Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: DJ Omnimaga on June 24, 2005, 02:46:00 pm

Title: Pokémon
Post by: DJ Omnimaga on June 24, 2005, 02:46:00 pm
Nerdy Productions is porting us Pok
Title: Pokémon
Post by: MathStuf on July 16, 2005, 03:26:00 pm
Well, the Map Demo is now out. Map Packs are needed and can be found on my site in the 'Programs' section.
Title: Pokémon
Post by: greenorange on July 17, 2005, 02:59:00 am
Dude, that looks awesome!  >Dgni.gif I can't wait till it's complete!

*greenorange
Title: Pokémon
Post by: MathStuf on July 17, 2005, 03:29:00 am
Although Map Pack 2 hass been completed, I'mgoing to wait a bit until it's distributed because there's a bug in the Launcher when there are too many files (the menu to choose the map doesn't scroll correctly) and I'm working on fixing that and getting some more tiles into the Launcher as well so that it shows some of the newer tiles used in the new maps.
Title: Pokémon
Post by: DJ Omnimaga on July 17, 2005, 04:35:00 am
cool, are tiles stored into each maps, I mean does each maps have their own tiles?
Title: Pokémon
Post by: MathStuf on July 17, 2005, 04:44:00 am
No, that would make each one a little cumbersome to write. My "MapMaker" program that writes the external files just copies the map dimentions, its name that shows in the menu, and the huge array of tiles. The launcher uses the TileMap Engine that comes with ExtGraph and I must say that it works great, although I still haven't figured out how to get rid of the flickering when you scroll through the map. It's already double buffered, so I'm at a loss for why it would flicker that bad.
Title: Pokémon
Post by: DJ Omnimaga on July 17, 2005, 08:20:00 am
yeah, flickering can be quite a problem sometimes. On thew 83+ because of the crappy LCDs we need to blend the sprites together (create some kind of checkered pattern depending of how many GS level u use) as you can see in this screenshot (its written in TI-83+ BASIC with some ASM libs):
user posted image

how many sprites do u think therer will be?
Title: Pokémon
Post by: MathStuf on July 17, 2005, 08:51:00 am
There will probably be over 300 tiles (some of which are used very rarely, maybe once or twice) and over 100 sprites (they are the people and the objects that can change positions/disappear). If I can find a function in ExtGraph that will account for tranparent colors, I won't have to make masks for those 100+ sprites.
Title: Pokémon
Post by: DJ Omnimaga on July 17, 2005, 08:54:00 am
nice. Well sprite masking isnt always a big deal. Most of the time I need 2 sprite, one to erase the black pixels in the white area of my character and one to display the black area of the character. I assume in C there are more options though

thanks for the info about tiles/sprites I was always wondering what is the difference between both :)smile.gif
Title: Pokémon
Post by: MathStuf on July 17, 2005, 01:11:00 pm
Yeah, there are more options in TIGCC. ExtGraph really expands on that though too. The faster, better, and more useful graphic functions can really expand a game graphically. And after a little thought, I have come to the conclusion that masking will be needed (which means even more memory taken up). I don't want the character's face to show the grass in it.
Title: Pokémon
Post by: DJ Omnimaga on July 17, 2005, 01:17:00 pm
yeah I understand you. I guess you should be able to squish everything into the calc ram and archive since thew 89 has like over 180 KB of RAM and over 500 KB of archive. What is ExtGraph?
Title: Pokémon
Post by: arti on July 17, 2005, 03:21:00 pm
QuoteBegin-Kevin+July 17, 2005, 20:17-->
QUOTE (Kevin @ July 17, 2005, 20:17)
What is ExtGraph?  

 ExtGraph is a very powerful graphic library for use with TIGCC. It has lots of useful functions, and when you compile the program only the functions that you use in your program are added to the program (unlike for example ASM libs that you use with Basic programs).

The mapengine that comes with it is really nice, but I still need to learn more C in order to properly understand how it works :Dbiggrin.gif
Title: Pokémon
Post by: DJ Omnimaga on July 21, 2005, 03:00:00 pm
uhm btw do u plan on using the original pokemon sprites because I noticed yours look different than the old ones?
user posted image
Title: Pokémon
Post by: MathStuf on July 21, 2005, 03:46:00 pm
That's what I've been doing the past few days (and why I've decided to stop making Map Packs. I have 2 and 3 done, but I don't want to type them in for nothing). I have all the people and their animations in Calc GS as I write this and I'm making their masks and then converting them to C using my Sprite Manipulator (the reason I made it). Umm...where did you get that program...I've been playing through the game ripping what sprites I could find so far...
Title: Pokémon
Post by: DJ Omnimaga on July 22, 2005, 01:37:00 am
I fdound that on Unitedti forums, it came from a sprite website. I dunno maybe the sprite were enhanced with more details
Title: Pokémon
Post by: MathStuf on August 01, 2005, 03:03:00 pm
I've thought of some new ideas and I've put polls up on the forums to ask what everyone wlse thinks of them.
http://nerdyproductions.sobertillnoon.com/forum/viewforum.php?f=6
Title: Pokémon
Post by: DJ Omnimaga on August 02, 2005, 12:59:00 am
nice, I think you should add a hard difficulty when you finish the game, I dunno about versions though, maybe release blue and red then yellow or merge all 3 together so we can have all 150 pokemons without having connect to another calc or a PC :laugh:evillaugh.gif
Title: Pokémon
Post by: MathStuf on August 20, 2005, 11:46:00 am
It's finally here: Pok
Title: Pokémon
Post by: DJ Omnimaga on August 21, 2005, 01:46:00 pm
oh nice, can we test our custom game yet? I might give it a try once I get time :)smile.gif
Title: Pokémon
Post by: MathStuf on August 21, 2005, 02:03:00 pm
Nope...and even if you could, it would need to be validated by me (so that people don't put broken mods up on the web). The fact that the map editing is busted right now <_<dry.gif also doesn't allow a game to be played. Also that this is the way that I'm making the program...except I have a few shortcuts for sprites... >Dgni.gif
Title: Pokémon
Post by: DJ Omnimaga on August 21, 2005, 02:52:00 pm
ah cool then. I featured your project in my today news article (Pokemodr), hopefully... sigh so few free time to post decent news :(sad.gif
Title: Pokémon
Post by: MathStuf on August 23, 2005, 08:09:00 am
This version fixes varion bugs, and is also runs on a GUI powered by Advanced Dialogs by saubue. I changed some things to make it work with the program better though. The map editing is still a little whacked, but it is stable enough that it doesn't crash the calc.  B)cool.gif
Title: Pokémon
Post by: DJ Omnimaga on August 23, 2005, 08:58:00 am
oh nice, I remember Advanced dialogs when I checked boolsoft webpage :)smile.gif
Title: Pokémon
Post by: MathStuf on August 24, 2005, 09:10:00 am
Well...I have a few announcements about v.4
Title: Pokémon
Post by: MathStuf on August 24, 2005, 11:03:00 am
I am running out of memory for the program. Uncompressed, it must fit in under 65535 bytes (and even less than that because other RAM is needed). Currently it is hovering around 59000 bytes (imagine what itd be like if I didn't compress it to ~26000 bytes :crazy:fou.gif).
Title: Pokémon
Post by: DJ Omnimaga on August 24, 2005, 12:25:00 pm
I didnt knew 68k had a code size limit O_Oshocked2.gif
Title: Pokémon
Post by: MathStuf on August 27, 2005, 01:45:00 pm
A program has to fit into a single block of memory.  It's sort of like how apps on the 83 series has to fill an entire block...well, thats not exactly right, but  %)rolleyes2.gif
Alright, v.4
Title: Pokémon
Post by: greenorange on August 27, 2005, 02:10:00 pm
Correct, and not only code :)smile.gif  Kevin, have you tested the GB68k by any chance?  The ROM has to be split into many chunks, otherwise it could not be sent to the calc O_Oshocked2.gif

Your doing awesome on this game, MathStuf, I hope to see a playable version soon! :)smile.gif

And I am so happy I got a TI89ti for my birthday  >Dgni.gif
Title: Pokémon
Post by: DJ Omnimaga on August 27, 2005, 02:35:00 pm
QuoteBegin-greenorange+27 August 2005, 21:1-->
QUOTE (greenorange @ 27 August 2005, 21:10)
Kevin, have you tested the GB68k by any chance?  The ROM has to be split into many chunks, otherwise it could not be sent to the calc O_Oshocked2.gif

 not yet, I didnt had any ROms to try at that time :(sad.gif


nice to see the pokemod will be released soon :)smile.gif
Title: Pokémon
Post by: MathStuf on August 27, 2005, 02:57:00 pm
The playable versions may not be ready until after winter...the whole base code needs to be written, I need to write the data for red, blue and yellow, make their launchers since each mod needs a customized launcher...
Title: Pokémon
Post by: MathStuf on September 05, 2005, 12:13:00 pm
v.5
Title: Pokémon
Post by: DJ Omnimaga on September 05, 2005, 12:17:00 pm
ooh nice. Hmm I was wondering, would it be cool if there was a pokemon game with all blue/redyellow version all together with all pokemons in it, so if you only have a calc you can still have all pok
Title: Pokémon
Post by: MathStuf on September 05, 2005, 01:38:00 pm
With the editor, you could make a cave where every Pok
Title: Pokémon
Post by: DJ Omnimaga on September 05, 2005, 02:39:00 pm
ah nice, I guess this wasnt included in the original, I think its great if we can have a port of a console game that is actually better than the original, unlike most clones out there :)smile.gif

thats why some ppl prefer Mario 83+ to Mario Land for gameboy
Title: Pokémon
Post by: MathStuf on October 29, 2005, 12:30:00 pm
I will be putting up a link for a week pre-release for all members on my forums. It will also be for last-minute bug testing before it gets released as a non-beta version.
Title: Pokémon
Post by: DJ Omnimaga on October 29, 2005, 01:09:00 pm
w00t nice, do you mean Pokeodr or pokemon itself? I need to check if my VTI is still working or if I have Tiemu installed :)smile.gif
Title: Pokémon
Post by: MathStuf on October 30, 2005, 04:10:00 am
It's Pok
Title: Pokémon
Post by: DJ Omnimaga on October 30, 2005, 12:21:00 pm
ops spelling mistake sry  :oops:embarassed.gif nic tho :)smile.gif
Title: Pokémon
Post by: MathStuf on October 30, 2005, 04:54:00 pm
v.5PR3 has been uploaded. Somr bugs have been stonewalled against (Sprite modding) because it causes a crash that I can't fix right now.
Title: Pokémon
Post by: DJ Omnimaga on October 31, 2005, 03:14:00 am
sweet I'll try to try it asap in VTI :Dbiggrin.gif
Title: Pokémon
Post by: dragon__lance on October 31, 2005, 09:51:00 am
thats cool , looking good :)smile.gif