Author Topic: Pokemon TI  (Read 40144 times)

0 Members and 1 Guest are viewing this topic.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Pokemon TI
« Reply #105 on: October 09, 2010, 10:37:04 pm »
Nice and the gray looks pretty good too :)

Are you plannign to fix the movement soon btw?
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: Pokemon TI
« Reply #106 on: October 09, 2010, 10:42:19 pm »
Nice! That is looking awesome!
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: Pokemon TI
« Reply #107 on: October 09, 2010, 11:34:35 pm »
The only thing I wish is if the beeps would last the entire duration of the frame, but I guess it is impossible.
i kind of like the staccato, personally(though i doubt many people would agree with me). filling it in should be doable, but would take some doing.

as for movement, it looks like that because walking is in two frames, so to smoothen it out he would have to speed up the program altogether.

this is going to be the best, finale!

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: Pokemon TI
« Reply #108 on: October 09, 2010, 11:58:38 pm »
It's doable but it would be a pain in the ass to do. You'd have to hard code it by hand unless someone makes a MIDI converter that does length too. If I knew more about programming, and Axe, and how the sound with calculators in general. But sadly, I don't so I can't.

What he is saying about the walking is that the two frames don't merge well when you hold down a button. You always get the move, stop, move, stop, etc. so that's what he would have to smoothen out, not the speed.

But ya, this is going to be epic. That female sprite really looks great (Magic Banana right?).
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Pokemon TI
« Reply #109 on: October 10, 2010, 12:01:41 am »
What he is saying about the walking is that the two frames don't merge well when you hold down a button. You always get the move, stop, move, stop, etc. so that's what he would have to smoothen out, not the speed.
Yeah that's what I mean
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: Pokemon TI
« Reply #110 on: October 10, 2010, 12:17:55 am »
yeah, that's what i meant, too.
i was assuming that the slight pause between steps was caused by collision detection etc, in which case that would have to be sped up to make things smoother(or the walking itself be slowed down =/)

i havent taken a look at finale's code, though, so i could definitely be wrong there.

Offline Deep Toaster

  • So much to do, so much time, so little motivation
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 8217
  • Rating: +758/-15
    • View Profile
    • ClrHome
Re: Pokemon TI
« Reply #111 on: October 10, 2010, 12:22:21 am »
I've actually never seen this topic before ... but nice job! It's looking pretty awesome already. How much is completed?




Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Pokemon TI
« Reply #112 on: October 10, 2010, 01:37:46 am »
yeah, that's what i meant, too.
i was assuming that the slight pause between steps was caused by collision detection etc, in which case that would have to be sped up to make things smoother(or the walking itself be slowed down =/)

i havent taken a look at finale's code, though, so i could definitely be wrong there.
What I thought is that the game is paused completly when you walk around, but the delay between tile by tile steps is longer than the rest.
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline FinaleTI

  • Believe in the pony that believes in you!
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: Pokemon TI
« Reply #113 on: October 10, 2010, 07:19:19 am »
I did speed up walking a little bit, but as you noticed, it's still a little choppy. I also still have to fix the music lag.
This update was basically to showcase that I fixed all the little graphical glitches with the mapping.
If you guys wanna see the code, here it is.
Code: [Select]
:.A66
:[00FFD0FF50FFD0FF000000000000000000FFFFFF00FFFFFF00FF0BFF0AFF0BFF50FFD0FF00FFFFFF0AFF0BFF00FFFFFF3F407F8080FFFFE1FC02FE0101FFFFFFE1E1FFFFFFFFFFFFFFFFFFFFFFFFFFFF003F606E7F4051400080C0C0C04040407F3F10110E0000004C922BC1B6B84830FFFFFFFFFFFEF8E3FFFFF9E38B2FBFFF8B3FBFF3F3F3F3FFFF3F3F3F3F3F77F71FE0E0E020EFEBAFF807070704F7F7F5AFAFA0BFA0BF9F80F7F707FF07FDF901FFEAAFAAA0FFFF7FFFA7F71707FFFFFEFFC1C1C1C1FFC07FFF83838383FF03FE7F80808080808080FF00000000000000FE0103030303030380808080808080FF00000000000000FFFFFF7F7F47447C00FFFFFFFFFF00000003030303030303FFFFFFFEFEE2223E00FF8080FFFFFFF0D0FF0101FFFFFF0F0B80808080808080800101010101010101FF8080FFFFFFFFFFFF0101FFFFFFFFFF205866957DAF7FF9041A67AFBFF1CEF866BE4A9BDF9B552166F9DFD5F7D9EA660100030E1E0D2E2FC040C07078B074F437381C1F1C0C0700EC1CF8F8F8F0E000→Pic1
:[FF7F787FF87F787F8040201028448201FF000000FF000000FFFE0EFE0FFE0EFEF87F787FFF0000000FFE0EFEFF0000003F5F7FBFBF80BFBEFCFEFEFFFF01FD05B2BEA0A0A0BF887F0505050505FD11FE807F40515F40CE4080C0607068646261C07F3F112E4482016CF2E1C1878E4A31E0E0E0E0FFFFFFFF00071F7FFFFFF1F1FFFFF1FD9D9D9D9111D1D1D1D7DDFD5DFF202020FF3FF9BFFF040404FFFCFFFFBFBFBFA0BFA09F80FDFDFDF5FD07FF019FE0B0A0BFBF80FFF9070505FDFD01FFBFBFBFBFBFFFBFFFFDFDFDFDFDFFFDFF7F80BFBFBFBFBFBFFF00FFFFFFFFFFFFFE01FDFDFDFDFDFDBFBFBFBFBFBFBFC0FFFFFFFFFFFFFF00FF807F445F5F7F00FF00FF00FFFFFF00FDFDFDFDFDFDFD03FF01FE22FEFEFE00FFBFBFFF808FF8EFFFFDFDFF01F11FF7C0C0C0C0C0C0C0C00303030303030303FFBFBFFF808080FFFFFDFDFF010101FF20787EEF63D067FF041E7BF1469FF69879D177E5EBFF7521DE0FA2ABDBFFEE660100020F140E3C3E40C040F0A870BC7C2F27111713090700F4E408E80810E000→Pic2
:[030F1F3F7F3F7F3FC0F0F8FCFEFCFEFC3F3F3F3F3F1F0F06FCFCFCFCFCF8F060030F1F3F7F3F7F3FC0F0F8FCFEFCFEFC3F3F3F1F0F0F0703FCFEFEFEFCF8F000030F1F3F7F3F7F3FC0F0F8FCFEFCFEFC3F7F7F7F3F1F0F00FCFCFCF8F0F0E0C0030F1F3F7F3F7F3FC0F0F8FCFEFCFEFC7F7F3F1F3F1F0F06FCF8F8F8F0E0C000030F1F3F7F3F7F3FC0F0F8FCFEFCFEFC3F1F1F1F0F070300FEFEFCF8FCF8F060030F1F3F3F1F1F1FC0F0F8FCFEFEFEFC1F0F070307030301FCFCFCFCF8F0E0C0030F1F3F3F1F1F1FC0F0F8FCFEFEFEFC1F0F0703070F0703FEFEFEFEFCFCF830030F1F3F7F7F7F3FC0F0F8FCFCF8F8F83F3F3F3F1F0F0703F8F0E0C0E0C0C080030F1F3F7F7F7F3FC0F0F8FCFCF8F8F87F7F7F7F3F3F1F0CF8F0E0C0E0F0E0C0→Pic3G
:[030F1C337F3D7022C0F038CCFE5C0E4432393F372F1F09064C9CFCECF4F89060030F1C337F3A7022C0F038CCFEBC0E4432393F170F0F04034C9EEECE9CF8F000030F1C337F3D7022C0F038CCFE5C0E4432797773391F0F004C9CFCE8F0F020C0030F1C386B3F6F3FC0F0381CD6FCF6FC3F3F3F3F2F1F0906FCFCFCFCF4F89060030F1C386B3F6F3FC0F0381CD6FCF6FC7F7F3F1F2F1F0906FCF8F8E8D0E0C000030F1C386B3F6F3FC0F0381CD6FCF6FC3F1F1F170B070300FEFEFCF8F4F89060030F1F3F37111515C0F0188CFEFE4AFC110C070307020301FCFCFC7C78F020C0030F1F3F37111515C0F0188CFEFE4AFC110C0703040F0603FEFEFE7EFCECD830030F18317F7F523FC0F0F8FCEC88A8A83F3F3F3E1E0F04038830E0C0E040C080030F18317F7F523FC0F0F8FCEC88A8A87F7F7F7E3F371B0C8830E0C020F060C0→Pic1G
:[030C102040205022C030080402040A44322827342B1009064C14E42CD4089060030C102040205022C030080402040A44322827140B0804034C12E20A9408F000030C102040205022C030080402040A443248475029100F004C14E428D01020C0030C102040204020C0300804020402042020302C2314090604040C34C4289060030C102040204020C0300804020402044040201827180906041828489060C000030C102040204020C030080402040204201814120906030002020418E4189060030C102020101415C03008040A064244110807020402020144848444781020C0030C102020101415C03008040A06424411080702040B040342828242BC24C830030C102050604222C0300804040828A8222121221E0804038810E04020404080030C102050604222C0300804040828A8424141423D24130C8810E04020D020C0→Pic2G
:.030C102050604222E018040202041454424141423D24130C4488F02090689060→Pic2G
:DeltaList(0,1,0,2,0,3,4,3,5,3,6,7,6,8,9,8)→GDB1
:DeltaList(0,1,0,2,0,0,3,0,4,0,5,6,5,7,8,7)→GDB2
:Lbl DG
:DispGraphrr
:GetCalc("Str1")→Q
:16→{L1}
:16→{L1+1}
:ClrDraw
:ClrDrawr
:Full
:GetCalc("vMDATA")→L→S
:0→Y→E→F+1→C→K→T
:Full
:FnInt(GT,0)
:Goto MP
:
:Lbl RND
:Full
:For(θ,0,7
:Full
:FnOff
:For(B,0,11
:θ+E*{L1}+B+F→Y
:Pt-Off(B*8,θ*8,{Q+Y}*8+Pic1
:Pt-Off(B*8,θ*8,{Q+Y}*8+Pic2)r
:Pt-Off(B*8,θ+1*8,{θ+1+E*{L1}+B+F+Q}*8+Pic1
:Pt-Off(B*8,θ+1*8,{θ+1+E*{L1}+B+F+Q}*8+Pic2)r
:For(Y,0,1
:If ((B+F)≥({L1})) or (((θ+E)≥({L1+1}-Y
:If ((B+F)≥({L1})) or ((θ+E+1)≥({L1+1}-Y
:Pt-On(B*8,θ+1*8,[FFFFFFFFFFFFFFFF]
:Pt-On(B*8,θ+1*8,[FFFFFFFFFFFFFFFF])r
:End
:If ((B+F)≥({L1}
:Pt-On(B*8,θ*8,[FFFFFFFFFFFFFFFF]
:Pt-On(B*8,θ*8,[FFFFFFFFFFFFFFFF])r
:End
:If θ+E+Y≠0
:Pt-On(B*8,θ+Y*8,[FFFFFFFFFFFFFFFF]
:Pt-On(B*8,θ+Y*8,[FFFFFFFFFFFFFFFF])r
:End
:End
:End
:End
:θ+1→θ
:{H+J+GDB2}*32→N
:Pt-On(32,28,N+Pic3G
:Pt-On(40,28,N+8+Pic3G
:Pt-On(32,36,N+16+Pic3G
:Pt-On(40,36,N+24+Pic3G
:Pt-Change(32,28,N+Pic3G
:Pt-Change(40,28,N+8+Pic3G
:Pt-Change(32,36,N+16+Pic3G
:Pt-Change(40,36,N+24+Pic3G
:Pt-On(32,28,Pic1G+G
:Pt-On(40,28,Pic1G+8+G
:Pt-On(32,36,Pic1G+16+G
:Pt-On(40,36,Pic1G+24+G
:Pt-On(32,28,N+Pic3G)r
:Pt-On(40,28,N+8+Pic3G)r
:Pt-On(32,36,N+16+Pic3G)r
:Pt-On(40,36,N+24+Pic3G)r
:Pt-Change(32,28,N+Pic3G)r
:Pt-Change(40,28,N+8+Pic3G)r
:Pt-Change(32,36,N+16+Pic3G)r
:Pt-Change(40,36,N+24+Pic3G)r
:Pt-On(32,28,Pic2G+G)r
:Pt-On(40,28,Pic2G+8+G)r
:Pt-On(32,36,Pic2G+16+G)r
:Pt-On(40,36,Pic2G+24+G)r
:FnOn
:End
:K-1→K
:Return
:
:Lbl MP
:0→T→G→H→J+1→K
:sub(RND)
:Repeat getKey(15)
:FnOn
:While getKey(1) and (K=0
:E→T
:If H≥4
:0→H
:End
:For(J,0,2
:3-J→K
:{H+J+GDB1}*32→G
:sub(RND)
:E+1→E
:For(θ,0,629
:End
:End
:T+2→E
:!If H
:2→H
:Else
:0→H
:End
:End
:While getKey(4) and (K=0
:E→T
:If (H≠5) and (H≠7
:5→H
:End
:For(J,0,2
:3-J→K
:{H+J+GDB1}*32→G
:sub(RND)
:E-1→E
:For(θ,0,629
:End
:End
:T-2→E
:If H=5
:7→H
:Else
:5→H
:End
:End
:While getKey(2) and (K=0
:F→T
:If H≠10
:10→H
:End
:For(J,0,2
:3-J→K
:{H+J+GDB1}*32→G
:sub(RND)
:F-1→F
:For(θ,0,629
:End
:End
:10→H
:T-2→F
:End
:While getKey(3) and (K=0
:F→T
:If H≠13
:13→H
:End
:For(J,0,2
:3-J→K
:{H+J+GDB1}*32→G
:sub(RND)
:F+1→F
:For(θ,0,629
:End
:End
:13→H
:T+2→F
:End
:End
:LnReg
:Return
:
:Lbl GT
:.T+1→T
:.Q+1→Q
:.If T=2
:.0→T
:Normal
:DispGraphrr
:Full
:.End
:sub(MI)
:Return
:
:.MUSIC PLAYER
:[0020341E821CE91A6619F917A1165C1529140713F611F41000101A0F410E740DB30CFD0B500BAE0A140A8309FB087A0800088D072107BA065906FE05A80557050A05C2047D043D040004C70390035D032D03FF02D402AB02850261023F021E020002E301C801AF01960180016A015601430130011F010F010001F200E400D700CB00C000B500AB00A1009800900088008000790072006C00660060005B00550051004C004800440040003C0039003600330030002D002B00280026002400220020001E001D001B001900180017001500140013001200110010000F000E000D000D000C000B000B000A000A00090008000800080007000700060006000600]→Str9N
:Lbl MI
:Return!If GetCalc("vMDATA")
:!If L
:+1→C
:Return
:End
:ReturnIf C-1→C
:Lbl I2
:If {L+1}
:SinReg{{L}+Str9N}r,1900)
:If {L+2→L-1}→C=1
:Goto I2
:End
:Else
:S→L:90→C
:End
:Return


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

SirCmpwn

  • Guest
Re: Pokemon TI
« Reply #114 on: October 10, 2010, 10:05:32 am »
Download?  :D

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: Pokemon TI
« Reply #115 on: October 10, 2010, 12:28:54 pm »
Very nice!  I can't wait for this.  This looks just like a Pokemon game.  Nice job.  Wow. ;D

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Pokemon TI
« Reply #116 on: October 10, 2010, 02:31:51 pm »
Nice FinaleTI! :D

How far are you from the code limit btw?
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline FinaleTI

  • Believe in the pony that believes in you!
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: Pokemon TI
« Reply #117 on: October 13, 2010, 09:07:45 pm »
The program is about 5329 bytes, and that's including all the data for the player sprites. It's about the same size as the one in the screenie, but that's because I exported all the tile data to external programs and have the program reading and storing the map and tile data from archived programs to appvars. Plus, I started the dialogue routine so that's in there too.

I don't have a screenie, because I at least want to implement collision detection or fix the music lag before I upload the thing to my computer and screen-shot of it.

Edit: I remembered I made the walking more fluid and speed it up massively. ;D
« Last Edit: October 13, 2010, 09:08:27 pm by FinaleTI »


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

ASHBAD_ALVIN

  • Guest
Re: Pokemon TI
« Reply #118 on: October 13, 2010, 09:10:04 pm »
well, nice job!  I looks very nice ;D

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Pokemon TI
« Reply #119 on: October 14, 2010, 12:54:38 am »
Glad to hear FinaleTI :D
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)