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Quote from: DJ Omnimaga on June 19, 2010, 02:40:07 pmHOLY... :OYeah, he mentioned something about importing the original map data from the real Pokemon Red.
HOLY... :O
Quote from: DJ Omnimaga on June 19, 2010, 02:40:07 pmQuoteQuote from: DJ Omnimaga on June 19, 2010, 01:19:39 pm<.<>.><.<>.>
QuoteQuote from: DJ Omnimaga on June 19, 2010, 01:19:39 pm<.<>.><.<
Quote from: DJ Omnimaga on June 19, 2010, 01:19:39 pm<.<>.>
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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
Quote from: SirCmpwn on June 19, 2010, 02:41:56 pmQuote from: DJ Omnimaga on June 19, 2010, 02:40:07 pmQuoteQuote from: DJ Omnimaga on June 19, 2010, 01:19:39 pm<.<>.><.<>.>^.^
;a = move index;ix->pokemon structureCheckCriticalHit:;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
;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 retNoMovePower: ld hl,BattleFlags res CriticalHit,(hl) ld hl,0 ret
how exactly do i get the tiles into calcGS? do i have to copy them by hand? i call Celadon City.
Looks very nice Buckeye, will definitely be keeping an eye on your progress. =]
Can we have a copy of the one with more maps?
Holy crap guys I go away for one night and come back with 4 pages of stuff.
Quote from: DJ OmnimagaQuote from: SirCmpwn on June 19, 2010, 02:41:56 pmQuote from: DJ Omnimaga on June 19, 2010, 02:40:07 pmQuoteQuote from: DJ Omnimaga on June 19, 2010, 01:19:39 pm<.<>.><.<>.>^.^v.v
Quote from: tifreak on June 19, 2010, 03:31:09 pmLooks 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
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