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Topics - BuckeyeDude

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WabbitStudio Software Suite / Wabbitemu Android Beta
« on: January 15, 2014, 10:43:44 pm »
Hello all,

I'm looking for Android users to do a little beta testing of the new Wabbitemu for Android app. Get it from It would be great if I could get some feedback on any issues encountered, or on any suggestions to improve the app.

Currently I'm targeting Android devices of ICS or higher (4.0.4), but I'm curious to hear if it works on Honeycomb or Gingerbread devices. Make sure if you have any issues you say what type of device you have, and what version of Android you are running.


Pokemon Red / Pokemon Stats Generator
« on: June 26, 2010, 01:22:18 am »
I thought you guys might be interested in a little program I whipped up a while back. I used it to check my math in assembly, when working out some of the stats generation (and still use it because I think some stuff is wrong). Its not fully complete, but still pretty useful. Anyway check it out, just a simple C# app.

Pokemon Red / Pokedex Map
« on: June 24, 2010, 04:14:43 pm »

The challenge is to get a decent looking version of that map onto the calculator screen. Or come up with a nice way to present a full sized version of it. Any takers?

Pokemon Red / Pokemon Red Help
« on: June 19, 2010, 11:05:34 pm »
I'll post any help I need for recreating my Pokemon Red clone.

1. Map Making
How to create maps:
1. Goto and download all the files in there
2. Pick a map from the list below you want to recreate.
3. Run calcgs and find your map on the following site:
4. Open the appropriate tile set in calcgs, make sure you set the tiles to 16x16, and open the map editor
5. Recreate the map. If you are missing tiles, go ahead and add them at the end of the tileset. THE SECOND YOU DO THIS PLEASE POST THEM HERE!!!!! Its also very important that you have the most current tileset, or else your map will not work correctly in game. You can find them on the revsoft ftp link above
6. When you've finished your map, go ahead and upload it somewhere and post it here. I'll add it to the game and post the new version if it is accessible.

Maps Done:
Pallet Town
Route 1
Viridian City
Route 2
Route 21
Route 22
Route 4 - Nemo
Route 3 - Nemo

Maps Claimed:
Pokemon League - Sircmpwn
S.S. Anne - Sircmpwn
Lavender Town - Sircmpwn
Route 6 - Nemo
Route 7 - Nemo
Route 9 - Nemo
Route 10 - Nemo
Route 12 - Magic Banana

Maps Left:
Celdadon City
Cerulean City
Cinnabar Island
Diglett's Cave
Mt. Moon
Pewter City
Pokemon Tower
Viridian Forest
Vermilion Forest
Route 5
Route 8
Route 11
Route 14
Route 15
Route 16
Route 17
Route 18
Route 19
Route 23
Route 24
Route 25

I think I may still be missing some, let me know if I left any out.

2. Character Making
I also thought of another way you guys can help. There is an enormously large character list to be ported here
They all need to be ported. I'd like them all as bitmaps, with one character per image so they can easily be imported into spasm. Here is an example. If you choose to do this, it is very important the order that the animation series comes in!!!
1. Standing facing down
2. Standing facing up
3. Standing facing left
4. Walking down
5. Walking up
6. Walking left
When creating these, make sure your dark gray is the color #444444 and your light gray is #808080, or colors very close to these. If the grays don't come like this, i would recommend using GIMP or something similar to do a color replace on them. The mask color (everything transparent) should be dark gray.

Pokemon Red / Pokemon Red
« 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.

WabbitStudio Software Suite / WabbitStudio Software Suite
« on: May 17, 2010, 12:25:22 am »
With Revsoft still down, and the lack of the awesome repository, Spencer decided to move over all our projects to a new central location. The new official place for all wabbit related software is
The latest stuff will always be located here. It also has a lot of fancy features for stuff like bug tracking that I beg of people to use. Anyways yeah, spread the word so that I don't get more complaints asking me to fix stuff that has already been fixed, or people who won't use this because of it doesn't have feature X.
It should also be noted that all platforms will also use this repository, so there is no need to hunt around for the OS X and linux builds.

Axe / Signed Comparison Broked
« on: May 03, 2010, 11:42:48 pm »
Not sure if anyone else has mentioned this, but the signed comparison in Axe doesn't work.
Code: [Select]
If A>>B
Returns true. I did a quick check at your code generation and it seems to me it would be easier to check the high order register first then do a normal compare on the lower, although I dont know if you had other reasons for doing it this way.

I should also add that I was quite impressed with the speed of the parser and code generation. Can't wait to see more in the future.

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