Author Topic: Pokemon Topaze (Axe)  (Read 126806 times)

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Offline aeTIos

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Re: Pokemon Topaze (Axe)
« Reply #270 on: March 18, 2013, 10:36:24 am »
What's ko? O.o
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Offline chickendude

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Re: Pokemon Topaze (Axe)
« Reply #271 on: March 18, 2013, 10:41:10 am »
The French abbreviation of kilo-octet, aka kilobyte. ;)

Offline aeTIos

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Re: Pokemon Topaze (Axe)
« Reply #272 on: March 18, 2013, 10:41:43 am »
ah okay :3
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Offline Hayleia

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Re: Pokemon Topaze (Axe)
« Reply #273 on: March 18, 2013, 01:44:18 pm »
Hayelia can you pm me the save state code you use for this project? If I use it you will get credit
Sorry, I somehow didn't see your post last time I checked. But what do you mean by "save state code" ? The organization of the appvar ?

Well restarting all in ASM would be quite hard o.o
Not as easy as doing it in Axe, but you could still ask for help (and asm isn't that hard, specially since we have awesome tools like spasm/Wabbitemu/TilEm/etc...). But it's as you want, I just wanted to show you that technically Pokémon Topaze could fit into 27ko or less :P
Well the fact is that I am too lazy to program Pokemon from scratch a third time (I did it once in Basic then once in Axe) :P

Another option for maps that gives you much more flexibility is using brushes. Each tile can take up the same size or you can create a table (i don't know how you'd do this in Axe):
.db 1,1,1,1,1,1
.db 1,1,0,1,1,1
.db 1,1,1,0,1,1
.db 1,2,2,2,1,1

.dw tile0addr
.dw tile1addr
.dw tile2addr

;first byte (.db) = list of actions:
;bit 0: passable
;bit 1: reduce random battle counter (things like grass or cave floors)
;bit 2: 2nd action (when you press 2nd some action pops up)
;bit 3: walking action (when you stop on a tile: doors, teleporters, etc)
;bit 4:
;bit 5: [whatever else you want]
;bit 6:
;bit 7:
;second byte = sprite number
;third byte+ (optional) = extra data (action number, text address, etc.)
tile0addr:
.db %00000001 ;not passable
.db 0
tile1addr:
.db %00000100 ;passable
.db 1
.db 0 ;we'll say action 0 = display some text
.dw text
tile2addr:
.db %00000010 ;passable, reduce random battle counter
.db 2

EDIT: This way you can also reuse tilesprites for many different tiles and give them different actions/properties.
All you said is possible in Axe since data is handled the exact same way in Axe than in ASM (pointers and all) but I didn't understand what you meant exactly.
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline chickendude

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Re: Pokemon Topaze (Axe)
« Reply #274 on: March 19, 2013, 08:24:04 am »
Basically, your tilemap instead of holding sprite numbers will point to data about the tile. The data will include a sprite number but can also hold other things, like that action byte, a pointer to a text label, etc.

Offline Xeda112358

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Re: Pokemon Topaze (Axe)
« Reply #275 on: March 19, 2013, 08:35:29 am »
For example, say this is a 4x4 section of your tilemap:
Code: [Select]
1  1  1  1
1  0  0  0
1  0  2  0
1  0  0  0
The numbers are your tile numbers, but they don't immediately point to tiles. Instead, they point to 4 bytes of data. The first byte tells you things like if you can walk on the tile or not, fro example, and the last two bytes tell where the tile data actually is. This way, if Tile 0 and Tile 2 use the same tile, but you can walk on tile 0 and not tile 2 (maybe something hidden in the path), you can use the same sprite twice instead of creating a new one. This is also a useful technique for animated tilemaps >.>
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Offline Hayleia

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Re: Pokemon Topaze (Axe)
« Reply #276 on: March 19, 2013, 11:47:54 am »
Ah, ok, I understand :)
Yeah, that would be pretty smart to reduce the size of the map without adding too much code (but adding a little more data :P)

you can use the same sprite twice instead of creating a new one.
Well, I already support several tiles in one sprite, but for now, it is because I have some "If X<Cst" commands. So yeah, your method is surely smarter and more optimized :P
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

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Offline Hayleia

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Re: Pokemon Topaze (Axe)
« Reply #277 on: May 12, 2013, 03:27:14 am »
It's been so long I didn't make an UPDATE that I don't even know what the numbering is or what I must put in the zip. So excuse me if some things are missing or if this should be 1.0.9 :P

So, nothing too fancy, but I thought I'd post it anyway:
-Text in appvar, for all languages. This means that people with low RAM (due to having a lot of entries in their VAT as chickendude said) still can run it since the program is less than 20KB. This also means that you must send a PokeTxt appvar (according to the chosen language of course).
-Beginnings of a Pokedex. This is not my work but Nikitouzz's work. Give him +1s too if you wanted a Pokedex. This also means the apparition of a new appvar, named... PokeDEX -.-°
-THE DEUTSCH PART OF THE README IS OUTDATED, CAN SOMEONE HELP ME THERE ?
If someone talking <English and Deutsch> or <French and Deutsch> had some time, I'd be glad to see it updated. I didn't change a lot of things in the readme anyway but it would still be a great idea to check every word in there :)

And of course, if there are problems I don't care please report here :)
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

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Offline leochadvader

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Re: Pokemon Topaze (Axe)
« Reply #278 on: May 12, 2013, 10:59:45 am »
that's really cool

Offline Hayleia

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Re: Pokemon Topaze (Axe)
« Reply #279 on: May 13, 2013, 12:30:41 pm »
Uploaded to ticalc.org here :D
flood them with emails to feature me and give me awesome ratings:P
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline TIfanx1999

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Re: Pokemon Topaze (Axe)
« Reply #280 on: May 13, 2013, 12:35:46 pm »
You should upload it here as well if you haven't yet(in the downloads section).

Offline Hayleia

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Re: Pokemon Topaze (Axe)
« Reply #281 on: May 13, 2013, 12:41:11 pm »
Done ;)

Also, yeah, in the last attachement, I forgot to include Zero44's linking program, so if you want to download a proper version, please head to Omnimaga's archive or ticalc :)
(don't bother if you already had that linking program from previous versions though, I only changed the readme a bit in this before making the 1.08 zip ;))
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Matrefeytontias

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Re: Pokemon Topaze (Axe)
« Reply #282 on: May 13, 2013, 12:47:49 pm »
Oh don't worry, you'll get a feature for that :P

Offline DJ Omnimaga

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Re: Pokemon Topaze (Axe)
« Reply #283 on: May 13, 2013, 07:19:03 pm »
Glad to see a release on Omni/ticalc :D. I have to try it when I have some time, though, because I didn,t have any recently. >.<

This is definitively gonna be featured on Omni if it wasn't already.
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline Hayleia

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Re: Pokemon Topaze (Axe)
« Reply #284 on: May 14, 2013, 02:18:53 am »
Glad to see a release on Omni/ticalc :D. I have to try it when I have some time, though, because I didn,t have any recently. >.<

This is definitively gonna be featured on Omni if it wasn't already.
Thanks :D
And I am not surprised it was not featured at the time I posted it since it was yet another unfinished Pokemon clone, moreover by an unknown member :P
But yeah, I had tons of motivation at this time so I finished it even though my skills were very low :P
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

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