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Messages - deeph

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16
News / Re: HP-Prime prototype performance test: color graphic programs
« on: August 13, 2013, 05:56:08 pm »
Cool, thanks !

Don't hesitate to optimise it or ask me for new features/bug fixes.

I've not tested it a lot so I don't know if there are bugs in some cases.

17
News / Re: HP-Prime prototype performance test: color graphic programs
« on: August 13, 2013, 06:49:12 am »
And here is a small converter for windows : img2prime.zip (just drag and drop the image to convert on it) :)



It even handles transparency :P

But I'm not sure if the ":64" are always necessary.

18
TI Z80 / Re: Pokémon Amber
« on: July 22, 2013, 03:12:26 pm »
Awesome, I can't wait to play it !! :D

About the extinction, I don't know what was the original explanation (meteor impact ?). Was it even explained somewhere (maybe in the museum in pokémon red/blue) ?

Yeah, I was using the technique of the original gameboy games for keeping the sprite close to the center of the screen (that is why I had to add tilemap clipping x.x).
Personnaly I move the player sprite to the screen limits when we can't scroll the map anymore, but it's not that important.

edit : Looks like there's no official reason : "Omastar is the only Fossil Pokémon that has been given a reason for extinction; its shell was too heavy for it to move, thus it starved to extinction." (http://bulbapedia.bulbagarden.net/wiki/Omastar#Trivia).

19
TI Z80 / Re: Pokémon Amber
« on: July 22, 2013, 02:24:52 pm »
Yeah for the events I had the same idea, but considering it would take too much space and time to handle I've finally chose to only have tile-based events (that triggers when the player walk by).

For some events (like trainers), I think I'll use bits instead of bytes to store their flag (with some (re)set_bit routine that will turn on/off a certain bit in a buffer).

Your screenshots are great, there's just a little thing that bugs me : as the player sprite can't be centered, in the best case you have to move it so the player has the largest part of the screen in front of him, else in some cases (like moving to the left or up, here) you have a line/row of tile less in sight :P

It's not that important, though (sometimes that's worse : people make the screen scroll when you reach its limit so you really don't see anything at all, which is really annoying here considering the screen width/height).

Also, I missed the infos in your signature, that's interesting :D

I'm just wondering how will the player ends up in the past ?

20
TI Z80 / Re: Pokémon Amber
« on: July 22, 2013, 04:54:33 am »
It was on a ti-concours topic I think.

And of course I'll put you on the credits :)

(But don't do the same with me, all my projects are completly copyleft and I don't care if somebody "steals" anything from them, though I don't think it'll ever happen :P)

21
TI Z80 / Re: Pokémon Amber
« on: July 22, 2013, 04:13:49 am »
Yes you're right (but I've asked you if I could use them, if I remember correctly ;)), I've just made them animated and tried to make a female version of the up/left/right sprites.

So yeah, you should thank and +1 Hayleia instead of me for this awesome 8*8 sprite :)

I am still impressed by how fast your tilemap and scrolling works! I scroll 2 pixels at a time to make it a little faster (only 4 LCD updates every time the player moves instead of 8 ).
In fact I'm using the tilemapper from GBA Lib 2, because it is way better than any of mine :P

The only thing is that I can't easily handle non-tile based events (like npcs) with it. I've managed to handle trainers but it's not the most optimised solution.

How do you plan to do that ?

22
TI Z80 / Re: Pokémon Amber
« on: July 21, 2013, 05:25:24 pm »
How large are your actual Pokémon sprites? I was thinking of using 24x24. Your sprites look so good!
The Pokémon sprites are adapted from what seems to be their menu icons from some pokémon on GBA or NDS, and thus were originaly 32*32, but to be able to fit them into the battle screen I had to reduce them to 32*26 (they tend to be larger than taller, so it fits).

Sizing them down to 24*24 wouldn't be easy I  think (unless you only want to create your own Pokémons).

I would try to help with Pokémon Monochrome, but I am afraid that I won't be familiar with your style .__. But I might look through it to find optimisations (but it looks very fast already!).
That would be awesome, but keep in mind that we were still repairing some things being broke after we used chickendude's better routines (mainly things with the battle engine) :D

I am going to try to use some of your tiles/sprites to see how it looks.
Nice, now I can't wait to see more screenshots :)

23
TI Z80 / Re: Pokémon Amber
« on: July 21, 2013, 03:39:22 pm »
Thanks, but I'm not the only author, chickendude helped me a lot :P

In fact this project is far from being done, so I won't make a topic here until I'm sure to finish it completly. Chickendude and I haven't made any progress for weeks now and I personnaly won't be working on it before some more...

Considering Xeda's programing skills, Pokémon Amber has much more chances to be done earlier ;)

24
TI Z80 / Re: Pokémon Amber
« on: July 21, 2013, 09:22:12 am »
The character sprite does actually have a walking animation, but it isn't very good and you can't easily see it.
Feel free to use those from Pokémon Monochrome if you want :)

25
TI Z80 / Re: Pokemon Topaze (Axe)
« on: June 20, 2013, 12:16:38 pm »
But it has 0B of ROM (usable ROM I mean) which is way less than the 83+, especially considering Pokemon Topaze takes like 44000 bytes for now.

What takes so much space ? If I remember there are things that aren't specially useful (like the splashscreens :P).

I keep thinking that such game could technically fit into 27kb, but its okay if you stick to the Axe version, I love this game as it is :P

26
TI Z80 / Re: Pokemon Topaze (Axe)
« on: June 20, 2013, 10:37:11 am »
With all the data it needs (even compressed), it will never fit in the RAM of a 82 Stats anyway, so even ultra optimized ASM won't bring anything new to the game.

Not sure about this, but as you want :)

27
TI Z80 / Re: Pokemon Topaze (Axe)
« on: June 20, 2013, 09:59:50 am »
So you're back into developing this project, nice :)

If you need help with anything non-Axe related (because I don't know anything about it), like map editors and such, just ask.

Otherwise, you still don't want/have the time to make an asm version ? :P

28
TI Z80 / Re: xLIB 84C Edition
« on: June 19, 2013, 08:34:59 am »
What part of the program handles the re-drawing of the tiles ? The Basic part I guess ?

Keep up the good work :)

29
Art / Re: Mockups "please say this is going to be a game"
« on: June 19, 2013, 03:58:27 am »
tr1p1ea > there's one being developed here : http://www.planet-casio.com/Fr/forums/topic9620-1-Projet-Zelda.html (a pic : http://www.planet-casio.com/files/forums/IMG_0838-90373.jpg).

Btw I've just found an old mockup I made for an adaptation of Spy vs Spy :


30
News / Re: Ten TI Z80 calculator games you might have forgotten
« on: June 19, 2013, 01:44:35 am »
Nice ! I like those kind of news, it reminds me when every TI websites uses to keep us informed of the current awesome projects being developed. Like that we don't have to necessarly dig up the entire forum to be aware of everything :P

I'd like to see more news like that in the future :thumbsup:

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