Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: metagross111 on November 15, 2008, 09:24:51 pm

Title: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 15, 2008, 09:24:51 pm
(http://i26.photobucket.com/albums/c119/metagross111/scrn8.jpg)

A game of my own, a Pokemon Battle Simulator! I like programming and I happened to like Pokemon. Plus, there wasn't a slew of satisfactory Pokemon games on the calc to interest me, so I started working on my own.

In the latest version, there are 6 Pokemon and 22 Attacks. Unfortunately, I have not yet programmed the special effects of moves beyond Quick Attack ( thereby explaining Eevee's use of Substitute resulting in low damage for Pikachu,  it was simply read as a Normal attack with 0 Power in the screenshot ). Critical Hit, status, and accuracy are also lacking, though they would come in simple extensions of the program. The game does have graphical battles ( sans battle animation, for NOW ) and does pay attention to type advantage and STAB. The core of this engine is the TRUE battle formula, not just something I thought up.

Right now, this version is hugely limited. You just simply beat each other with attacks. Obviously, Bulbasaur may have a main advantage with a SolarBeam it can use every turn, but meh.... In any case, it works smoothly and I managed to piece together a nice stable version. V0.05.

(http://i26.photobucket.com/albums/c119/metagross111/poke.gif)

Hope to greatly improve on this later. Hope you guys like it.

EDIT: I decided to write up a Version Schedule. This way you can see what aspect I'm going to work on next in order. I think it's also a good way to keep me focused.

Future Versions:

Version 0.07 - The accuracy trigger will be integrated. This will enable attacks to miss. Stat mods that affect accuracy will not be implemented probably until v0.13
Version 0.09 - Critical Hits will be enabled. The trigger for moves with improved Critical Hit odds will also be enabled now, though it will not be used, as their are no such attacks programmed yet.
Version 0.11 - Damaging attacks with singular additional effects will be enabled. This includes Mega Drain, and attacks with the recoil effect. This does not include status or stat mods.
Version 0.13 - Moves that have stat modifications such as Growl or Sand Attack will be enabled. This includes attacks that have a stat mod as a secondary effect. This does not include Burn status, moves that inflict Burn status, or Rage.
Version 0.15 - Status infliction from any primary status-inflicting move, such as Thunder Wave, Toxic, Substitute, or Leech Seed will be enabled, though not neccessarilly implemented.
Version 0.16 - Status infliction from any secondary status-inflicting move, such as Thunder, Rage, or Fire Blast will be enabled, though not neccessarilly implemented.
Version 0.17 - Status will be implemented. This includes Burn, Paralysis, and Poison. Sleep and Freeze will be added later when attacks that inflict those statuses are introduced. The endangering powers of Toxic will also be enabled in this version.
Version 0.19 - Leech Seed status will be implemented. The Toxic/Leech Seed glitch will also be implemented to stay true to Pokemon R/B programming.
Version 0.21 - Substitute status will finally be implemented! This could be one of the hardest attacks to program, next to Transform. Substitute would be incorporated throughout the entire engine.
Version 0.23 - Solarbeam's one turn delay will be enabled. Hopefully, this will stop Bulbasaur from becoming too overpowered. Actually, that's unlikely to happen till now, as the other Pokemon are somewhat resistant to Grass, save Squirtle.
Version 0.25 - Wrap special multi-hit engine will be enabled, and so will the Rage status. Actually, Rage is pretty useless, isn't it? Especially on Charmander.
Version 0.27 - The sprite system needs to be totally redone. Technically, the system wont handle sprites much larger than now, and this can be a problem for larger sprites. There won't be a noticeable difference, I'll just be able to use larger sprites like Onix.
Version 0.29 - I want to enable a Substitute graphic. In fact, I might need help for that little doodad, so If any of you can draw a Substitute sprite, that would be awesome.
Version 0.30 and beyond - At this point, all content in the current game is fully enabled. But there is oh so much stuff to add, in addition to more Pokemon and attacks. I had a list here...Multiple Pokemon Teams. I want to have at least a battle where trainers have at least three Pokemon. I'm also aiming for the inclusion of trainer sprites, as well as some really cheap battle animations. Level Selection and Link Battles are another couple of features I want to add. At some point, once I've programmed in around 30 Pokemon, a workable game can made, with a series of specific trainers to beat with a rental team. However this is all just speculation. We'll just have to wait and see.

This schedule is only a guide. I may not follow it exactly this way, And I cannot predict well how long all this could take. If you guys have any suggestions, please post them. I hope to eventually get more screenshots up.




Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: {AP} on November 15, 2008, 09:32:04 pm
Pretty impressive.
The art and layout are awesome.
It is a bit slow... but nothing horrible.

Although, I'm wondering... what language are you using? ASM, Basic, or an asm lib?
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 15, 2008, 09:38:00 pm
meh, its really fast on the SE, i just use Wabbitemu for the screencap. It's mostly basic but it's powered by xLib.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: {AP} on November 15, 2008, 09:41:31 pm
My Wabbitemu is faster... eh... not important.

Sweet, another xLIB programmer!
Check out my RPG in-the-works sometime. =P

Anyway, good luck and keep working on it.
I'll be checking in on this often. ^_^
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: simplethinker on November 15, 2008, 09:50:37 pm
Wow :o  It's kinda scary how close you've gotten it to the original screen.
Good luck
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 15, 2008, 09:54:13 pm
It wasn't easy, I tell ya. It took a lot of rearranging to get it to look nicely, and even then, I cut out the EXP bar, though this program doesnt need one yet.

Personally, Tifreak's battle screen looks MUCH nicer. I didn't feel comfortable making mine look too much like his.

EDIT: Oh, and additionally, I added the stable version as an attachment on the first post on this page.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on November 15, 2008, 11:26:12 pm
I liked it, pretty nice job so far. I hope you can cram it in the 163840 byte limit so I can play on my old 83+ ^^
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 16, 2008, 12:02:35 am
dunno about that, but i'll work on it. I have a 84+ SE, personally
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: necro on November 16, 2008, 03:05:58 am
looks pretty goo  :)
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 16, 2008, 09:09:59 am
i saw some pretty goo once. it was green and had the properties of solids and liquids! then my teacher taught me viscosity and kiled it :(
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on November 16, 2008, 08:53:16 pm
LOL nice typo, at least it wasn't as bad as my occasional "screenshit" typo though (which got me kicked for profanity from an IRC channel once) XD
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 16, 2008, 09:04:47 pm
i made a similar mistake when i tried to write "blood clot" once. chaos ensues in the classroom.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: tr1p1ea on November 18, 2008, 12:07:48 am
Coming along very nicely!
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 18, 2008, 12:30:59 am
Pokemon_Stadium_v0.05.zip (42.86 KB - downloaded 4 times.)

:P I don't think you even tried it.

Regardless, I appreciate that I've managed to get this much done so soon. It's simple, sure, but it's got some potential.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 18, 2008, 07:07:36 pm
Well, I've included accuracy today. Now to work on Critical Hits >_>

The battle routine is starting to get kinda big. I know I'll have to optimize it again, im just not looking forward to it -_-
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on November 18, 2008, 11:58:05 pm
Keep up progressing :)
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 19, 2008, 12:12:06 am
heh, of course. i'll have critical hits done by tomorrow. its not a tough concept.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 20, 2008, 01:07:43 am
Critical Hits enabled! And they work pretty darned well.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on November 20, 2008, 02:24:56 am
w00t, awesome
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 20, 2008, 03:02:52 am
i know ^_^

now i gotta add in a few attack effects. this is gonna be a longish one, though.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on November 20, 2008, 05:02:23 am
I can't wait to see next version
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: tifreak on November 20, 2008, 09:01:49 am
Ooooo, I has competition again! :D XD

Looks like you are doing well with this thus far, and thanks for the compliment for my battle screen. :) I will have to see if I can get re-motivated to work on mine a lil harder...
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 20, 2008, 05:44:26 pm
yes, you have a little competition, except that your game is much more famous and has most of the rpg elements. all i have is a 1% complete battle engine :/

EDIT: aww crap. I forgot to announce that the next update was finished. the special effects of quick attack, struggle, mega drain, double-edge, and submission are enabled ( though techically quick attack was already enabled ). now to work on stat modifying effects like sand attack and growl. thats actually an easy update compared to the next. Status incorporation >_<
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 21, 2008, 01:22:27 am
Another Update! I have completed v0.13. The effects of stat-modding moves have been activated. Out of all 22 attacks, 12 are fully enabled. Wow! This was a tough update, and it only gets harder.

The next update will enable status, Burn, Paralyz, etc. Also some secondary statuses as well. its 12:21 in the morning. im totally beat......

if you guys beg, i might release this. but not now......im so tired.........
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: tifreak on November 21, 2008, 09:16:33 am
Heh, I am still hammering out the events system for mine. Then comes the battle system. That will be so much fun. Luckily I have all the attack data, and I *think* I have enough of mine set up dynamically it will just be plug and play with the data. I hope anyways :/

At least you have the start to a battle system. :P Mine is not beyond the battle screen thus far. :(
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on November 21, 2008, 10:10:21 am
nice to see it progressing so quick. How does paralyze works? Does it paralyze you during a random amount of turns or is it like 2 or 3 turns? When it wears off can the enemy paralyze you immediately afterward without letting you select any battle commands?

@Tifreak I hope to see more progress on yours too, I haven't seen any in a long while :P
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: simplethinker on November 21, 2008, 10:29:11 am
How does paralyze works? Does it paralyze you during a random amount of turns or is it like 2 or 3 turns? When it wears off can the enemy paralyze you immediately afterward without letting you select any battle commands?
In Red/Blue/(Yellow?) un-paralyzing counted as a turn, so it's possible to never be able to make a move.  I remember having my lvl 60-something Charizard get killed by a lvl 20-something Tentacool. :o
They changed this in Gold/Silver/Crystal onwards so you at least get a shot in before they can paralyze you again.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: tifreak on November 21, 2008, 04:23:47 pm
@Tifreak I hope to see more progress on yours too, I haven't seen any in a long while :P
Yeah, I am lame. tifreak is king of lameness... >.< :cry:

As to paralyze... It was permanent until you got the pokemon healed or used a paralyze heal on it. And yes, I couldn't tell you how many times I would heal a pokemon just to get slapped with the paralyze move again, it sucks :(
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 21, 2008, 08:32:26 pm
yes, while afflicted with paralyze you were unable to attack 25% of the time, and your speed is cut in half. it never wears off, and in R/B/Y can only be removed by haze, rest, and an item.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on November 21, 2008, 11:33:50 pm
aah ok i thought it would prevent you from doing anything at all.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: simplethinker on November 22, 2008, 12:30:33 pm
From http://www.gamefaqs.com/portable/gameboy/file/907714/54432 (http://www.gamefaqs.com/portable/gameboy/file/907714/54432)
Quote
Paralyzing

The most effective status problem is paralysis because of its effects combined
with how easy it is to use. When paralyzed, your Speed is dropped to one
quarter and you have a 1 in 4 chance of not attacking. This is common because
Speed is important as you can rely on that Pokemon and finish anything off.
Being slow, you’ll always take a hit before you can do anything, and that adds
up quickly...
(In my previous post I confused paralysis with sleep)
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 22, 2008, 06:51:07 pm
im using that very guide to help me out on a lot of aspects in the game. its been helpful in clearing up a number of issues -_-
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: simplethinker on November 22, 2008, 07:26:06 pm
I never realized how much strategy there was in Pokemon.  Now I have this urge to go play Pokemon Blue (If I can find it...)
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 22, 2008, 07:47:42 pm
yes, its incredible >_>

i never realized how complicated these moves are under the cover.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 24, 2008, 07:33:31 am
to extend on a different tangent, how can the design be improved? i was toying with losing the ">" sign, and highlight/invert the text using xlib. what do you guys think?
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: {AP} on November 24, 2008, 07:47:25 am
I like the highlighting thing.
I use it for all my custom menus.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on November 24, 2008, 01:17:27 pm
highlight would be cool, altough it would be quite different from the original Pokémon games then, as on the GB text isn't inverted
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 24, 2008, 05:11:30 pm
well, i think, for convenience, highlighting is worth the sacrifice of authenticity, if it makes the game easier to use.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: tifreak on November 24, 2008, 06:40:07 pm
Well, after finally getting a good look at the screenshot, I would say you are doing quite well with the battle system. Some things if I might point out?

I know using Text( with spaces is faster, using Line(x,y,x,y,0 in a for loop looks nicer/smoother when clearing text in a dialogue box.

For when you display the HP data, Text( can be used like this: Text(21,21,"HP ",A," / ",B  And saves having them there '/' in the screen when it is generating everything. :)

Not sure if this was mentioned, as I know there will be lots of data for you to put in, but lowercase letters takes FAR more space than uppercase, something to think about if you are memory conscious.

If you want your program name not to have to start with an 'A', just make sure all your sub programs starts with letter 'Q' and higher. Keeps things cleaner that way. :) Mine all start with 'Z'.

Looking good so far.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 24, 2008, 06:54:21 pm
Well, after finally getting a good look at the screenshot, I would say you are doing quite well with the battle system. Some things if I might point out?

I know using Text( with spaces is faster, using Line(x,y,x,y,0 in a for loop looks nicer/smoother when clearing text in a dialogue box.

For when you display the HP data, Text( can be used like this: Text(21,21,"HP ",A," / ",B  And saves having them there '/' in the screen when it is generating everything. :)

Not sure if this was mentioned, as I know there will be lots of data for you to put in, but lowercase letters takes FAR more space than uppercase, something to think about if you are memory conscious.

If you want your program name not to have to start with an 'A', just make sure all your sub programs starts with letter 'Q' and higher. Keeps things cleaner that way. :) Mine all start with 'Z'.

Looking good so far.


1: Text( with spaces IS faster, but I've decided to use one of xLibs functions to clear a box immediately. So fast you won't see how it disappeared ;P

2: I was actually thinking of changing that. The way it it looks now is horrible, so thanks for the tip!

3: Lowercase letters take up how much more space? I haven't pushed alongside the memory boundaries yet, but this may be vital info to know when I have to scale back the program.

4: Nah. I don't mind it being called "APOKEMON". If it bothers me later, I'll chanhe it like so. I just don't think thats a big deal.

Thanks for your helpful suggestions ^_^
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: {AP} on November 24, 2008, 06:59:34 pm
For number 3... yes.
Capital takes up 1 byte per letter, whereas lowercase is 2 bytes per letter.
It's effectively doubling the size of the program.

I'll be using some myself, but if you're doing all 150 pokemon and their 100's of moves with lowercase... it'll kill ya.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 24, 2008, 07:04:37 pm
wow, i didn't know that. thanks for the tip!
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: tifreak on November 24, 2008, 07:56:12 pm
No problem. :) And he is quite right. I thought about using lower case for 5 milli-seconds, before I thought of all the text that is in the game, and shuddered that it would probably take 1.5MB just for that if I did that XD

Out of curiosity, where are you getting your sprites?
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 24, 2008, 07:59:37 pm
I found a pic with all the party sprites, and simply saved it as a monochrome bitmap.

also, sometime tonight i will release the new version of my game. it has many more features this time.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: simplethinker on November 24, 2008, 09:35:09 pm
This is a bit off topic, but it has to do with pokemon.  Congrats tifreak on your Pokemon Purple getting to 10%! ;D (I just noticed)
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 24, 2008, 11:39:39 pm
ok, here is v0.19. can someone test it for me?


EDIT: I reposted the file because the first set of programs had a small bug. thats fixed now.

EDIT: I have reposted the file AGAIN. But this time I've made some major fixes that weren't obviously apparent. I also removed all lowercase letters to reduce memory, and removed all those silly lists. Not only is it much smaller, I think it looks nicer. The big thing is that it is now completely compatible with the original TI83 Plus!
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: {AP} on November 25, 2008, 08:03:11 am
So far, so good.
I just don't understand what is going on in your code a lot. (only checked APOKEMON though)
More importantly, I don't see why you need over 100 files sent. O.o
I can't possibly see the use of that many subprograms ever.... much less in it's current state.

Still, the game played flawlessly.
As always, I won every much.
Great job so far. =P
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: simplethinker on November 25, 2008, 08:32:28 am
I'm not sure about all the programs for this game, but for Chip's Challenge there will be about 170 programs.  Each level's data takes up 9kb, and there are 150 levels.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on November 25, 2008, 01:12:28 pm
I didn't checked yet but whenever I used sub-programs that much it was to make sure there's as less repetitive code as possible to save space. In my Illusiat 81 game I even have sub programs containing only one single command to save every byte possible. It's pretty much the only way to save signifiant amount of space when it comes to huge TI-BASIC games. There would be Celtic of course, but the first one is hard to use, not to mention crashes a lot, and the app version still has compatibility problems with xLIB commands

Personally I don't see how sub programs should be such a problem if it's to save space and fit the game in RAM more easier (or leave more RAM to the user when not playing). Sure, it clutters the PRGM menu, but that's the price to pay to play complete TI games such as this one. I would rather split my games into sub programs and have less worries about if I'm gonna able to work with 24 KB of RAM. In Zelda DLQ I used big files at first (there were about 140 sub programs) and I ended up getting ERR:MEMORY every few minutes even if I use no Lbl/Goto because sometimes it tried to store a string but it always lacked enough RAM. I ended up splitting the 140 sub programs until I quit getting memory errors, which ended up with 210 sub-programs. Maps also can take lot of data like in Metroid II. About 90 KB of my Metroid game are maps and don't talk about compression or not using matrices and using strings instead. It was in my intention to keep map loading under 1 second
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 25, 2008, 02:19:57 pm
^^ basically what omni said.

in any case, there is one small error in the code. its a simple fix, but now i gotta re-upload the whole damn package. when foe charmander uses Rage, the text will say "Foe <your pokemon> became enraged!"

of course, pikachu ( who i was playing with at the time ) was not enraged. so the battle didnt mess up. just that message did.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 26, 2008, 10:45:39 am
just found a way to decrease size considerably. i need to be kicked in the head for not realizing it earlier. :P
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: simplethinker on November 26, 2008, 12:09:59 pm
Lemme guess: Celtic II?
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 26, 2008, 12:28:33 pm
actually, no. i havent experimented with celtic, yet.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: simplethinker on November 26, 2008, 12:39:58 pm
Oh.  What did you find to decrease the size?
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 26, 2008, 05:11:29 pm
i kept using long sub( commands to represent pokemon names the entire program.

i really need to be kicked for that bright-spark move :P
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: tifreak on November 26, 2008, 09:15:23 pm
I utilized Celtic2's ability to read a line directly from a program, that way each name is on one line, and can be read directly from flash, saved a TON of space doing it that way.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 28, 2008, 04:53:48 pm
does anyone know where i can find it?
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: simplethinker on November 28, 2008, 04:55:40 pm
Celtic II can be found here (http://www.unitedti.org/index.php?download=228) as well as on ticalc.org, omnimaga and a few other places.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on November 28, 2008, 05:00:45 pm
thanks
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: cjgone on December 01, 2008, 10:16:30 pm
Wow, looks really cool. :D
Awesome battle engine.
You should collaborate with someone making the pokemon game since this battle engine is a must have for any pokemon clone. ;o
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on December 01, 2008, 11:29:29 pm
ooh, a new user o_O

i have thought about collaboration, but someone would have to come to me first. i actually want to do more with this project anyway.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on December 02, 2008, 09:16:28 pm
version was updated. a lot of bugs were fixed in this one. It is now TI83 Plus compatible!
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on December 02, 2008, 10:57:22 pm
cool, i will check when i get some time :)

by 83+ compatible i assume you mean speed-wise, right?
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on December 02, 2008, 11:13:15 pm
no, i meant it will actually run on a TI83 Plus without fouling up.

i did load it up on wabbitemu, however, and it ran pretty fast.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on December 03, 2008, 11:29:11 pm
here is a new gameplay screenshot. youll need to unzip it.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on December 04, 2008, 02:18:07 am
very nice, i like the menus in battle.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: {AP} on December 04, 2008, 07:55:21 am
Looks better, indeed.
I'm just wondering... is it really that slow or is that just the screenshot that's slow?
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on December 04, 2008, 08:17:12 am
not sure. its a little of wabbitemu and my own slowness clicking the buttons. but it is the ti83+, so i guess it would be slower than an 84
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on December 04, 2008, 09:59:27 am
I wondered that too at first, but it seemed some options were pretty fast selected so I assumed you just took a while to select some :P
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on December 04, 2008, 05:00:51 pm
i dont know all the keyboard buttons. it would be faster if i knew 2nd
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: simplethinker on December 04, 2008, 06:09:43 pm
i dont know all the keyboard buttons. it would be faster if i knew 2nd
[2nd] is the left shift on the keyboard (and [Alpha] is the left ctrl).
Wabbit's keys are (mostly) the same as PTI's (http://wikiti.denglend.net/index.php?title=PindurTI)(wikiti doesn't seem to like me today, but that's the link).
I've attached a copy of the key map.
Title: Pokemon Stadium v0.25 Complete Battle Simulator
Post by: metagross111 on December 18, 2008, 03:21:32 am
Quote
Pokemon Stadium v0.25 Complete Battle Simulator

It's just a Pokemon Stadium Clone, but it's just a start. The whole point of the project was to point out that programmer's are lazy. Whenever they come up with some promise of a decent Pokemon game, they have always failed to deliver. In the past, there has only been ONE exception to this rule. It's quite inspiring, actually. As busy as tifreak8x is, he manages to put time in over the years carefully optimizing his program and such. His goal is different, however; I believe he's just trying to prove a pure-BASIC ( though that term is sort of being skewed ) game can be incredible as well. I agree.

So, this is a battle simulator, you get to pick one Pokemon of your choice out of six. Of all the six Pokemon, they have 22 attacks at their disposal to knock each other silly with, ending the battle when you forfeit or a Pokemon loses all it's remaining HP. What you will eventually catch on to, is that the battle plays out very similarly to Pokemon Red and Blue, all they way down to attacks, types, effects, and statuses!

For those of you that DO read this, feedback is imperative. I listen to it a lot more than you think. Please, contact me with any bugs and/or suggestions about the program. Write a review on Ticalc, that feedback is useful because everyone sees it. Tell friends about my game. They may have comments as well. If you have any particular Pokemon you want to see in here sooner rather than later, I can manage that.

For a final note, I do have to say Ticalc is getting it's act together. Way to go, guys! And don't forget to vote for 2008's POTY!

Well, at least that's what I put up for Ticalc. Anyhoo, now that the new version's up, enjoy! The screenshots depict how some of the moves that were just added worked.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on December 18, 2008, 11:10:39 am
uhm don't go to WikiTI at all costs please! Last time I checked UTI there was talk about a virus there. This is why the version of PTI included on Omnimaga includes a copy of the wiki page as txt file in case something bad would happen to someone browsing their site


That said nice work Metagross111. I will try this when I get some time. Just a suggestion though, when uploading to ticalc.org don't upload every single version of Pokémon as separate files, because this will clutter the Pokémon directory even more (which had like 4 version of the same game last time I checked) x.x, instead just update the previous file.


I noticed more and more people upload every single versions of their games since the past months on ticalc instead of just updating the older version.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: calc84maniac on December 18, 2008, 11:27:38 am
About Wikiti... I haven't been getting problems, plus Google no longer says that the site can harm your computer. ;)
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on December 18, 2008, 11:35:03 am
aaah ok, maybe they fixed it after all, but it had been quite abandonned for a while so I was a bit skeptical. I do hope they at least updated their version of MediaWiki so the security holes are fixed
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on December 18, 2008, 01:36:50 pm
uhm don't go to WikiTI at all costs please! Last time I checked UTI there was talk about a virus there. This is why the version of PTI included on Omnimaga includes a copy of the wiki page as txt file in case something bad would happen to someone browsing their site


That said nice work Metagross111. I will try this when I get some time. Just a suggestion though, when uploading to ticalc.org don't upload every single version of Pokémon as separate files, because this will clutter the Pokémon directory even more (which had like 4 version of the same game last time I checked) x.x, instead just update the previous file.


I noticed more and more people upload every single versions of their games since the past months on ticalc instead of just updating the older version.

yeah, next time i update im gonna ask the archiver to remove the previous versions. the reason this happened was because i renamed the .ZIP file at every update. Im just gonna call it pokemonstadium.zip from this point on. but like i said, next time i update i will ask the others be removed.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: kalan_vod on December 18, 2008, 01:49:22 pm
You can always use Wabbit Emu on RevSoft, think VTI plus more!
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on December 18, 2008, 02:08:06 pm
umm, i am using wabbitemu. thats how i get the screenies.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: kalan_vod on December 18, 2008, 02:10:39 pm
Im sorry, but I saw you guys talking about PTI..You can enlarge the SS on WabbitEmu, make it 2x :P
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on December 18, 2008, 04:15:05 pm
yeah, that *might* have been a good idea.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on December 19, 2008, 12:46:33 am
except watch out because WabbitEmu does quite huge screenshots in term of file size and on old versions of IE and Opera they are slowed down to 10 FPS max. THey're good quality though
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on December 19, 2008, 01:35:06 am
kk. so, any feedback at all? :D

you know i just live for it.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on December 26, 2008, 10:17:53 pm
It's been a while since the last update. after some rigourous experimenting, i finally enabled the game to support larger sprites. i dont have a screenshot yet, but i do have a sprite sheet of all 151 pokemons i plan to use, as well as a few random awesome pokemon i threw in for the hell of it :P

in addition, i did a little calculating, it would take around 29kb of the archive to store all these sprites. i guess it could have been a lot worse, though i eventually hope to lower that number a bit without sacrificing RAM memory or speed.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: simplethinker on December 26, 2008, 10:26:21 pm
Wow, great sprites!  What size are they?
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on December 26, 2008, 10:38:06 pm
Nice to see you back in action, I was getting a bit worried, I like these sprites
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on December 27, 2008, 02:45:00 pm
on the battle screen, the sprites are actually 36x26. This caused some trouble with xLib since it could only display sprites with a fixed width of a multiple of 8. In addition, it seems the sprite displayed would wrap around the screen, overlapping a few pixels on the opposite side. I kept going and finally managed to find a workaround. This morning, I separated the sprites into their individual PICs ( 11-48 ). This took forever, but when I finished, I cobbled together a decent substitute graphic. Things might go faster from now on, but I won't make promises. Here is the Substitute graphic:

(its a little fuzzy when compressed)
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on December 27, 2008, 04:07:33 pm
yeah it can be problematic with apps to display irregular sprite sizes.. The only way to do it is to use an entire 32 pixel width slot for the sprite, which wastes space
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on December 27, 2008, 04:25:09 pm
um, that would be 40 pixels

the width is 36 :P
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: simplethinker on December 27, 2008, 04:32:56 pm
um, that would be 40 pixels

the width is 36 :P
Not necessarily.  I've always thought pokemon were too cute, just cut off their heads to make it fit in 32 pixels :D
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on December 27, 2008, 04:46:13 pm
oh sorry I always think YxX x.x

this is what happen when you program pure basic using the homescreen and matrices for so long ;.;.;
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on December 27, 2008, 05:17:11 pm
um, that would be 40 pixels

the width is 36 :P
Not necessarily.  I've always thought pokemon were too cute, just cut off their heads to make it fit in 32 pixels :D

height = 26
width = 36
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on December 29, 2008, 01:02:40 am
http://www.ticalc.org/archives/files/fileinfo/415/41527.html
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on December 29, 2008, 01:33:26 am
ooh nice
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on December 30, 2008, 12:23:53 pm
actually, it ran a bit TOO fast for my taste :P

held the button down for a second and suddenly you were on the last page.

is the getkey command on xlib faster than regular getkey?
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on December 30, 2008, 02:03:20 pm
i think it's slightly faster, but it has no key delays when you press for the first time. If your program runs slow it's fine but if it's fast it can be hard to select stuff. I got an hard time selecting options in Nitacku Major League Grayscale... er Multi-Level Grayscale dithering program for example
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on January 01, 2009, 07:56:40 pm
I would like to announce the Pokemon and attacks to expect in the next version. These were decided by the collective ( and possibly flawed ) vote from all the forums.

037----------------------------------
Pokémon: Vulpix
Type: FRE
Moves: Toxic, Double Edge, Dig, Ember.
DVS: {38,41,40,65,65}

043----------------------------------
Pokémon: Oddish
Type: GRS/PSN
Moves: Acid, Sleep Powder, Solarbeam,
Cut.
DVS: {45,50,55,30,75}

052----------------------------------
Pokémon: Meowth
Type: NRM
Moves: Bite, Screech, Bubblebeam,
Thunderbolt.
DVS: {40,45,35,90,40}

058----------------------------------
Pokémon: Growlithe
Type: FRE
Moves: Fire Blast, Bite, Mimic, Leer
DVS: {55,70,45,60,50}

063----------------------------------
Pokémon: Abra
Type: PSY
Moves: Metronome, Psywave, Body Slam, Thunder Wave
DVS: {25,20,15,90,105}

098----------------------------------
Pokémon: Krabby
Type: WTR
Moves: Guilotine, Surf, Swords Dance, Strength
DVS: {30,105,90,50,25}

100----------------------------------
Pokémon: Voltorb
Type: ELE
Moves: Screech, Thunder Wave,Thunder, Take Down
DVS: {30,40,50,100,55}

102----------------------------------
Pokémon: Exeggcute
Type: GRS/PSY
Moves: Hypnosis, Psywave, Egg Bomb, Reflect
DVS: {60,40,80,40,60}


I suppose its a nice mix, but I'm afraid the emphasis is still on special dependent attacks.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on January 02, 2009, 01:45:00 am
interesting, I say go for this set of attack for next update then add other attacks as you wish as it progresses.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on January 02, 2009, 09:17:23 am
actually, i lucked out on this set. most of these attacks had their effects programmed in already, and the ones that havent won't be too hard to add anyway. right now im working on the fastest and smoothest way to scroll through all the pokemons
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on January 02, 2009, 06:53:22 pm
Does each pokémons has 4 attacks btw? That would make 604 attacks to code O.O
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: simplethinker on January 02, 2009, 07:07:47 pm
Does each pokémons has 4 attacks btw? That would make 604 attacks to code O.O
Each pokemon doesn't have 4 distinct attacks.  Most moves can be learned by a bunch of pokemon.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on January 02, 2009, 07:15:37 pm
There are 165 attacks in the chromatic series. not all of them have a special ability. they just do damage, so no further code is necessary. some attacks, like Thunder, Thundershock, Thunderbolt, share an ability. Each of these attacks has a chance of paralyzing an opponent. even so, another value is saved as to how effective they are, as Thunder is more likely to paralyze than the other too. Even then, there are attacks that are called different names and have different stats but do virutally the same thing. Take Down, Submission, Double-Edge, among others, share the ability of 25% recoil, so i dont need to reprogram those.

some moves are in an entirely different field of themselves. Transform, Metronome, and several others are unique. they have an ability thet dont share.

Does each pokémons has 4 attacks btw? That would make 604 attacks to code O.O

most pokemon will have 4 attacks in this simulator. exceptions are ditto and some bug pokemon. but if you look at the roster and the current pokemon, youll see that some pokemon possess the same attack.

so yeah, nowhere near 604 :D
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on January 03, 2009, 03:31:23 am
aaah I see, much less work then.

Keep up progressing :)
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on January 21, 2009, 07:10:48 pm
sup guys :)

this update is hard to get through. im busier than i thought. but im still going at it :)
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on January 21, 2009, 07:55:10 pm
at least we know it's still alive now :P, I get worried when projects gets fewer and fewer updates as time goes on, it makes me think the coder is losing interest or something, but sometimes it's just that he's busy with school
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: kalan_vod on January 21, 2009, 08:17:46 pm
Haha, I hear you. I posted to the RS staff I would have some progress soon, and I have not yet...or am i...
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on January 21, 2009, 08:56:00 pm
Haha, I hear you. I posted to the RS staff I would have some progress soon, and I have not yet...or am i...
Starcraft?
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: Madskillz on January 21, 2009, 09:52:28 pm
Haha, I hear you. I posted to the RS staff I would have some progress soon, and I have not yet...or am i...
Yeah I seem to always say that stuff too....  ;)

Any progress on the battle sim is good no worries though if you cant update us daily!
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on February 05, 2009, 02:14:19 am
I am curious if there have been any new progress recently?
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on February 05, 2009, 03:07:54 pm
there HAS been progress, but nothing overly impacting the content of the game. a simple pokemon battle right now is extremely RAM-consuming. this prevents me from adding content. one good reason of this is my shoddy code in the first place. right now I'm patching up the program to create pokemon data differently, with a minimal use of RAM. it will require an excessive use of xLib's XTEMP command series ( i seem to milk that a lot )

i hope to also access data for attacks differently. all the lists from both are extremely wasteful. i HAVE to do this to make the new content work. it's a nightmare for me, really.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: trevmeister66 on February 05, 2009, 03:29:14 pm
Just keep plugging away at it, and you'll get it eventually. It's really satisfying when you find a new formula/routine that lets you store something faster and smaller.

Just try to think outside the box, and I'm sure you'll come up with something for your problems. What do all your stats have in common that you could take out and add later or something along those lines, etc.

And yes, it does help to have clean code.  :P
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on February 05, 2009, 11:01:11 pm
ouch i hope you can fix the memory issues. normally XTEMP should fix the issue, you need to make sure to split your programs into multiple routines (make sure their name is as short as possible though). Ok I know you will end up with 200 subroutines but it's practically the only way to fix memory issues for huge games with lot of data or graphic. There's celtic too, but it's unfinished and Idk if it's really stable
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: Iambian on February 05, 2009, 11:07:28 pm
If you chose to use Celtic III for the main ASM library, you can use its line read commands to extract various data from programs straight from Flash. That way, and if coded properly, you can have few "subroutines" clogging up the file system.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on February 05, 2009, 11:15:10 pm
altough then he would have trouble if he uses sprite clipping since xlib sprite function doesn't support that (to the left of screen)
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: kalan_vod on February 05, 2009, 11:47:21 pm
If you chose to use Celtic III for the main ASM library, you can use its line read commands to extract various data from programs straight from Flash. That way, and if coded properly, you can have few "subroutines" clogging up the file system.
Does Celtic II have the ability to read from a program? Really I always wanted a like basic builder lib..Where you can have a bunch of functions and build into a app or program the ones you would prefer/need (ie: the tile mapper, sprite routine, various reading functions in celtic)
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on February 06, 2009, 01:54:50 am
it actualy copies parts of code into strings which you can copy back into another program which you can execute afterward. Not only that but Celtic III can convert prgms to appvars IIRC, so basically you can have all your subroutines archived as appvars and only copy needed code during execution into a ram program. Cleaner PRGM menu and less VAT usage
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: calc84maniac on February 06, 2009, 10:18:02 am
less VAT usage
Actually, an APPVAR takes up the same amount of VAT as a program. ;)
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on February 06, 2009, 06:37:28 pm
I know, but I mean about the fact you would have much less subprgms/appvars, since most routines would be merged into one. 8 programs that are 20000 bytes huge each takes much less VAT than 200 programs that are around 800 bytes each
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on February 12, 2009, 12:12:37 am
well, I'm on hiatus for Pokemon. CelticIII sold me, and while I still have compatibility issues with Pokemon, a workaround can be put into effect on the next version. However, I'm taking a break from it to familiarize myself with CelticIII by working on a NEW project. I will master CIII and then apply my newfound mastery on Pokemon. However, you guys are welcome to check out v0.31. I'll post it ONLY if any of you are interested.   ^_^
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on February 12, 2009, 01:02:14 am
I can't wait to see how it will turn out. With Celtic "read from programs" functions you might have much less subroutines too, and even maybe appvars instead of programs, so it will clutter the PRGM menu less (like my games does x.x)
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on February 12, 2009, 08:55:29 am
hey omni, when i finish my celticIII project and get back to pokemon, could i have a subforum in the rpg section? my earlier descision was a bit hasty, and i realized that there are advantages to having more than one topic pertaining to the game.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: kalan_vod on February 12, 2009, 10:14:57 am
Glad to see progress in one form or another! Yeah Celtic has so many possibilities, hope you find out some new things about it and post it on the TI|BD tuts :P
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on February 12, 2009, 01:19:11 pm
Metagross111 there would be no problem with that. I was planning to do it alerady in fact, but since there were no sign of life I wasn't sure if Pokemon was discontinued/cancelled or not so I didn't took any chances x.x

I'm happy that it isn't dead at least. I'm getting a bit worried about Pokemon Purple, though, and I haven't seen tifreak8x in a long while except a few posts on TIFW obviously
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: nitacku on February 12, 2009, 08:50:16 pm
metagross, what sort of Celtic project are you planning?
I'm using Celtic in a number of my projects, mainly for copying programs from an archived app var to ram. Celtic also allows you to read/write to programs, so you can create programs that create programs. I've found this particularly useful for creating installation programs or finalizing programs with hacked variables. In combination with XtraVar, I use Celtic to replace the normal variables in a program automatically with hacked ones as to avoid archive issues when programs are run from a user's calc.

I've also used Celtic to pack multiple programs into a single app var. I used Celtic to compress each subprogram to a single line, then i copy that line to the app var. This way all the subprograms are accessible by telling Celtic to retrieve a specific line number from the app var. The process is almost instantaneous and allows you to store huge libraries of subprograms/functions on your calc at no expense, other than a bit of archive memory.

Through testing, I've also verified that Celtic can copy assembly programs. Although you wouldn't be able to compress the asm programs into a single line, you could use Celtics (table?) functionality to map the contents of the app var. I've never tried this method, but it should be possible.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on February 12, 2009, 09:49:37 pm
secret :P

and yes, I've researched and experimented with Celtic, and I can see most of what it's capable of. i still need to learn how to use all the commands, but i'm working it. my project will milk Celtic as much as I can get away with :)
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on February 12, 2009, 11:35:39 pm
maybe he's making a raycaster :D

j/k, I am curious though, I do hope you finish it
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: Galandros on February 17, 2009, 04:23:14 pm
CelticIII has pretty advanced options. I have to finish some projects in BASIC this weekend...

We are waiting metagross
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on February 17, 2009, 09:03:38 pm
that is a little creepy o_O
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: Galandros on February 19, 2009, 03:44:48 pm
that is a little creepy o_O
What part? xS
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on February 19, 2009, 03:47:09 pm
you aren't going to find my house and pressure me into finishing pokemon, eh?
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: Galandros on February 19, 2009, 04:09:36 pm
you aren't going to find my house and pressure me into finishing pokemon, eh?
I can try...  ... hum, your point is right...  Nope, I will not go there.

I got too enthusiastic to have pokemon battles in calc. xP
I don't know if this was asked but will you try to make link play?
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: noahbaby94 on February 19, 2009, 04:23:25 pm
you aren't going to find my house and pressure me into finishing pokemon, eh?
Naw first I go to house tr1p1ea then spencer's house then I'll get to your house.
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on February 19, 2009, 05:07:30 pm
you aren't going to find my house and pressure me into finishing pokemon, eh?
I can try...  ... hum, your point is right...  Nope, I will not go there.

I got too enthusiastic to have pokemon battles in calc. xP
I don't know if this was asked but will you try to make link play?

of course. however, it will be a long time before the next released version. i need to do a total rewrite for CelticIII, as well as a huge content boost for the next released version :/
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: trevmeister66 on February 19, 2009, 05:11:35 pm
Woot for content boost's!! Can't wait to see more progress (cough add Mew cough).
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: kalan_vod on February 20, 2009, 01:17:26 am
Do not forget Joe..
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on February 20, 2009, 01:29:35 am
o.o
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on February 20, 2009, 02:53:06 am
huhwha?

I'm confused x.x

Not that I know much about Pokémon tho...
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on February 20, 2009, 08:09:47 am
they're trying to creep me out so i work faster
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: trevmeister66 on February 20, 2009, 09:43:45 am
they're trying to creep me out so i work faster
Is it working?
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: noahbaby94 on February 20, 2009, 10:42:45 am
I wonder if this would work for spencer?
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: kalan_vod on February 22, 2009, 01:48:24 pm
I wonder if this would work for spencer?
No way, 20 pages of spam and still did not phase him ;)
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: noahbaby94 on March 11, 2009, 12:26:04 pm
I'm going to lock this as the author is gone.