Author Topic: Pokemon Red  (Read 119548 times)

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Offline DJ Omnimaga

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Re: Pokemon Red
« Reply #105 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

Offline qazz42

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Re: Pokemon Red
« Reply #106 on: June 20, 2010, 06:12:44 pm »
Ok here is the real picture

Offline squidgetx

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Re: Pokemon Red
« Reply #107 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?

Offline DJ Omnimaga

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Re: Pokemon Red
« Reply #108 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.

Offline squidgetx

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Re: Pokemon Red
« Reply #109 on: June 20, 2010, 08:12:09 pm »
So not quite as outrageously large yet... good

*.4 used         !*
>gameboy explodes<

Offline yoman82

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Re: Pokemon Red
« Reply #110 on: June 20, 2010, 09:16:04 pm »
So, any work on the pokedex, etc?

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Re: Pokemon Red
« Reply #111 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.

Offline DJ Omnimaga

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Re: Pokemon Red
« Reply #112 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?

Offline calc84maniac

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Re: Pokemon Red
« Reply #113 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?
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline DJ Omnimaga

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Re: Pokemon Red
« Reply #114 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

Offline BuckeyeDude

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Re: Pokemon Red
« Reply #115 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

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Re: Pokemon Red
« Reply #116 on: June 21, 2010, 01:16:00 am »
Lol :P

Altough if he got the new Nspire he's screwed x.x

Offline BuckeyeDude

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Re: Pokemon Red
« Reply #117 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

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Re: Pokemon Red
« Reply #118 on: June 21, 2010, 02:15:53 am »
Lol
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Re: Pokemon Red
« Reply #119 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.
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