=83Plus:Ports:04) is the one to be interested in, as it allows you to set the hardware timer speed (bits 1 and 2, with 00 being the slowest, 11 the fastest)
Port 03h (http://wikiti.brandonw.net/index.php?title=83Plus:Ports:03) for saying what generates interrupts, as always.
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 24, 2010, 05:21:53 pm
Ok that's just the normal interrupt frequency adjustment. I know how to do that, thats was my plan for doing it originally.
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 24, 2010, 06:37:40 pm
nspire and 83Plus peoples please try this. I have not tested on actual hardware as I don't have either, so let me know how it looks.

I know there is a slight delay while scrolling, I'll work it out at some point. I think thats just the my key repeat checker
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 24, 2010, 08:15:49 pm
Darn, now if only my calc wasn't full x.x I would test right away
Title: Re: Pokemon Red
Post by: Ancient Power on June 24, 2010, 11:49:43 pm
I actually just saw this project and wanted to say that it looks really nice. If it's possible, you should add grayscale shadow to the menu fonts, it would make them look a lot better. Also, not sure if it's a bug or not, but when you jump off a ledge, it looks like Red is bouncing multiple times, but in the original, it was one fluid jump over the edge. Other than that though, the game looks really nice and I'm looking forward to seeing it finished.
Title: Re: Pokemon Red
Post by: _player1537 on June 24, 2010, 11:59:47 pm
I think I found a replicatable bug, unzip all this, send it to an emu/real calc, run DCS7 with xlib/celtic support, run prgmA12, press clear, run pokemon, jump of ledge.  Tell me if it errors up and makes watery tiles everywhere :)

Edit: run A12 from the homescreen
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 25, 2010, 12:35:21 am
Mhmm there is no prgmA12 in there, but I tried recreating the error with what you had and it only happened once. The next time I was unable to recreate it, thus, unable to screenshot it.
Title: Re: Pokemon Red
Post by: SirCmpwn on June 26, 2010, 06:35:03 pm
Finally got TI Connect fixed, I'll try this bad boy on hardware later :)
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 26, 2010, 11:43:24 pm
Glad you got it fixed ^^ (now I hope your parents won't make you have to fix it again, though x.x)
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 27, 2010, 08:27:46 pm
So some small updates, I think I have switching pokemon in battle implemented, and in a bit will probably have it through the main menu too. I'm also about to start work on the items system and pokedex implementation. I'll upload a new build in a little bit.

One thing that I need help with is compression. Not sure exactly what the best route to go here is, I tried a couple different methods and so far pucrunch has been the best compression (for graphics). The front sprites I am getting about 8-10% compression for 3 sprites which isn't really all that great. I was wondering if anyone has an awesome compression routine for rather small data (768 bytes per group).
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 27, 2010, 11:12:10 pm
Nice to see updates :D good luck with compression stuff
Title: Re: Pokemon Red
Post by: Builderboy on June 28, 2010, 01:16:17 am
For sprites and graphics, have you tried Run Length Encoding?  Depending on the way you draw your graphics, it may or may not work well.
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 28, 2010, 04:12:23 pm
pucrunch combines rle and LZ78 into one compression algorithm, so yeah i've been using that in part
Title: Re: Pokemon Red
Post by: Builderboy on June 28, 2010, 04:20:20 pm
Hmmm im no expert in compression, but http://en.wikipedia.org/wiki/Lossless_data_compression might be of some help if you havent checked it out already
Title: Re: Pokemon Red
Post by: yoman82 on June 29, 2010, 12:35:19 pm
How do you handle which areas a species appears in?
Title: Re: Pokemon Red
Post by: squidgetx on June 29, 2010, 12:45:41 pm
Did you say you finished the battle engine already?

If so, i'd like to point out that gust is a normal type move, not flying (pidgey managed to hit haunter with it)
Title: Re: Pokemon Red
Post by: Magic Banana on June 29, 2010, 01:11:38 pm
I'm pretty sure gust is a flying move and flying moves can hit ghosts.

EDIT:Nevermind, see my other post.
Title: Re: Pokemon Red
Post by: nemo on June 29, 2010, 01:15:03 pm
it's definitely flying. i graduated from Smogon University. (http://www.smogon.com/rb/moves/gust)
Title: Re: Pokemon Red
Post by: Magic Banana on June 29, 2010, 01:20:24 pm
Oh hold on a sec. I think squidgetx is right. I guess they changed it for the later ones. I didn't realize this before.
Title: Re: Pokemon Red
Post by: nemo on June 29, 2010, 01:24:43 pm
Odd. smogon has never been wrong before   :o oh well. i'd personally change it to flying, if possible. might confuse any hardcore pokemon fans.
Title: Re: Pokemon Red
Post by: Ancient Power on June 29, 2010, 01:26:27 pm
Odd. smogon has never been wrong before   :o oh well. i'd personally change it to flying, if possible. might confuse any hardcore pokemon fans.
Most pokemon fans(or at least the ones I know) know that gust was a first-gen normal move.

It might be nice to leave it as is since this is supposed to be a direct port.
Title: Re: Pokemon Red
Post by: Magic Banana on June 29, 2010, 01:27:28 pm
@nemo
No, it is flying now. It's just that in Red it was normal. I think it was changed in G/S/C which is why it shows up as flying in the old attackdex
Title: Re: Pokemon Red
Post by: Ancient Power on June 29, 2010, 01:29:55 pm
gust was a first-gen normal move.
I know that it is flying now, but since this is a port of Red, it would be neat to have it remain as is
Title: Re: Pokemon Red
Post by: Magic Banana on June 29, 2010, 01:35:37 pm
Oh, I was talking to nemo, you just posted before i did. :P
Title: Re: Pokemon Red
Post by: squidgetx on June 29, 2010, 02:31:52 pm
I hated how gust was normal type; it made viridian forest so much harder if you didn't pick charmander (and even then you have to level it to 9 first)
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 29, 2010, 02:35:16 pm
Goddammit thank you guys. I could not figure out why pidgey was raping bulbasaur with gust in my version and not in the the real game. I must have checked the type effectiveness a couple hundred times. Fixed. I also need to check the other normal moves that migrated in gen 2.
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 29, 2010, 02:36:47 pm
glad you could fix it ^^
Title: Re: Pokemon Red
Post by: squidgetx on June 29, 2010, 02:38:20 pm
Fly...as in the HM02 takes-2-turns Fly? Because that is def flying type

I can only assume you meant to say gust :P
Title: Re: Pokemon Red
Post by: BuckeyeDude on June 29, 2010, 02:44:33 pm
That is indeed what I meant. I'm slightly pissed that this is the problem. This is the only one of the 4 changed moves that were wrong.
Title: Re: Pokemon Red
Post by: SirCmpwn on June 29, 2010, 05:46:58 pm
I hated how gust was normal type; it made viridian forest so much harder if you didn't pick charmander (and even then you have to level it to 9 first)
I always liked Viridian Forest for training because you could just pit a weak Pokemon against a Metapod and gain >9000 exp.  I got a Nidoran to jump three levels in one battle there.
Title: Re: Pokemon Red
Post by: squidgetx on June 29, 2010, 06:19:47 pm
The grass near the Cerulean cave is my fav; I once got a pokemon to jump 99 levels in one battle there XD

Buckeyedude, will you have that glitch implemented in this?
Title: Re: Pokemon Red
Post by: DJ Omnimaga on June 29, 2010, 06:20:38 pm
Wow o.O

I was worried grinding took a long while in Pokémon series, given there are 150 Pokémons (or close) to level up
Title: Re: Pokemon Red
Post by: mapar007 on July 01, 2010, 07:15:06 am
I always went into cerulean cave with weakies+lucky egg in the Fire Red/Leaf Green versions.
Title: Re: Pokemon Red
Post by: ztrumpet on July 01, 2010, 10:17:11 am
I hated how gust was normal type; it made viridian forest so much harder if you didn't pick charmander (and even then you have to level it to 9 first)
I always liked Viridian Forest for training because you could just pit a weak Pokemon against a Metapod and gain >9000 exp.  I got a Nidoran to jump three levels in one battle there.
Same here. ;D

I'm glad this glitch has been found. :)
I'm still blown away with how great this looks.  Thanks Buckeyedude! ;D
Title: Re: Pokemon Red
Post by: Runer112 on July 15, 2010, 03:32:17 pm
*Drops a pin*

Oops, my bad
Title: Re: Pokemon Red
Post by: Magic Banana on July 15, 2010, 04:02:25 pm
I heard that!  >:(
Keep it down you kids with your pokemon and your gadgets.

jk, though it has been a while since any progress (or discussion at all) has been posted. Hope it's still going strong.
Title: Re: Pokemon Red
Post by: BuckeyeDude on July 15, 2010, 04:04:29 pm
Heh yeah sorry guys. I got distracted by a new project, and doing some maintenance to wabbit. No worries though the project isn't going anywhere. I guess i'll do a little work on this now, quick someone tell me what i should implement
Title: Re: Pokemon Red
Post by: yoman82 on July 16, 2010, 11:20:58 am
More attacks! Buying from shops!
Title: Re: Pokemon Red
Post by: qazz42 on July 16, 2010, 03:22:43 pm
Wow,good job with the nspire compatibility, runs awsomely
Title: Re: Pokemon Red
Post by: Magic Banana on July 16, 2010, 07:39:08 pm
Uh, uh, bicycle!
Title: Re: Pokemon Red
Post by: DJ Omnimaga on July 19, 2010, 06:55:58 pm
bicycle? O.o
Title: Re: Pokemon Red
Post by: Magic Banana on July 19, 2010, 07:55:02 pm
Yeah, in the game you got a bicycle after doing certain events, and when you used the key item bicycle, it would effectively double your walking speed, as well as change your sprite to the character riding a bike, and wraps it all up in a cool tune that plays while you are riding it. (Run-on sentence much?)
Title: Re: Pokemon Red
Post by: DJ Omnimaga on July 20, 2010, 01:42:36 am
the game
Damnit, not again x.x

er... I mean, I see, thanks for the info ^^. I didn't knew about that.
Title: Re: Pokemon Red
Post by: guy6020665 on July 28, 2010, 07:25:15 pm
Just tried it on my 83+ it crashes everytime i run into a battle or try to check my pokemon but otherwise its amazing ;D
Title: Re: Pokemon Red
Post by: DJ Omnimaga on July 29, 2010, 02:50:32 am
Yeah I think it's meant for 15 MHz calcs only, sorry :(

I wonder how is it progressing, btw?
/me pokes BuckeyeLoli..er... BuckeyeDude. :P
Title: Re: Pokemon Red
Post by: TIfanx1999 on July 29, 2010, 09:06:46 am
@guy6020665:
Let me check, I think Buckeye posted an 83+ version a few pages back...
Yep, on page 13 of this topic Buckeye posted a version for 83+ users. Did you try that one?
Title: Re: Pokemon Red
Post by: DJ Omnimaga on July 29, 2010, 06:20:18 pm
He did?? O.o

I didn't remember he planned to try to make it 83+ compatible too.
Title: Re: Pokemon Red
Post by: guy6020665 on July 29, 2010, 07:25:57 pm
@guy6020665:
Let me check, I think Buckeye posted an 83+ version a few pages back...
Yep, on page 13 of this topic Buckeye posted a version for 83+ users. Did you try that one?

Yeah that was the one I got.
I even tried resending it to my calc
Title: Re: Pokemon Red
Post by: agent84 on July 29, 2010, 07:50:23 pm
wow, i cant believe i missed this topic.

What is the progress on this?
Title: Re: Pokemon Red
Post by: _player1537 on July 31, 2010, 10:46:53 am

What is the progress on this?
^ this
Title: Re: Pokemon Red
Post by: SirCmpwn on July 31, 2010, 11:41:25 am
^
Title: Re: Pokemon Red
Post by: Raylin on July 31, 2010, 11:42:37 am
^This once more.
Title: Re: Pokemon Red
Post by: qazz42 on July 31, 2010, 11:46:54 am
^ hehe, I think it is getting so repetitive, it might be considered trolling if it is said again XD
Title: Re: Pokemon Red
Post by: DJ Omnimaga on July 31, 2010, 05:06:04 pm
I can reset post counts to zero ;)
Title: Re: Pokemon Red
Post by: TIfanx1999 on July 31, 2010, 07:20:38 pm
@guy6020665:
Let me check, I think Buckeye posted an 83+ version a few pages back...
Yep, on page 13 of this topic Buckeye posted a version for 83+ users. Did you try that one?

Yeah that was the one I got.
I even tried resending it to my calc
I'll give it a try and see if i get the same result. I think the 83+ version was untested, so it's possible it may not work properly. XD
*Edit* Ah ok, that settles it then. I wont bother sending it. Thanks BuckeyeNinjaDude. :P
Title: Re: Pokemon Red
Post by: BuckeyeDude on July 31, 2010, 07:22:17 pm
Don't burn your archive, yes the issues are present. I fixed them today, I'm working on adding in code for the moves too, after that I'm going to do some items code

EDIT: forgot to say, I'll be posting a new version by the end of today
Title: Re: Pokemon Red
Post by: qazz42 on July 31, 2010, 07:32:29 pm
Ohrly? Sounds great!
Title: Re: Pokemon Red
Post by: BuckeyeDude on July 31, 2010, 09:29:54 pm
Hmm well I do need a little bit of help with some of these moves. If a move has a secondary effect I need to know what the text is after it. I'm assuming you guys have some old saves on your gameboys, bust them out and if you could tell me the text for all moves excluding Growl, Tail Whip, Sand Attack, Growth
Title: Re: Pokemon Red
Post by: SirCmpwn on July 31, 2010, 09:42:07 pm
I have SoulSilver on me, I could see what it says if you like.
Title: Re: Pokemon Red
Post by: _player1537 on July 31, 2010, 09:52:00 pm
/me busts out pokemon red and his gameboy, and hopes one of his *cough* two pokemon *cough* has the move.  >.>  lol
Title: Re: Pokemon Red
Post by: BuckeyeDude on July 31, 2010, 09:55:53 pm
I have SoulSilver on me, I could see what it says if you like.
We'll have to verify it on the original red game, but I'll put in what you give me and change it as necessary
Title: Re: Pokemon Red
Post by: SirCmpwn on July 31, 2010, 10:04:53 pm
Sorry, I guess I'll have to do it later.  Let player take care of it.
Title: Re: Pokemon Red
Post by: DJ Omnimaga on July 31, 2010, 11:05:57 pm
I'm glad to see this is progressing :)
Title: Re: Pokemon Red
Post by: meishe91 on August 01, 2010, 12:18:11 am
This (http://www.virtualgbx.com/play/?id=DMG-APAE-USA) would possibly help a little, though you'd have to start from scratch :( (By the way, I don't think it does, if that for some reason violates something please just remove the link or tell me and I'll change this post, thanks.)
Title: Re: Pokemon Red
Post by: BuckeyeDude on August 01, 2010, 12:27:48 am
This (http://www.virtualgbx.com/play/?id=DMG-APAE-USA) would possibly help a little, though you'd have to start from scratch :( (By the way, I don't think it does, if that for some reason violates something please just remove the link or tell me and I'll change this post, thanks.)
That is actually quite awesome, I didn't know they had it online ;)
I do have KiGB and a couple of save states, but nothing really beyond route 2, since that is what I have been focusing on up to now
Title: Re: Pokemon Red
Post by: meishe91 on August 01, 2010, 12:30:51 am
Ya, GBX has like a bunch of games (including un-US releases like Pokemon Green). Just thought it would help some :)
Title: Re: Pokemon Red
Post by: bwang on August 01, 2010, 01:22:05 am
I have a shiny completed Blue version on my Nspire. Would that work? I think Blue and Red have the same data.
What do you need to know?
Title: Re: Pokemon Red
Post by: meishe91 on August 01, 2010, 01:26:15 am
Ya, in theory that should work. Only main differences, if I remember correctly, is that the pokemon set is different.
Title: Re: Pokemon Red
Post by: BuckeyeDude on August 01, 2010, 01:40:35 am
Ya, in theory that should work. Only main differences, if I remember correctly, is that the pokemon set is different.
Correct. Red has better pokemans thus I'm making that one :P Cuz seriously who doesnt want an Arcanine or Electabuzz?

Anyway what I do need is the text that occurs when you use a move that is non damaging, or has a secondary effect (does more than damage). For example Growl says: "Enemy _'s attack fell!". I can find most of the effects online, I just don't know what the text for each of them is. It'd be helpful if you could go through each move you have in your current team and tell me what it says when you use the move successfully and unsuccessfully.
Title: Re: Pokemon Red
Post by: meishe91 on August 01, 2010, 01:49:35 am
You should post a list of the moves so we all know which you need.

By the way, wouldn't it have been possible to just include all the pokemon in this game?
Title: Re: Pokemon Red
Post by: DJ Omnimaga on August 01, 2010, 01:01:40 pm
I think he only wanted to do a Red clone, though. That said, I wonder if he'll do a Blue clone afterward?
Title: Re: Pokemon Red
Post by: meishe91 on August 01, 2010, 05:43:34 pm
Ya, that's what I figured. I was just addressing it since he was referring to the pokemon selection :P It's totally fine either way. A Blue Version clone would be awesome ;D
Title: Re: Pokemon Red
Post by: SirCmpwn on August 01, 2010, 08:23:25 pm
I've always preferred Blue over Red.  I'm one of the few.
Title: Re: Pokemon Red
Post by: fb39ca4 on August 01, 2010, 08:30:31 pm
If a project like this was ever done for the Nspire, it would be neat if there was one version for cas and one for non-cas (because programs have to be compiled separately for the two calcs).
Title: Re: Pokemon Red
Post by: FinaleTI on August 01, 2010, 08:32:08 pm
I've always preferred Blue over Red.  I'm one of the few.
Me too. Blue is the version I own and I just kinda prefer it over Red.
Title: Re: Pokemon Red
Post by: SirCmpwn on August 01, 2010, 08:32:39 pm
Pokemon Blue was the first game I ever played.  I have some serious attachment to that game.
Title: Re: Pokemon Red
Post by: FinaleTI on August 01, 2010, 08:35:06 pm
That's like me and Sapphire.  ;D
Title: Re: Pokemon Red
Post by: _player1537 on August 01, 2010, 08:37:10 pm
Pokemon yellow <3

I think I grew up playing Red, but Yellow is still my favorite :D  (except when I want to do glitches like missingo, then I go back to red ;)
Title: Re: Pokemon Red
Post by: Builderboy on August 01, 2010, 09:12:11 pm
Heh I've never played a single Pokemon game ever :D

* Builderboy hides *
Title: Re: Pokemon Red
Post by: SirCmpwn on August 01, 2010, 09:20:30 pm
O_O
You are not a person.
;) j/k
Title: Re: Pokemon Red
Post by: Hot_Dog on August 01, 2010, 10:01:51 pm
Buckeye should release the source code so that a Blue port can be made
Title: Re: Pokemon Red
Post by: BuckeyeDude on August 01, 2010, 10:08:53 pm
No worries I will be making a blue version as well. 99% of the source is the exact same :P And yes the source will be released when it is done, but nobody is allowed to look at it because its pretty bad :/
Also anybody who's never played a pokemon game go buy a gameboy color and red version, lock yourself in your room and emerge in a couple weeks ;)

And there is no need to make a seperate version of this for the Nspire, just use calc84s gbc emu :P
Title: Re: Pokemon Red
Post by: qazz42 on August 01, 2010, 10:11:39 pm
I need to know, where is this supposed update?
Title: Re: Pokemon Red
Post by: BuckeyeDude on August 01, 2010, 11:56:32 pm
Right here sorry. Not much is new content-wise, the big thing is the improved 83 Plus/Nspire support
Title: Re: Pokemon Red
Post by: meishe91 on August 02, 2010, 03:14:22 am
Awesome, glad there's a blue version coming out too :D I'm one of the few too who prefer it :P (Blue, Yellow, Gold, Crystal, Sapphire, Emerald, and Pearl :P)

Heh I've never played a single Pokemon game ever :D

* Builderboy hides *

/me slaps Builder with a fish :P
 
Play one! :P

No worries I will be making a blue version as well. 99% of the source is the exact same :P And yes the source will be released when it is done, but nobody is allowed to look at it because its pretty bad :/
Also anybody who's never played a pokemon game go buy a gameboy color and red version, lock yourself in your room and emerge in a couple weeks ;)

And there is no need to make a seperate version of this for the Nspire, just use calc84s gbc emu :P

As for a couple weeks...I don't know, my brother once beat Red within 24 hours :P

Also, I'll give the new release a try sometime soon :)
Title: Re: Pokemon Red
Post by: qazz42 on August 02, 2010, 09:19:47 am
Right here sorry. Not much is new content-wise, the big thing is the improved 83 Plus/Nspire support


Ah, thank you, looks awsome.
Title: Re: Pokemon Red
Post by: qazz42 on August 02, 2010, 05:02:42 pm
Hey, have you ever considered sound inside of your pokemon red game?
Title: Re: Pokemon Red
Post by: Raylin on August 02, 2010, 08:04:07 pm
^This. And when is the next update with maps gonna be?
Title: Re: Pokemon Red
Post by: Hot_Dog on August 02, 2010, 08:13:09 pm
Hey, have you ever considered sound inside of your pokemon red game?

Sound would be cool, but would that interfere with your two-player plans?
Title: Re: Pokemon Red
Post by: qazz42 on August 02, 2010, 08:52:16 pm
no, you could have the option to turn the sound off and on :D
Title: Re: Pokemon Red
Post by: guy6020665 on August 04, 2010, 05:24:53 pm
Tried the new version, battles and menus now work but after a few times the game crashed on exit.
Title: Re: Pokemon Red
Post by: skuller972 on August 04, 2010, 05:34:16 pm
Yea, I found that pressing 'clear' either exited the game normally or caused an epic error that required removing the calc's batteries.
Title: Re: Pokemon Red
Post by: BuckeyeDude on August 04, 2010, 06:41:54 pm
Heh sorry guys, I caught this one, but I forgot it was in the released version. I tried to save some of your memory but no go :/
Title: Re: Pokemon Red
Post by: DJ Omnimaga on August 04, 2010, 08:34:20 pm
I might try this on my regular 83+ at one point, but I cannot guarantee when :(

I hope my calc is working fine, too x.x

Is that the Nspire version as well, by the way?
Title: Re: Pokemon Red
Post by: qazz42 on August 04, 2010, 10:07:08 pm
Uh, oh, it sreated a bunch of variables, apparently they are in the ram, and each one takes up more memory then the actuall RAM it self, attempting to delete one, causes a freeze, and then a battery pull...........
Title: Re: Pokemon Red
Post by: Magic Banana on August 04, 2010, 10:34:47 pm
Hmm well I do need a little bit of help with some of these moves. If a move has a secondary effect I need to know what the text is after it. I'm assuming you guys have some old saves on your gameboys, bust them out and if you could tell me the text for all moves excluding Growl, Tail Whip, Sand Attack, Growth

Oh jeez, this is going to take a while. brb Pokemans ...
Title: Re: Pokemon Red
Post by: BuckeyeDude on August 05, 2010, 12:41:00 am
Uh, oh, it sreated a bunch of variables, apparently they are in the ram, and each one takes up more memory then the actuall RAM it self, attempting to delete one, causes a freeze, and then a battery pull...........
Thats just your vat getting corrupted because bumping it down to 8k wasnt enough RAM :/
If this is on the new version, I have no clue. It seems fine from my minute or so of testing
Title: Re: Pokemon Red
Post by: Magic Banana on August 05, 2010, 06:31:39 am
Ok, here it is. I think I got them all, but then again, I'm not really thinking right now. It's 3:30am and I'm pretty tired. Feel free to correct me or make any additions if necessary.  :-\

Note: whenever the recipient of the attack is not yourself, "Enemy " is prefixed to the name. You should be able to figure out who is hitting who in the descriptions. Also, if I put the "_ used MOVE" somewhere in the description, then that means that it wasn't displayed at the start of the move as usual.

Multiple attack moves - Hit the enemy # times!
Stat down 2 stages - _'s STAT greatly fell!
Stat down 1 stage - _'s STAT fell!
Stat up 1 stage - _'s STAT rose!
Stat up 2 stages - _'s STAT greatly rose!
(If past stage 6) - Nothing happened!
Note: Evasion is called 'EVADE'

Paralyze - _'s paralyzed! It may not attack! (Success) Enemy _'s fully paralyzed!
Freeze - _ was frozen solid! (each turn) _ is frozen solid (fire) Fire defrosted _!
Burned - _ was burned! (each turn) _'s hurt by the burn!
Poisoned - _ was poisoned! (each turn) _'s hurt by poison!
Sleep - _ fell asleep! (each turn) _ is fast asleep! (awake) _ woke up!
Confused - _ became confused! (each turn) _ is confused! (success) It hurt itself in its confusion! (wear off) _'s confused no more!
OHKO moves - One-hit KO!
flinching attacks - _ flinched!
Recoil attacks - _'s hit with recoil!
Binding moves - _ can't move! (each turn) _'s attack continues!
Move cannot be used - But, it failed!
HP leeching - Sucked health from _!

Bide - (after enough turns) _ unleashed energy!
Conversion - Converted type to _'s!
Disable - _'s MOVE was disabled! (wear off) _'s disabled no more!
Dig - _ dug a hole! (next turn) _ used DIG!
Dream Eater - _'s dream was eaten!
Fly - _ flew up high! (next turn) _ used FLY!
Focus Energy - _'s getting pumped!
Haze - All STATUS changes are eliminated!
(Hi) Jump Kick - (if missed) _ kept going and crashed!
Hyper Beam - (next turn) _ must recharge!
Light Screen - _'s protected against special attacks!
Leech Seed - _ was seeded! (each sap) LEECH SEED saps _!
Mimic - WHICH TECHNIQUE? (after pick) _ learned MOVE!
Mist - _'s shrouded in mist!
Pay Day - Coins scattered everywhere! (After battle) TRAINER picked up $###!
Razor Wind - _ made a whirlwind! (next turn) _ used RAZOR WIND!
Recover - _ regained health!
Reflect - _ gained armor!
Rest - _ started sleeping! (goto recover message)
Roar - _ ran away scared!
Skull Bash - _lowered its head! (next turn) _ used SKULL BASH!
Sky Attack - _ is glowing! (next turn) _ used SKY ATTACK!
Softboiled - _ regained health!
Solarbeam - _ took in sunlight! (next turn) _ used SOLARBEAM!
Splash - No effect!
Substitute - It created a SUBSTITUTE! (if used again) _ has a SUBSTITUTE! (taking a hit) SUBSTITUTE took damage for _! (if broken) _'s SUBSTITUTE broke!
Teleport - _ ran from battle!
Thrash/Petal Dance - (each turn) _'s thrashing about!
Transformed - _ transformed into POKEMON!
Toxic - _'s badly poisoned! (goto poison message)
Whirlwind - _ was blown away!
Title: Re: Pokemon Red
Post by: TIfanx1999 on August 05, 2010, 08:29:45 am
That list looks pretty comprehensive, good job! My vacation officially started today so I'll go over this later and see if there is anything else to add.
Title: Re: Pokemon Red
Post by: squidgetx on August 05, 2010, 11:52:55 am
Rage - (if hit by enemy) _'s rage is building!

And idk if this is true for 1st gen but in the later games the defrost message is just "_ was defrosted!"
Title: Re: Pokemon Red
Post by: TIfanx1999 on August 05, 2010, 02:51:38 pm
Generation 1 had the defrost message too, If I remember right. I'm unsure of what the exact text was though.
Title: Re: Pokemon Red
Post by: guy6020665 on August 05, 2010, 03:54:58 pm
Rage - (if hit by enemy) _'s rage is building!

It also says
"_____________ Attack rose"
Title: Re: Pokemon Red
Post by: squidgetx on August 05, 2010, 04:49:23 pm
As for a couple weeks...I don't know, my brother once beat Red within 24 hours :P

I once beat it in about 1:35
</hidden bragging>

I wonder if all the glitches in the original will be implemented...and i'm talking about not just missingno and mew
Title: Re: Pokemon Red
Post by: DJ Omnimaga on August 05, 2010, 04:51:38 pm
Lol I assume it was like that tool-assisted run I saw on Youtube once? :P

Btw nice job so far on the game, guys :)

4 more references to go...
Title: Re: Pokemon Red
Post by: squidgetx on August 05, 2010, 04:55:27 pm
well sort of the only tas-ish thing i used was save states for some small luck manipulation (no slowdowns). i wonder how much i could cut it down with slowdowns for epic menu-processing speed...

btw the glitches that I'm talking about are:

extended mew glitch (catch any pokemon in the game including stuff like ".4" and "LM4")
glitch city
walkthroughwalls

depending on how the coding goes i guess they may be difficult to put in so i guess they don't really have to be :P
Title: Re: Pokemon Red
Post by: DJ Omnimaga on August 05, 2010, 05:02:56 pm
Aaah ok I see. I think the one I saw on Youtube abused an item glitch or something. The item menu was totally messed up.

Does walking through walls involves pressing left+right at the same time?
Title: Re: Pokemon Red
Post by: Magic Banana on August 05, 2010, 05:19:00 pm
Thanks for filling in the holes guys. Anyways, that is the official message for defrosting in at least Red version. I do remember them changing the text for things in the later ones, like changing 'greatly rose' to 'sharply rose'.
If really needed though, I can check again.

EDIT:Checked anyway, that's the right message.
Title: Re: Pokemon Red
Post by: squidgetx on August 05, 2010, 05:29:55 pm
by 1:35 i meant 1 hr 35 mins. the record on tasvideos i think is around 1:08 (for red) the youtube vid i think was yellow that abused some save-interruption glitch

WtW is actually really annoying and complicated. This is how you do it:

1. go to the safari zone with only 1 pokemon that is alive
2. go in
3. go out again. the guy will ask you if you want to quit your safari game say no
4. go back into the safari zone. save.
5. turn off the gameboy
6. turn back on and leave safari zone. the guy will ask you if you want to play the safari game (as if you were coming in from the other direction.) say yes and pay him. you are now free to leave the safari zone building
7. count all the steps you take until you get close to 500. during this time, get your single pokemon poisoned
8. on the 500th step, have it so that you are jumping over a ledge. I would save the game around the mid to high 400's because it's really hard to count all 500 steps exaclty.
9. you will know if it is the 500th step when a dialogue box pops up and says "PA: Ding-dong! your safari game is over..etc." If your shadow (when you jump over the ledge) turns into numbers then you have done this right.
10. you will be teleported back to the safari zone building. you will notice that you can walk through walls in the building. do not leave the building. instead, walk around until the poison damage kills your last pokemon.
11. you will be teleported to the last pkmn center you healed at. now you can go anywhere you want inside the game boundaries. if you go too far the game will freeze. Going inside buildings will undo the glitch
Title: Re: Pokemon Red
Post by: DJ Omnimaga on August 05, 2010, 05:37:53 pm
Aaah ok I see, thanks for the info ^^
Title: Re: Pokemon Red
Post by: BuckeyeDude on August 05, 2010, 11:50:02 pm
Magic Banana I love you. I'm working on implementing what you gave me right now. For skuller972, thanks for the new maps, heres Pewter City for ya
Title: Re: Pokemon Red
Post by: Magic Banana on August 06, 2010, 02:02:34 am
The feeling is mutual.  ;)
Pewter looks pretty good, although I did find a glitch (two actually). When you jump off the ledges, Red does this sort of double jump. Also, when you are going towards Route 3, there is a graphical hiccup when it transitions. Great job and keep up this awesome progress!
Title: Re: Pokemon Red
Post by: skuller972 on August 06, 2010, 01:39:46 pm
Is Viridian Forest complete yet? Also I didn't see any double jump thing, but I did see the graphical hiccup between Pewter City and Route 3. Otherwise, its great
Title: Re: Pokemon Red
Post by: _player1537 on August 06, 2010, 01:43:07 pm
The double jump happens anywhere there is a ledge.  Sometimes it happens, sometimes not... *shrug*
Title: Re: Pokemon Red
Post by: skuller972 on August 06, 2010, 02:18:10 pm
I noticed that Route 4 isnt attached to the newest update, but theres a map of it uploaded in the 'Finished Maps Thread'
Title: Re: Pokemon Red
Post by: BuckeyeDude on August 06, 2010, 03:30:00 pm
Not sure what you mean by the double jump thing. The jump animation sucks because i have to move a certain number of pixels in a time period, and your eye doesn't like how it looks when i skip that many pixels moving your character.
As for the glitch between pewter and route 3 and why route 4 isn't attached, its because I assume that maps are directly centered over each other. For most  maps this works fine and saves me some space, but it isn't always the case. I'm not sure exactly how I want to handle this yet so for now it will just be like this.
Viridian forest is not done, if somebody wants to make all the new tiles and map them out go for it. Fyi if you add a new tile that is collidable, I need you to give me the tile number, otherwise it won't be collidable in game
Title: Re: Pokemon Red
Post by: Magic Banana on August 06, 2010, 05:36:14 pm
Here's what I mean by the double jump thing. On the gameboy, Red does one big jump, while on yours, he sort of hops on the ledge and then hops again. Maybe these gifs will help.
Title: Re: Pokemon Red
Post by: BuckeyeDude on August 13, 2010, 12:28:25 am
Yeah ok so thats what I thought you meant. Interestingly its not exactly what I thought (although thats part of it). The main problem was the shadow and the way your eye was perceiving the ground relative to it. This should be better
Title: Re: Pokemon Red
Post by: Magic Banana on August 13, 2010, 12:39:02 am
Yep, looks much better now. btw, how's the game progressing?
Title: Re: Pokemon Red
Post by: Silver Shadow on August 13, 2010, 11:56:12 am
Yeah ok so thats what I thought you meant. Interestingly its not exactly what I thought (although thats part of it). The main problem was the shadow and the way your eye was perceiving the ground relative to it. This should be better
He still seems to wriggle when he's just over the ledge.
Title: Re: Pokemon Red
Post by: SirCmpwn on August 13, 2010, 11:56:55 am
Yeah, I noticed that, too.
Title: Re: Pokemon Red
Post by: DJ Omnimaga on August 16, 2010, 08:08:11 pm
Same here. You may want to try running the game in WabbitEmu with 1% speed setup or something and with faster LCD motion blur to notice it easier.
Title: Re: Pokemon Red
Post by: chrisf1337 on August 16, 2010, 08:26:29 pm
It looks like he's jumping twice, once in midair.

(Darn you!)
Title: Re: Pokemon Red
Post by: BuckeyeDude on August 17, 2010, 06:41:21 am
The "wriggle" you guys see in the air is the movement of the char 5 pixels down, so he can reach his destination fast enough. Not sure how much I can do about this. Also another update, I've begun reworking part of the core engine, because unfortunately I wrote it broken (mainly cuz I didnt know any better :/). Its working better now, but they're are still a lot of bugs to find and fix so don't expect a release anytime soon
Title: Re: Pokemon Red
Post by: tr1p1ea on August 17, 2010, 08:33:44 am
The sprite moves up, then down, then up then down to the ground.

Are you using the walking animation while jumping?
Title: Re: Pokemon Red
Post by: JustCause on August 24, 2010, 11:37:32 am
I've always preferred Blue over Red.  I'm one of the few.
We should start a club. I'm in favor of releasing both versions: the differences are minor, correct? It wouldn't be that hard.
Title: Re: Pokemon Red
Post by: DJ Omnimaga on August 24, 2010, 02:04:40 pm
It would be nice once Red is complete if a Blue version came out.

Also is Yellow any good? I heard some stuff before about how it was like both merged together, but grinding took way longer.
Title: Re: Pokemon Red
Post by: _player1537 on August 24, 2010, 02:07:45 pm
<3 yellow.

I always found it harder to start off, seeing as you start with a pikachu, who isn't very good against rock type pokemon (the first gym leader).  But I think that it becomes way easier after you beat the first gym leader.  The only thing I didn't like about yellow, they fixed the missingno. glitch :(
Title: Re: Pokemon Red
Post by: FinaleTI on August 24, 2010, 02:57:02 pm
Of course, we all know Crystal is the best. ;D

Yeah, Yellow was pretty similar, but in order to port it, he would have to change the movement engine to allow for Pikachu (possibly), change the battle sprites, and change a number of events, so......
Title: Re: Pokemon Red
Post by: DJ Omnimaga on August 24, 2010, 03:02:03 pm
<3 yellow.

I always found it harder to start off, seeing as you start with a pikachu, who isn't very good against rock type pokemon (the first gym leader).  But I think that it becomes way easier after you beat the first gym leader.  The only thing I didn't like about yellow, they fixed the missingno. glitch :(
Aaah I see. What about leveling up speed, though?
Title: Re: Pokemon Red
Post by: meishe91 on August 24, 2010, 03:05:55 pm
But there are other glitches in Yellow that you don't have in the others.
Title: Re: Pokemon Red
Post by: tloz128 on August 24, 2010, 04:27:11 pm
Yellow was the only Pokemon game I ever owned, which makes me a bit biased towards it :P. It would be very cool to see Yellow ported, but it's really not that different from Red and Blue anyway.
Title: Re: Pokemon Red
Post by: BuckeyeDude on August 25, 2010, 05:06:59 pm
Someone else will have to port yellow, i'm not a big fan :P
Title: Re: Pokemon Red
Post by: FinaleTI on August 25, 2010, 06:28:16 pm
What about Crystal? j/k

Red and Blue would be awesome enough, I think. Especially if they could link trade and possibly battle...
Anyway, keep up the good work!
Title: Re: Pokemon Red
Post by: ztrumpet on August 25, 2010, 06:33:47 pm
Red and Blue would be awesome enough, I think. Especially if they could link trade and possibly battle...
Anyway, keep up the good work!
Link port battles would be EPIC! ;D
Title: Re: Pokemon Red
Post by: DJ Omnimaga on August 25, 2010, 10:20:04 pm
Indeed ;D
Title: Re: Pokemon Red
Post by: shmibs on August 25, 2010, 10:45:20 pm
link battles would make things SO much easier. for the past few years first my brother(who is now a college senior) and then myself have been sneaking in gbc's and ds's to have epic link tourneys
Title: Re: Pokemon Red
Post by: DJ Omnimaga on August 26, 2010, 02:55:02 pm
That said we have to remember linking isn't an easy task on calc, though, especially keeping both calcs in sync. I think this should be kept for the end of developpement unless he finds an easy way to do it. It would be nice to see the rest of the game finished first :P
Title: Re: Pokemon Red
Post by: JustCause on September 10, 2010, 10:01:10 am
That said we have to remember linking isn't an easy task on calc, though, especially keeping both calcs in sync. I think this should be kept for the end of developpement unless he finds an easy way to do it. It would be nice to see the rest of the game finished first :P
^^ This. Feature creep will wreck a project as ambitious as a Pokemon port. And this project does not need to be wrecked. It needs to be finished. NOW. XD *hums title screen theme*
Title: Re: Pokemon Red
Post by: guy6020665 on September 12, 2010, 09:41:25 pm
guy6020665 wonders when there will be an update.
Title: Re: Pokemon Red
Post by: BuckeyeDude on September 13, 2010, 02:05:24 pm
guy6020665 wonders when there will be an update.
Eventually. Unfortunately all my time right now is focused on getting Wabbitemu cleaned up and ready for a ticalc release. As I've always said, this is a very long term project, just because you don't see much progress doesn't mean its dead. I should note that linking is actually going to be very simple for this project since there is next to no real time transfer. Simply appoint one calc the host and the other the slave and have the host handle everything while the slave replicates. I've had to setup the basics of this in the battle engine since it will be pretty dependent on that code
Title: Re: Pokemon Red
Post by: Hot_Dog on September 13, 2010, 02:09:50 pm
guy6020665 wonders when there will be an update.
Eventually. Unfortunately all my time right now is focused on getting Wabbitemu cleaned up and ready for a ticalc release.

When do you hope to have this version of Wabbitemu ready?
Title: Re: Pokemon Red
Post by: DJ Omnimaga on September 13, 2010, 02:25:59 pm
guy6020665 wonders when there will be an update.
Eventually. Unfortunately all my time right now is focused on getting Wabbitemu cleaned up and ready for a ticalc release. As I've always said, this is a very long term project, just because you don't see much progress doesn't mean its dead. I should note that linking is actually going to be very simple for this project since there is next to no real time transfer. Simply appoint one calc the host and the other the slave and have the host handle everything while the slave replicates. I've had to setup the basics of this in the battle engine since it will be pretty dependent on that code
Glad to hear! I and some others always wondered why it wasn't on ticalc.org in the first place, plus some ppl who are new here comes to us with Flash Debugger or VTI in their hands, and while VTI was a great innovation for it's time, it makes me sad to see this emu get 4000 downloads a week while WabbitEmu is hidden somewhere newbies aren't aware of, but I guess it's up to the decision of the staff of the respective group of programmers and there's the fact it's easier to update the file at less places when a lot of updates are done. Kerm, for example, did not release DCS Beta 6.3 through the RC releases on ticalc.org.
Title: Re: Pokemon Red
Post by: BuckeyeDude on September 13, 2010, 02:28:04 pm
When do you hope to have this version of Wabbitemu ready?
In theory by this thursday, since I'm moving saturday. However if I cannot satisfactorily get rid of all the issues (http://wabbit.codeplex.com/WorkItem/AdvancedList.aspx) then I'll push it back and make the release whenever possible
Title: Re: Pokemon Red
Post by: qazz42 on September 13, 2010, 02:43:46 pm
guy6020665 wonders when there will be an update.
Eventually. Unfortunately all my time right now is focused on getting Wabbitemu cleaned up and ready for a ticalc release. As I've always said, this is a very long term project, just because you don't see much progress doesn't mean its dead. I should note that linking is actually going to be very simple for this project since there is next to no real time transfer. Simply appoint one calc the host and the other the slave and have the host handle everything while the slave replicates. I've had to setup the basics of this in the battle engine since it will be pretty dependent on that code

you think that it would be possible to add sound? Like how on the TI-Boy, you press sto-> to enable sound
Title: Re: Pokemon Red
Post by: BuckeyeDude on September 14, 2010, 01:04:42 am
you think that it would be possible to add sound? Like how on the TI-Boy, you press sto-> to enable sound

Sound is planned of course but very low on the priority list. It will also be released separately, as sound will greatly add to the executable size
Title: Re: Pokemon Red
Post by: Level UP on September 14, 2010, 01:29:23 am
Wow, I can only imagine how many hours it would take to complete. Good luck, man. :D
Title: Re: Pokemon Red
Post by: DJ Omnimaga on September 14, 2010, 02:57:27 am
I assume sound will be for 15 MHz calcs? (83+SE, 84+, 84+SE and Nspire 84+)

Also welcome here "Level UP" :)
Title: Re: Pokemon Red
Post by: tloz128 on October 11, 2010, 11:13:31 pm
so any news on the progress?
Title: Re: Pokemon Red
Post by: SirCmpwn on October 11, 2010, 11:14:49 pm
^++
Title: Re: Pokemon Red
Post by: yunhua98 on October 19, 2010, 06:22:08 pm
bump...

the other day I was messing around with this and after I while a got a low battery message.  then my calc turned off several times.  after about 30 mins of being off though, it acts like the low battery message never shown up, and its benn like a week and my calc still runs fine.  sorry if this has been menitioned before, but I don't have much time to check right now.  ;)
Title: Re: Pokemon Red
Post by: DJ Omnimaga on October 20, 2010, 02:15:56 am
Strange. O.o Could the game have triggered it?

Else, the game got battery resurrection power ;D
Title: Re: Pokemon Red
Post by: BuckeyeDude on October 20, 2010, 02:21:39 am
I would have to say no. My guess as to what happened is Pokemon was using full 15 MHz of power which uses a lot of battery power. When you went back to the homescreen the required voltage drops significantly. Did you play a lot more games over that week?
Title: Re: Pokemon Red
Post by: yunhua98 on October 20, 2010, 01:13:01 pm
no, but i coded a lot  ;)
Title: Re: Pokemon Red
Post by: DJ Omnimaga on October 20, 2010, 01:43:00 pm
Ah maybe that's why, although it's kinda weird. X.x I guess during coding it took less battery power than during playing the game. I know that when playing games the calc won't turn OFF as soon as when not in busy mode, though, to protect RAM. When the calc is not in busy mode, it will shut down earlier to prevent potential issues.
Title: Re: Pokemon Red
Post by: yunhua98 on October 20, 2010, 04:24:52 pm
hmm... odd, my calc still hasn't shut off due to batteries yet thoguh.  btw, on DCS is the icon on the second right the one thats battery, or the one to its left?
Title: Re: Pokemon Red
Post by: ztrumpet on October 20, 2010, 04:27:02 pm
hmm... odd, my calc still hasn't shut off due to batteries yet thoguh.  btw, on DCS is the icon on the second right the one thats battery, or the one to its left?
The one to the right. :)
Title: Re: Pokemon Red
Post by: yunhua98 on October 20, 2010, 04:28:39 pm
darn, that means I have 0.00000000000000000000000000000000000001% battery left.  :P
Title: Re: Pokemon Red
Post by: DJ Omnimaga on October 21, 2010, 03:28:58 am
Wait, DCS shows the exact battery level? ???

I thought it only showed either low or high.
Title: Re: Pokemon Red
Post by: guy6020665 on October 21, 2010, 07:18:11 pm
For me the DCS battery car seems to only tell me the contrast setting.
Title: Re: Pokemon Red
Post by: ASHBAD_ALVIN on October 21, 2010, 07:23:08 pm
For me the DCS battery car seems to only tell me the contrast setting.

That's very strange :D
Title: Re: Pokemon Red
Post by: DJ Omnimaga on October 21, 2010, 11:06:34 pm
yeah from what I remember DCS just relied on contrast settings for battery level but I was sure this changed. It isn't very accurate because some calcs contrast won't change at all when batteries get low.
Title: Re: Pokemon Red
Post by: aeTIos on November 08, 2010, 01:06:26 pm
YAY COOL!!!!!!!!!!!!!!!!
Title: Re: Pokemon Red
Post by: DJ Omnimaga on November 08, 2010, 01:31:49 pm
You had my hopes up. I thought the topic was bumped with new progress D:

Any updates Buckeye? :P
Title: Re: Pokemon Red
Post by: SirCmpwn on November 27, 2010, 10:15:45 pm
Bump
No hard feelings if this is dead, but can we have the source?
Title: Re: Pokemon Red
Post by: DJ Omnimaga on November 28, 2010, 09:04:16 pm
I hope it's still alive. :(

Else I guess It might be good to release the source if you're not planning to work on this anymore.
Title: Re: Pokemon Red
Post by: Ashbad on March 19, 2011, 11:50:03 am
bumpity bump bump

ANY new progress?
Title: Re: Pokemon Red
Post by: DJ Omnimaga on March 26, 2011, 09:19:17 pm
Actually for now he mostly focuses on another secret project: http://ourl.ca/8717/182787
Title: Re: Pokemon Red
Post by: Enu_N on July 01, 2011, 05:08:51 pm
wow. wow. this is actually really really good and amazing. It's splendid, almost exactly like the real one! Still prefer TI Boy, though, has less bugs. But really great work. Now, can you work on Pokemon Crystal?  ;D
Title: Re: Pokemon Red
Post by: mrmprog on July 01, 2011, 05:10:04 pm
Welcome to the forums! I think that this project is on hold for a while, but I could be wrong.
Title: Re: Pokemon Red
Post by: Enu_N on July 01, 2011, 05:13:12 pm
oh hey thanks. yeah i showed TI Boy to my friends and they went:  :mad: How did you do that? or  ::) Of course you would do that N... (obviously N is not my real name, just my online alias)
Title: Re: Pokemon Red
Post by: Deep Toaster on July 01, 2011, 05:16:35 pm
Welcome to the forums! I think that this project is on hold for a while, but I could be wrong.

Yeah, unfortunately. At least it's still alive. It's an awesome project :D

And hi/welcome, Enu_N :) If you get the chance don't forget to introduce yourself (http://www.omnimaga.org/index.php?board=10.0)!
Title: Re: Pokemon Red
Post by: Enu_N on July 01, 2011, 05:21:01 pm
yuppers. When I launched it at first, I thought I mistakenly launched TI Boy until I saw the differences.

Introducing myself now.
Title: Re: Pokemon Red
Post by: Darl181 on July 01, 2011, 05:21:02 pm
What's the latest update btw?  Is it the one in the first post (with the same thing signed a few posts down) or has it been updated since?/me doesn't have the time to read through 24 pages :P
Title: Re: Pokemon Red
Post by: Enu_N on July 01, 2011, 05:30:27 pm
absolutely no idea!   ._. i want to know too.
Title: Re: Pokemon Red
Post by: Deep Toaster on July 01, 2011, 05:55:31 pm
I think http://group.revsoft.org/Pokemon.8xk is updated.

Might be wrong.
Title: Re: Pokemon Red
Post by: Enu_N on July 01, 2011, 05:58:09 pm
ok tyvm!
Title: Re: Pokemon Red
Post by: Anima on December 22, 2011, 06:26:55 pm
revsoft is not available... :(
Title: Re: Pokemon Red
Post by: annoyingcalc on December 22, 2011, 06:32:58 pm
http://www.omnimaga.org/index.php?action=dlattach;topic=3540.0;attach=2673 is the most updated
Title: Re: Pokemon Red
Post by: TIfanx1999 on December 22, 2011, 06:34:19 pm
Also, Revsoft moved <a href=http://revsoft.tifreakware.net/phpBB3/>here</a> :)
Title: Re: Pokemon Red
Post by: boathouse2112 on August 07, 2012, 01:30:48 am
I can't enter the store/gym for some reason. Also can't save or read signs.
Title: Re: Pokemon Red
Post by: DJ Omnimaga on August 07, 2012, 01:32:43 am
I think the store/gym were not programmed yet. This project appears to be on hold or dead, meaning it might never be finished or take years to be completed.
Title: Re: Pokemon Red
Post by: boathouse2112 on August 07, 2012, 01:36:15 am
but in the side-by-side on page... 4? it shows the gym
Title: Re: Pokemon Red
Post by: DJ Omnimaga on August 09, 2012, 03:26:13 am
It might have been showcased as screenshot but not immediately released as is. The copy available online probably still misses the gym.
Title: Bugs found in pokemonred.8xk
Post by: soohyun2222 on August 13, 2012, 09:28:51 pm
Here are some bugs that I found.

In Battle mode
1. If I change a pokemon to the same one, I lose a turn.

2. There is no animation showing when I do "solar power" by bulbasaur.

3. Charmander is supposed to learn a skill (flame thrower) at level 10. That did not happen.

4. When I choose Hunter, the first character of huinter's attack name doesn't appear properly.

Plus, I can't use hunter's attack. I get kicked out.

5. If I put a monster to a sleep, it does not wake up...

6. After I choose item, and cancel, the bottom panel blanks out.

7. Say I fainted charmander, then it directs me to choose another pokemon screen. If I choose charmander, cahrmader appears

again with 0 health. I was able to do that for ~4 more times.

8. After I get blacked out, I found that not all pokemon are healed.
( I fainted both charmander and pikachu, but only charmander is recovered.)

9. If I use solar powder by bulbasaur, there's no word.

10. I used growl and sandattack as much as possible to a ratata to lower its attack accuracy,and defence. However when the ratata attacked, it still had a damage of 2.
(The ratata had lower chance of successfully delivering the attack though)

I don't know if ^ that ^ is a problem. Just saying.
Btw, good job on the attack formula, I think it works very well.


In non-battle mode
 
1. Chaning pokemon via menu did not change the staring pokemon in the battle.

2. Menu - Exit did not work

3. Menu - save don't work. ( I think it worked in the first edition)

4. Bulbasauaur should have 'cut', so that I can cut trees and bushes.
 
5. After blacked out, mom says "prof oak [still] wants to see me"...

6.I know that talking to prof.oak doesn't work 100% yet, but
in trying to leave the village, when I step into the forest,
right and left path leads to different house.

7. Stand left to where prof oak appears in the streets. Go left, then you will see another prof oak...

8. In one girs' house ( the one with bookshelf), pressing 2nd button in front of the picture also says something.
but in the game, it says nothing.

9. up arrow does not work in menu ( from pokemon to exit)


Yeah, thats about it.
Well done on the game!
Title: Re: Pokemon Red
Post by: TIfanx1999 on August 13, 2012, 10:33:07 pm
Pssst! It's a demo. Most of the things that don't work are probably because they haven't been programmed yet, not because they are bugs.

*Edit* Also, there hasn't been any progress posted on this in some time. It seems to be on hold or possibly dead.
Title: Re: Pokemon Red
Post by: DJ Omnimaga on August 13, 2012, 11:36:53 pm
Shouldn't this section be removed? ??? (Although maybe if Buckeye is still around we could ask him)
Title: Re: Pokemon Red
Post by: willrandship on August 14, 2012, 12:08:35 am
Isn't there a "Dead Projects" forum it can go in?
Title: Re: Pokemon Red
Post by: Hayleia on August 14, 2012, 02:04:35 am
Yeah, it is just a demo of a possibly dead project. But if you want a complete Pokemon game, check my signature
[/free advertising] :P

But mine is less beautiful, it is meant to be a decent game for calcs, not a port of the real game ;)
Title: Re: Re: Pokemon Red
Post by: DJ Omnimaga on August 14, 2012, 07:25:38 am
Topaze is an entire Pokemon game? O.O
Title: Re: Pokemon Red
Post by: Hayleia on August 14, 2012, 07:51:02 am
Topaze is an entire Pokemon game? O.O
It depends on what you call "entire Pokemon game" :P
Because it has an end, so it is an entire game, and it is a Pokemon game so it is an entire Pokemon game :P
But if you mean "a total port of an already existing Pokemon game", then no, there are only 44 Pokemons in Topaze so it is far from the real thing, but already quite fun ;)
Title: Re: Pokemon Red
Post by: DJ Omnimaga on August 15, 2012, 05:26:50 pm
Oh ok I thought you coded an entire 150 pokemon game in like a few months lol. THat said, 44 is already quite a lot considering most RPGs only got 3 party members.
Title: Re: Pokemon Red
Post by: Hayleia on August 16, 2012, 02:39:08 am
Oh ok I thought you coded an entire 150 pokemon game in like a few months lol. THat said, 44 is already quite a lot considering most RPGs only got 3 party members.
Well now that the program supports 44 Pokemons, it would be easy to add the missing ones. But the data would be a pain to make x.x
Title: Re: Pokemon Red
Post by: Keoni29 on August 16, 2012, 05:40:10 am
I bought this game at a flee market last saturday. The seller didn't want to sell the gameboy color and the game inside of it separately, so I ended up buying a gbc and pokemon red for a stunning 3 euro's! (The battery cover was missing though, but it works fine)
Title: Re: Pokemon Red
Post by: willrandship on August 16, 2012, 05:12:49 pm
Never turn down a new set of calculator internals...I mean, a gameboy.
Title: Re: Pokemon Red
Post by: shmibs on August 16, 2012, 06:03:42 pm
=0
not fair!
Title: Re: Pokemon Red
Post by: willrandship on August 16, 2012, 06:05:00 pm
I have 2 GBCs, pokemon Red, Blue, Fire Red, Ruby, Crystal (somewhere), Gold, and 2 Flash carts. I'm not too jealous. :P
Title: Re: Pokemon Red
Post by: DJ Omnimaga on August 16, 2012, 11:14:33 pm
Wow, and the local used game store sells old GBs for $9.99 sometimes. I saw a GBC for the same price once, though.
Title: Re: Pokemon Red
Post by: aeTIos on August 17, 2012, 12:20:21 am
[offtopic warning]
Hayleia, yup data is a PITA to make...
Title: Re: Pokemon Red
Post by: willrandship on August 18, 2012, 10:54:40 pm
pitas are tasty. :P
Title: Re: Pokemon Red
Post by: TIfanx1999 on August 19, 2012, 09:19:50 am
*Cough* Although discussion is nice and shows interest, lets not try to derail this thread entirely mkay guys? :) Lets try to at least keep the discussion on pokemon.
Title: Re: Pokemon Red
Post by: harrylin on February 25, 2013, 05:26:37 pm
Uh, Hey, is anybody still working on this? Because the link is dead....
Title: Re: Pokemon Red
Post by: DJ Omnimaga on February 25, 2013, 07:32:25 pm
I think it's dead or on a very low priority list (most likely once Buckeye finishes his entire studies and WabbitEmu, which might take years). Not sure if a demo is still available because Revsoft's original server disappeared.
Title: Re: Pokemon Red
Post by: TIfanx1999 on February 25, 2013, 08:41:08 pm
Hay harrylin, welcome to Omnimaga! Progress on this has been stalled for quite some time, only Buckeyedude would know. You can check <a href=http://www.tifreakware.net/revsoft>Revsoft</a> and see if there is a demo available there. In the mean time, why not check out <a href=http://ourl.ca/12441>Pokemon Topaze</a> by Hayleia. While you're at it, you can go ahead and <a href=http://www.omnimaga.org/index.php?board=10.0>introduce yourself</a> if you haven't yet.
Title: Re: Pokemon Red
Post by: Deep Toaster on March 11, 2013, 08:22:12 pm
There isn't even a topic/forum about the project on the new RevSoft :(

So I don't know if Buckeye plans to work on this anymore, but hope so.
Title: Re: Pokemon Red
Post by: DJ Omnimaga on March 12, 2013, 02:08:54 am
I don't think he posts much there actually, so that might explain it. Plus if it's on hold indefinitively then maybe he decided to wait before starting a new sub-forum.