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Messages - BuckeyeDude

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256
Pokemon Red / Re: Pokemon Red
« 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?

257
Pokemon Red / Re: Pokemon Red
« 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 which Pokemon will appear

258
Pokemon Red / Re: Pokemon Red Help
« on: June 20, 2010, 01:32:59 pm »
I looked at the Spriter's Resource page, and it appears to be missing some maps.

This website should have all of them:
http://vgmaps.com/Atlas/GB-GBC/index.htm#PokemonRBY
Excellent resource thanks! That also has the NPCs drawn which can be helpful

259
Pokemon Red / Re: Pokemon Red
« 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

260
Pokemon Red / Re: Pokemon Red Help
« on: June 20, 2010, 11:40:53 am »
Do you mean adding more than the original Pokemon Red ones? I did not play much so I don't remember completly which Pokémon are from the first or latest versions
He just wants to know if I need any of the pokemon stuff recreated or anything, just stuff in general that would make development go faster.

261
Pokemon Red / Re: Pokemon Red
« on: June 19, 2010, 11:19:21 pm »
Anybody looking to create maps check my other topic here:
http://ourl.ca/6145/97053

262
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 http://group.revsoft.org/Pokemon 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: http://www.spriters-resource.com/gameboy/pokerb/index.html
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.

263
Pokemon Red / Re: Pokemon Red
« 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

264
Pokemon Red / Re: Pokemon Red
« 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.

265
Pokemon Red / Re: Pokemon Red
« 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

266
Pokemon Red / Re: Pokemon Red
« 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

267
Pokemon Red / Re: Pokemon Red
« 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

268
Pokemon Red / Re: Pokemon Red
« 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 in addition to stuff from http://www.serebii.net and finally the big resource has been this: http://www.gamefaqs.com/gameboy/367023-pokemon-red-version/faqs. If anyone else has more info, I would love it.

269
Pokemon Red / Re: Pokemon Red
« 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

270
Pokemon Red / Re: Pokemon Red
« 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 :)

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