Author Topic: Pokemon TI  (Read 39928 times)

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SirCmpwn

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Re: Pokemon TI
« Reply #15 on: September 19, 2010, 11:55:27 am »
Hmmm, I can look into that one for you at some point.  (I don't have very much Celtic III experience).

Offline FinaleTI

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Re: Pokemon TI
« Reply #16 on: September 19, 2010, 11:58:36 am »
I wonder if it's possible to read matrices from the archive with Axe.....

But, if it was, I'd have to figure out some way of initializing them without copying it to Ans as well. There is a program in the downloads section that's supposed to take a hex string and convert it to a matrix without storing it to Ans, but the program always crashes when I try it. Perhaps if I could figure out how to change a matrix's size in Axe?


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

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Re: Pokemon TI
« Reply #17 on: September 19, 2010, 12:00:19 pm »
Hmmm, I don't know too much about how matrices are structured, I can look into it and let you know.

Offline DJ Omnimaga

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Re: Pokemon TI
« Reply #18 on: September 19, 2010, 12:04:03 pm »
Looks nice, but I agree it's very slow. Also I doN,t like how the character disappears for so long between moves. Having coded xLIB grayscale stuff before, I know it might be possible to speed things up and reduce the character flash, although I know grayscale may not look great on the 83+. Hopefully you can sort things out.

Btw Nostalgia isn't dead, I hope, right? Also is it an entire port of Pokémon? Because it is a massive project to take on, plus you would have fierce competition from Buckeye and Tifreak8x, both of which are pretty far into their projects. A Pokémon spinoff would be cool actually since there are currently 8 Pokémon projects going on x.x (Shmibs, Buckeye, Tifreak8x, JoeYoung, AMKiller, another guy on UTI I forgot the name of, yours and I believe jsj795 had one at one point, although I am unsure if it died or not), 3 of which are entire Pokémon clones.

Good luck on your project!
The main cause of the slowdown is because of the character. I actually had a much faster version a while (I lost the source, though) that would create a copy of the matrix used for the map before execution, then store it to the original whenever I moved.
I abandoned that idea, though, because the matrices required would be massive. Perhaps I could used DCS7's ans stack to circumvent this though...

No, Nostalgia is not dead. I will probably post the source for the menu soon, to see where I could optimize it because I'm sure I could.

Pokemon TI is going to mainly follow Pokemon Red and Blue, but with some changes. For example, I'm planning on replacing the 'ghost PC' in Celadon City with a TI-84, plus I'm planning to add a female player character (a first for a TI Pokemon game).
Ah nice to hear, and good idea to add some new stuff to the game. Some originality is always cool :). Good luck with the matrices issue! I remember it was annoying that stuff was stored to Ans when storing to variables. It limited us a lot more with the RAM x.x
« Last Edit: September 19, 2010, 12:04:56 pm by DJ Omnimaga »
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Re: Pokemon TI
« Reply #19 on: September 19, 2010, 12:08:35 pm »
Well, I figured out where the height and width of a matrix are stored using Axe. I was also able to change the matrix's size without affecting Ans! ;D
Now I just gotta see if Axe can read it from the archive. If so, I'll be making my tilemapper (or at least the display routine) in Axe.


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.

Offline DJ Omnimaga

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Re: Pokemon TI
« Reply #20 on: September 19, 2010, 12:33:52 pm »
Nice to hear. Another thing that you could probably do is compress the data in hex form and uncompress it using Axe, but I don't know how hard conversion to matrices is in Axe. It could make the game much smaller if not too hard to compress/uncompress, though.
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Offline FinaleTI

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Re: Pokemon TI
« Reply #21 on: September 19, 2010, 12:40:39 pm »
I could probably use tokenized binary strings for some ridiculous compression. Reading and writing to matrices is really easy, if they're in the RAM.
I'm having trouble reading matrices from the archive, though...


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.

Offline calc84maniac

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Re: Pokemon TI
« Reply #22 on: September 19, 2010, 12:48:50 pm »
Well, I figured out where the height and width of a matrix are stored using Axe. I was also able to change the matrix's size without affecting Ans! ;D
Wait, did you just change the variable's size bytes, or did you also increase the size of the actual data? You need to make sure to do both, or else bad things could happen.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

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Re: Pokemon TI
« Reply #23 on: September 19, 2010, 12:52:54 pm »
Changing the height and width using Axe changes the overall size of the data as well, so there isn't a problem there. Plus, I was able to open it up in the TI-OS Matrix Editor without any problems.


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

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Re: Pokemon TI
« Reply #24 on: September 19, 2010, 01:04:18 pm »
I think that tokenized binary strings would be ridiculously uncompressed.  In binary: 10011001 = 1 byte.  In ASCII: "10011001" = 8 bytes.

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Re: Pokemon TI
« Reply #25 on: September 19, 2010, 05:13:30 pm »
By tokenized binary, I meant 0 becomes ?, 1 becomes >DMS, 2 becomes >Dec, etc.
And compared to a matrix, it is ridiculously compressed. Comparing to a 9x20 matrix to a tokenized binary string that is 9x20, that's 1631 bytes to about 180 bytes. That's a massive size decrease. Plus, I can still use up to 255 different tiles. Celtic III lets me manipulate hex, decimal and tokenized binary easily, so it's a logical choice for compression.

Changing the height and width using Axe changes the overall size of the data as well, so there isn't a problem there. Plus, I was able to open it up in the TI-OS Matrix Editor without any problems.
I was not entirely correct with this statement. Making a matrix smaller has no adverse effects on it that I can see, but increasing a matrix's size this way can make it highly volatile. It can cause the TI-OS to RAM Clear or hang when you try to delete it, plus in the matrix editor, the entries can be severely screwed up.


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.

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Re: Pokemon TI
« Reply #26 on: September 19, 2010, 05:17:59 pm »
Making it smaller can fail too, as if you delete it there is still some left.  You have to be careful. :)

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Re: Pokemon TI
« Reply #27 on: September 19, 2010, 05:19:26 pm »
True... I should ask in the Axe thread about adjusting a matrix's size.


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.

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Re: Pokemon TI
« Reply #28 on: September 19, 2010, 07:09:27 pm »
if you figure it out be sure to spread the word!

Offline FinaleTI

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Re: Pokemon TI
« Reply #29 on: September 19, 2010, 07:13:41 pm »
I did actually. It's in the Axe Parser thread.


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.