And now I need to work harder on mine ;)No, don't worry, my project is not a big project. In my game, you can only use 3 objects and there are only 4 bosses (+the 4 guys of the end).
Quite nice! I hope you release the source with it when you're finished. :)I don't know about that. If it is not finished, I may release the source (so someone can finish it).
While it's simplistic, I find the sprite work the most impressive. It's only 8x8 sized, and I captures the whole mood of pokemon!Give a +1 to my sister ;D
While it's simplistic, I find the sprite work the most impressive. It's only 8x8 sized, and I captures the whole mood of pokemon!^
++post[0]
Thanks for the sprites ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif) ! Unfortunately, I couldn't use those as they are: I don't use grayscale. But I could point my sister to those to find "inspiration". But the Pokemon drawing is at the end of my to do list :-\. I first want Pokemon to be able to evolve for example.
wow, that looks really nice. I especially love the maps. :DYeah, my sister made a good work on it. But typing it was such a pain :P
just draw him as a masked sprite so that the top three pixels run over onto the tile above him.Yeah, I wanted to do that but...
I personally like how it's a new Pokémon game since there are already ports of the real game in the works.Well, it is based on Pokemon Yellow but yeah, it is not a port of Pokemon Yellow. For example, there are guys that you can beat several times and that grow with you.
a simple way to do masked sprites, if you don't feel like messing around with ptmask(, is to OR the entire area you want the sprite to take up and not be transparent, and then XOR all the white spaces. i already have the character sprite above broken into the parts to be OR'd and XOR'd.
i just tested out that demo, and it looks wonderful so far. why can't you talk to the other people in the town, though? is there not any text data for them yet? also, can the character be turned by tapping a direction without actually moving a space? that was really important for some pokemon puzzle elements and things like that.
here's another pic to help explain the OR/XOR thing better.
the first row of sprites is displayed with PtOn(, the second is displayed on top of them with PtChange(, and the third row is the end result. those black things underneath the sprites are shadows which are displayed when he jumps down a ledge. they aren't displayed when walking normally.
a simple way to do masked sprites, if you don't feel like messing around with ptmask(, is to OR the entire area you want the sprite to take up and not be transparent, and then XOR all the white spaces. i already have the character sprite above broken into the parts to be OR'd and XOR'd.For now, I try to save space but if I have extra space, I may use that method.
why can't you talk to the other people in the town, though? is there not any text data for them yet? also, can the character be turned by tapping a direction without actually moving a space? that was really important for some pokemon puzzle elements and things like that.Nope, there is no text data for people, and I am pretty sure that this will never be added :-\. But I plan on adding panels that you can read and that will tell you where you are.
it always took so long to finish, as walking everywhere took huge amounts of time.TIP: you can run by keeping Alpha(B) pressed ;).
Please please please add smoothscrolling?I don't think so: too much space for a noob like me and a screen too flaw when you run so you enter into a battle without even see that there was someone here ;D.
it looks like you have some 3 characters total to draw in the game, the player, pikachu, and the generic person sprite. altogether, if you gave pikachu full range of motion, that would mean only an additional 112 bytes of sprite data.Nope, I have 4.25 characters :P. The player, pikachu, the generic boy, the generic girl and the glasses guy next to the statues in the Gym. But the problem is not the sprite data, it is how to display sprites. I am a full noob so I won't be able to modify my routine so I have masked sprites without having a huge waste of space :'(. But I agree with you, it will be a lot better if I manage to do those masked sprites.
Please please please add smoothscrolling?I don't think so: too much space for a noob like me and a screen too flaw when you run so you enter into a battle without even see that there was someone here ;D.
It is compiled for Ion so any shell can run it but not the Asm( command. Have you got a shell ?Actually, Axe programs that are compiled for Ion will work correctly even with Asm(. :)
Actually, Axe programs that are compiled for Ion will work correctly even with Asm(. :)Ah.
Ah.I would say the same for me I just used those too
/me will sleep less stupid tonight
In fact I know nothing about Ion. Don't even know if it is an App or a Program or a Hook. I always used MirageOs and DoorsCS.
It's alright. Truthfully, I tried it on Wabbit because I'm too lazy to send it to my calculator (let alone find my cord :P), and there's a bug that it's not letting me send any apps to it (I've reported it in the discussion section on its Codeplex). I just might have to go find my cord :|
It's alright. Truthfully, I tried it on Wabbit because I'm too lazy to send it to my calculator (let alone find my cord :P), and there's a bug that it's not letting me send any apps to it (I've reported it in the discussion section on its Codeplex). I just might have to go find my cord :|
1. Have you downloaded the latest and greatest version of wabbit?
2. I have found that if you keep saving and loading things to the same ROM image over and over, it corrupts it in some way, and wabbit works great with a new ROM image.
Bulbasaur has leveled up!:D That is what I was looking for. Thanks ! And thanks to Happybobjr too !
Keep up the good work.It is already fully playable. Except the last part of the last cave where you meet Pokemons named Tackle, there should not be bugs, so if I work on it, it is to add some little things (or to add the Pokemons' sprites in battle).
I have to put all the sprites in an appvar O.O →huge work !
could you use a program to extract the section containing the sprites? You could make the sprite database (uncompiled) in a program?No, I wasn't talking about the sprites that are in the prog but about the in-battle-Pokemon-sprites that I want to add.
(I am using Axe 0.5.3 btw (the other versions weren't out when I started))
Ok, I'll try. But I haven't much time for it: I have to put all the sprites in an appvar O.O →huge work !
I think I'll poke my sister ;D
But yeah, maybe I could not finish it in time :/ I first want to make the credits for example.
What calculators will this work for?Looks like the entire 83/84 series.
But.. I want a Raticate to turn into a giant rock snake! D:The problem is not that the Raticate turns into Onix, but that it turns into Onix when you quit the Item menu ???
But... I want a Raticate to turn into a giant rock snake and a Butterfree with Razor Leaf ! D:<_< lol
Well, regardless, I like the thought of a fuzzy creature with big teeth to turn into a towering snake of stone :D Make my enemies run in fear and all that.
And Butterfree just needs confusion. On R/B/Y Butterfree was unstoppable with confusion.
Each pokemon has a 56 element list in mine that contains all the stats.In my game, each Pokemon has a 14 element list, without counting the saved game (8 more elements).
I'm just trying to get it as accurate as possible.On the contrary, I try to save space and to make a good calc game, but not a real Pokemon game.
can i play it with the Ti-nspire cx cas (with a touchpad)No. Axe programs only work on the 83+ series and 84+ series.
can i play it with the Ti-nspire cx cas (with a touchpad)I don't know. It is an Axe Program compiled for Ion.
well, firstly, you need a TI 83+, 83+ SE, 84+, 84+ SE, or an nSpire with an 84+ emulator. then, once the program has been transferred to your model of calculator, you need to use the asm( token, which can be found easily through the catalogue menu on these models, in conjunction with the program name as follows:Could someone please make a quick vid tutorial??
asm(prgmPROGRAM
Apparently, I just looked for the screenshots at this thread. :PLol
thanks for kindly explaing it again though. :DI don't explain it "again" as it was not me that explained the first time ;)
One of my friends complained that it didn't work on his 83+. Is this game compatible with the 6MHz z80 calcs?Yes, my sister has a TI 83+ and it works fine. Does he have a shell that can run Ion progs ? Did he do "New Game" first ? Did he send all the appvars in the ROM (not in the RAM) ?
Nah, I'm just wondering why there is such a French Canadian majority in the TI Community.Did you check the first post (http://ourl.ca/12441) ? You have the two download links, for French and English.
Is it done now? You said you would translate it when you were done. Is that the case?
Yes, you must send all the files to your calculator ;) but the appvars MUST be archived.I think I'll edit the first post with colors so people read what is important, at least -.-°
I found a strange bug...this bug happened again, with different pokemon...
[snip]
after I selected where I wanted to learn it, I got a flood of messages saying that oddish had learned pound...
I had to pull a battery to get out of it.
This bug only seems to work when Oddish is IN the party, though.
Could you make a back-up of your savegame so we can make this bug happen again, to test if it disappeared in next versions please ?it's the appvar pokesav, right?
(don't know about the quality of the English language in that sentence ;))
it looks amazing!What are you talking about ?
and another bug with the old version: not sure if it was fixed in the update:
I had a newly evolved lvl. 37 Charizard.
I used a potion on it, and then I got an 'evolve' message.
I ended up with a lvl. 37 Squirtle instead(maybe because squirtle was the last pokemon I had battled.
or squirtle is the next pokemon number in the array.Ah. Yeah. I forgot about that one. It also can happen when you use an object just after launching the game. Some variables are not correctly reinitialised. Gotta fix that soon.
screenies are cool...Wait. Are you saying that my outdated screenshots are cool or are you asking for more screenshots ? :P
depends on the level... If I can evolve it into a Gyarados in a reasonable amount of time, I'm still happy...and another bug with the old version: not sure if it was fixed in the update:
I had a newly evolved lvl. 37 Charizard.
I used a potion on it, and then I got an 'evolve' message.
I ended up with a lvl. 37 Squirtle instead(maybe because squirtle was the last pokemon I had battled.or squirtle is the next pokemon number in the array.Ah. Yeah. I forgot about that one. It also can happen when you use an object just after launching the game. Some variables are not correctly reinitialised. Gotta fix that soon.
You are lucky, it is not a Charizard that evolved in a Magikarp during 5 minutes or so :P
depends on the level... If I can evolve it into a Gyarados in a reasonable amount of time, I'm still happy...Yes, it can soon become a Gyarados with Flamethrower, and that can be very useful, but this is not meant to be like that ;)
and thanks for fixing it :DDo not thank me, I already failed in trying to fix bugs and this one is very hard to beta test, so maybe it is not even fixed :P but I really think it is. There are 255 chances out of 256 that it is fixed. I am also sure that I made grammar fails in that sentence D:
...the Game...D:
Thanks for the work.No problem. Also, don't thank me, making this game first allows me to play it :P
I'll upload also a Translation into German\o/ Thanks a lot ! Also, Thanks from German people (I guess) !
[frpost]Génial, j'avais suivi le projet à ses débuts, mais la c'est juste énorme ! Je t'encourage pour la suite, et c'est une bonne idée d'avoir posté ça sur le SdZ. :) [/frpost][frpost]Merci ! Mais pour le site du zero, j'ai un peu l'impression de pas l'avoir posté au bon endroit :-/[/frpost]
It mean : just crazy ! Nice work. :)Lulz, don't you think the translation is a bit short ? ;D
LOVE this so much!Thank you too :D
now when is someone gonna make a good zelda remix!
Je sais que je suis un peu en retard mais wow félicitation c'est vraiment un bon jeu ;D je l'ai donné a presque tout le monde dans ma classe mais ils me posent tous la même question, est-ce que tu va le continuer ou s'il est fini? :OLol. En fait c'est un topic en anglais, donc l'anglais est preferable ;)
I had this game on my calc just to test it....and now i'm transferring it to many people in my class! :DYeah, it happened to me too, I was hunting bugs and they came :P
I sent this to like ten other friends :)Me too, everyone in my class is addicted to this game now. Even it's not already finished.
I sent this to like ten other friends :)
Me too, everyone in my class is addicted to this game now. Even it's not already finished.Well I sent it to less people because they don't all own a compatible calc D:
One of my classmates asked, why the EXP points are growing up so fast. This is a little bit annoying, because the gym leaders and trainers aren't so challenging like in Pokemon Yellow. Could you fix that ?Yeah, I noticed that too, but I don't know how to make it not too fast and not too slow and with speed decreasing ???
Could you work more on the battle engine?What exactly do you mean ? Like making an AI that is not random and that would think hard to hurt you the most ?
By the way... I've got enough time to work on a German translation of Pokemon Topaze. ;)Yay ! If you do it, post it here and I can make a German version of the game.
Hm, AI is sometimes annoying but the most thing I hate is that I can use for example Thunderbolt against (is this the right word?) Dugtrio. :PCould you work more on the battle engine?What exactly do you mean ? Like making an AI that is not random and that would think hard to hurt you the most ?
I'd like too but I am not a supercoder :P. Moreover, I don't have a lot of free space remaining
Hm, AI is sometimes annoying but the most thing I hate is that I can use for example Thunderbolt against (is this the right word?) Dugtrio. :PAh, yeah I have problems with types and the one you met is not even the worst :P
And it would be also great, if you implement more items like Super Potions and a little Trainer Pass, where you can see your badges and the pokemon you caught or so. Those things aren't really necessary though, so it's up to you. ;)More items is a very good idea and is something I thought about. I'd have to rewrite a lot of things to add flexibility so I need a lot of time (like summer holidays D:). This is also why the Elixir still doesn't work, I know I'll rewrite everything so I don't code it.
// Edit: Btw., where can I find Gastly, Charmander and Magikarp? I need them! :D:P I won't tell you, look better. But my game follows a bit the real game so Ghastly is where Lavander town should be (note that there is no Lavander town in my game). Same for Charmander.
There is also a problem with "A critical hit" that was not translated :P.Translate it with "Ein Volltreffer !". ;)
Done :)There is also a problem with "A critical hit" that was not translated :P.Translate it with "Ein Volltreffer !". ;)
Sorry for double posting and don't even making an update :P
I made an userbar, for those who want to advertise :D
the code:
(http://www.omnimaga.org/index.php?action=dlattach;topic=9844.0;attach=10937;image)(http://www.omnimaga.org/index.php?action=dlattach;topic=9844.0;attach=10938;image)(http://www.omnimaga.org/index.php?action=dlattach;topic=9844.0;attach=10939;image) (http://ourl.ca/12441/233823)Spoiler For the code:
Hayleia, small thing that I ran into, when i caught a pokemon it asked me to garbage collect, i did, then quit and when i went back into the game, i was back at the last save, but all the pokemon that i caught from that save point were in the boxYes, that is due to the way I handle Pokemon catching, they go directly into the savegame (to save space in L1) but the game is not saved -.-°
noticed that in the english version Rock Throw is "Bruno" type, something left untranslated perhaps?Well there is some kind of a compression with types :P
Thanks :D
Dein Fortschritt wurde gespeichert -> Fortschritt gespeichert!
hat ein neues Level erreicht ! -> Level up!
Du hast den Kampf gewonnen. -> Sieg!
Gefangen ! Das Pokemon wurde ( an die Box gesendet.) -> Gefangen! Das Pokemon ist nun in der Box.
Du hast den Kampf verloren. -> Niederlage!
You musst 400 Muenzen hergeben. -> 400 Muenzen verloren.
entwickelt sich doch nicht !?! -> don't know :(
Well, i didn't play the german version, but i tried to shorten those
Isn't one of the gym leaders named Bruno?noticed that in the english version Rock Throw is "Bruno" type, something left untranslated perhaps?Well there is some kind of a compression with types :P
Rock and Ground are Rock-Ground :P
But "Bruno" type ? ???
Ah, yes, but I play in French and I wasn't the one who translated into English so I didn't know that (it is Aldo in French) :PIsn't one of the gym leaders named Bruno?noticed that in the english version Rock Throw is "Bruno" type, something left untranslated perhaps?Well there is some kind of a compression with types :P
Rock and Ground are Rock-Ground :P
But "Bruno" type ? ???
Btw, would you (plural) prefer the gameHayleia, small thing that I ran into, when i caught a pokemon it asked me to garbage collect, i did, then quit and when i went back into the game, i was back at the last save, but all the pokemon that i caught from that save point were in the boxYes, that is due to the way I handle Pokemon catching, they go directly into the savegame (to save space in L1) but the game is not saved -.-°
I should change that.
well, I would guess data, because I just noticed that as well :POk (lol, Bruno type :P)
Btw, would you (plural) prefer the game
-to save your progress when catching a Pokemon
-or to be more realistic and quitting without saving makes you lose all your catches ?
I'd prefer the second option for saving. :)Same here.
I vote the second one.
I'd prefer the second option for saving. :)
Same here.D: Why not the easy option ? :P
When it displays the type of the move you have selected (ex. vine whip= grass) rock throw=brunoYes, I got it. But "Bruno" really is a word in the data, and not far from the types. It means that I put a higher number in RockThrow's type than it should be (not sure about the grammar here)
Thats what I meant
Edit: Also are you supposed to be able to walk on water?Erm yes :P
I just recently put this on my calc, and I instantly loved it! It's one of my favorite calc games, and it's definitely a game that will stay on my calc for a long time.
Also someone asked to borrow my calculator while I was playing this, took me almost a full minute to realize that what was in my hands was not a gameboy XDLol, thanks :D
Great Job Hayleia,Lol thanks :D
Your game is just awesome. As you may know, I made a port of Pokemon for TI-89.
This calculator has so much memory, that it was almost "easy" for me to program it. But once I tried to make a Pokemon for TI-83+ (like you in monochrome and 8x8 tiles), and I failed, because it was too challenging with so little memory... (I wanted to make it in TI-Basic, and Axe is definitely the best language for that game...). You made it, and I wanted to say you "Bravo !" because I know how it is hard.
Your game is very well programmed, with very beautiful sprites, and interesting ideas (the numbers on the floor that represents the badges needed impressed me). If you want any help, just ask me because I would like to see this project finished.
Bravo, tu as réussi là où j'ai échoué.
Torio
does the elixir work now? I haven't updated yet because my cable's missing :PThis is exactly why I need time to rewrite the shop engine (lol, I said "shop engine" O.O), because we need more effective potions, and some other things like superball and all.
also, an item suggestion: more effective potions :P
at the moment, potions are useless later in the game, because enemies can generally deal more damage than the potion can recover D:
superballs would be great... I once wasted 20+ pokeballs trying to catch an onix :Pdoes the elixir work now? I haven't updated yet because my cable's missing :PThis is exactly why I need time to rewrite the shop engine (lol, I said "shop engine" O.O), because we need more effective potions, and some other things like superball and all.
also, an item suggestion: more effective potions :P
at the moment, potions are useless later in the game, because enemies can generally deal more damage than the potion can recover D:
And as I know I'll some day rewrite it, I didn't make the elixir work :(
Mostly items, but a few other small things(some buildings aren't finished, and there's no dialogue or anything yet)That makes me wonder, what purpose would the Pewter Museum serve? Since we don't have Cinnabar, there's no fossil lab, and I don't remember if any of the fossil Pokemon are in the game.
i didn't even understand the purpose of the museum in the original game? was there?In the original game, once you had Cut, you could enter a side door and talk to a scientist to obtain the Old Amber, which could be taken to the lab on Cinnabar to be restored to an Aerodactyl. Otherwise, you could just spend 50 pokedollars to see some fossil exhibits in the museum.
I haven't tried this, but this looks very nice. :)Thanks :)
How much is left to finish approximately?
Mostly items, but a few other small things(some buildings aren't finished, and there's no dialogue or anything yet)Yes for items, but the only unfinished buildings are the Museum (and it would be useless as FinaleTi said) and Celadon's shop, but I don't know what to put here other than a regular shop, or a bigger regular shop ???
Out of curiosity, how dificult would it be to change the battle system to only use the arrow keys and the 2nd key, instead of using the number pad for part of it and the arrow keys for another part?That wouldn't be difficult but all the battle code is recycled from my previous Pokemon project in basic and I first wanted the engine to work before making it better :P
Something I just noticed. Critical hit displays a message, but doesn't seem to affect the damage doneLol, I just checked and it is an epic fail from my part. I put instructions in the wrong order, like
Mostly items, but a few other small things(some buildings aren't finished, and there's no dialogue or anything yet)Cool to hear :D
So this update allows trading pokemon between calculators?Well, not the usual ZPKMN program. You must run the prog in the Link folder to do so, but yes, now you can trade Pokemon between two calcs :D
I have read the entire readme and the 14 pages of this threadO.O
Thank you =)No problem :)
ps : Is it a bug ? if yes, will you fix it ? ( I mean there is no point to let player freeze their calculator ^^)Nope. In fact the battle is a subroutine. And quitting the program from a subroutine is a pain, you can only forcequit, which doesn't work when CrabCake is used. In previous version, you could not quit from battles at all (so, no crash) but I thought that you might sometimes be in emergency and added this, knowing that it could possibly crash, so I said it in the readme. Note that it works sometimes and crash some other times :P
ps2 : I have an Idea to perfect the game ! I think this idea is for Zer044. Since when can now trade our pokemons with a program we should be able to have pokemon which need to be traded in order to evolve. (in this version, the only one is Kadabra->Alakazam)I think he asked me this too, but I can't really remember :P
would it be possible to add a flag in the savedata(e.g. 1=hasbeentraded, 0=hasnotbeentraded) and have zero's program change that flag?ps2 : I have an Idea to perfect the game ! I think this idea is for Zer044. Since when can now trade our pokemons with a program we should be able to have pokemon which need to be traded in order to evolve. (in this version, the only one is Kadabra->Alakazam)I think he asked me this too, but I can't really remember :P
But that would be a pain: I'll have to recreate all the data then adapt the whole game to this new data. The only good thing in this would be that I wouldn't have to code the evolution when trading since it would have to be in Zero44's prog :P
would it be possible to add a flag in the savedata(e.g. 1=hasbeentraded, 0=hasnotbeentraded) and have zero's program change that flag?Wait, seems like I effectively have some free bytes for each Pokemon in the savedata.
Also that reminds me... I really need to try this at one point. *.*Lol. Be sure to have a calc with enough space because the game is huge but appvars too :P
You will need to add only two pokemons to make this feature useful : Alakazam(Alakazam) and Golem(Grolem)Yes, but for now, I have this (in French):
[Because Gengar(Ectoplasma) and Machamp(Mackogneur) are already in the game]
These 4 ones are the only ones which doesn't need to carry any item to evolve during the trade.
[Bien sur t'es pas obligé de le faire surtout que apparemment je suis le seul a le demander ^^]
Hi andrei and welcome to the forums :DI am not a newcomer but thanks =)
In your program, an evolution MUST be from pokemon X to pokemon X+1 ?Yes :-\
like being able to use more than 3 items :P)3 items ? I though that le Elixir one was not fixed yet
3 items ? I though that le Elixir one was not fixed yetLol, yeah, the game doesn't even support 3 items :P. But I meant that I could easily make the Elixir work and have 3 items working, but that is not a lot so I need to add support for more ;)
I think i am the more unlucky player of your game xDWas it a wall next to the Pokemon Center's door or a wall that has nothing to do with it ?
I've found a bug but i can't make it appear a second time :
When I came out from the pokemon center it made me appear IN a wall instead of at the pokemon center's door.
I don't know where this wall is but if I recognize it later in the game i will tell you.
It was again just after the beginning of the game, i had captured an nidoranM and buyed 1 potion and then came to pkmn center in order to heal my pkmns and take nidoran from the pc.
Was it a wall next to the Pokemon Center's door or a wall that has nothing to do with it ?I think it has nothing to do with the first city. If i see it later in the game I will tell you exactly where I spawned.
(c'etait un mur pres de la porte d'ou tu devais sortir ou un mur lointain qui n'a rien a voir avec le centre Pokemon ?)
Did you quit the game and relaunched it before exiting the Pokemon Center ?No but I entered/quited the PC many times and I changed many time pokemon's slot because it took me about 5 minuts to understand how the PC works ^^'
(est-ce que tu avais quitté le jeu entre le moment ou tu as pris ton Nidoran dans la boite et celui ou tu es sorti du centre ?)
Did the calc asked you to Garbage collect at some point ? (If yes, what did you answer ?)No it never asked it
(est-ce que la calculette a demandé Reorganiser mem a un moment ? (si oui, qu'as tu repondu ?))
Yeah, the PC is not that intuitive, even with the arrows around the number of the box. Sorry TongueNo problem ^^. And I think I am really dumb, I could understand much quicker if I had saw the box's number at the right.
(ouais, c'est vrai que je pouvais faire mieux question intuitivité pour la boite Tongue)
If you are only level 7, I doubt any Pokemon can beat the Onix. I usually use level 12 Butterfree to beat him.I Actually used a Pikachu,Roucool(pidgey) and oddish(mystherbe) lvl 10-12 with no potion.
(au niveau 7, tu risque d'avoir du mal, quelque soit le Pokemon que tu utilise. En general j'utilise un Papilusion niveau 12 pour battre Pierre)
you have to trade kadabra to get an alakazam.However, this doesn't work yet for pokemon topaze. IIRC, Hayleia is working on that for the next update.
I don't know if this will be for the next update. I'll have to re-make all the data D:you have to trade kadabra to get an alakazam.However, this doesn't work yet for pokemon topaze. IIRC, Hayleia is working on that for the next update.
Sorry if I'm going to the wrong place for this, but when I tried this, my calculator went blank and wouldn't respond to any button I pressed. I fixed it by taking out all the batteries and replacing them, but I'd still love to try this game. I have a Ti-83+ and I ran it on Mirage. Other than Mirage, the game files were the only files on the calculator and all files were archived. At first I did have a few other games, but Topaze wouldn't start, so I deleted them figuring I needed more RAM. I also tried installing Ion instead, but was unsuccessful. Anything I did wrong?It is not the wrong place at all :)
The screen went blank as soon as I started the game, so when the game launches. It stays blank until I replace the batteries.Yes, but it may be normal. Try waiting for 20 seconds before replacing the batteries and it might work :)
Is there any chance that the source code will be released?I don't think so, for mainly two reasons.
Hmm I see. You could post parts of the code, though. (i.e. I'm quite interested in the battle engine :D)Haha ! The battle engine is the worst part of the code XD
Well in that case poke runer about it :PWell after reading 2 lines of code, Runer will refuse saying "wat's dat work ? I can't even work on that" :P
And I could probably help you recoding the whole thing.
Basically, he wants you to check if an enemy pokemon's level is enough for it to have evolved and if so, make it the evolved form.Actually, I think he is suggesting the opposite. For example: Dragonite evolves from Dragonair at level 55. As such, you shouldn't normally encounter any Dragonite used by trainers or in the wild that are under level 55. However, I believe there have been some exceptions in pokemon games, but usually that isn't the case.
I wonder if there has been more progress on this lately? :PIn fact, yes.
Basically, he wants you to check if an enemy pokemon's level is enough for it to have evolved and if so, make it the evolved form.Actually, I think he is suggesting the opposite. For example: Dragonite evolves from Dragonair at level 55. As such, you shouldn't normally encounter any Dragonite used by trainers or in the wild that are under level 55. However, I believe there have been some exceptions in pokemon games, but usually that isn't the case.
delete your save fileDon't you think it is normal to encounter bugs after those to steps ? :P
hit continue
Who's Lola ? :PWell I mentionned Lola because, not even 10 minutes before the release, she mentionned me on TI Planet that she had the problem of not having enough RAM to run the executable, problem that I had had myself on my 84+SE but not on my 83+, and seeing other people having this problem convinced me to release that version where quite nothing (should have) changed but where the executable fits in short RAM :)
For now, every trainer has a tile number, let's say from 1 to 50 for example (in fact, I think it starts at 171 or some other ugly number :P). So when you walk on a number between 1 and 50, if the number saved in {TrainerNumber} (smart name isn't it ?) is lower than the tile number you walked in, well battle, and when you beat the trainer, {TrainerNumber} increases. And if {TrainerNumber} is greater than the tile, then you already beat the trainer and there is no more battle ;)
The game has no protection against continuing a game without having started one, which makes for an interesting way of exploring the RAM contents of the calculator :)Yeah but why do you try to continue a non existing game ? :P
The game, after maxing out any stats past 255, will set them down very low.Well your health will only get to 255 when you get to level 85, and I didn't expect people to get this far :P
So, if I have a Pidgeot at level, say, 75, it's health will be so high, it will be (something like, this is just a random guess) 287 and thus it rolls over to a number like 287 - 255 = 32. I don't like going into battles against level 50 pokemon and losing my best one in the first hit. :(
To continue this discussion (http://ourl.ca/18426/341750) :No, I have more than 77 tiles. I see a "r1<229" in the code, and even if there are some blanks somewhere, I think it is still over 127 :(For now, every trainer has a tile number, let's say from 1 to 50 for example (in fact, I think it starts at 171 or some other ugly number :P). So when you walk on a number between 1 and 50, if the number saved in {TrainerNumber} (smart name isn't it ?) is lower than the tile number you walked in, well battle, and when you beat the trainer, {TrainerNumber} increases. And if {TrainerNumber} is greater than the tile, then you already beat the trainer and there is no more battle ;)How many tiles you really have ? Cause if it's under 77 (which is pretty much sure), then you can stick with your system and use rle compression.
Elsewhere, you have to beat all the trainers in a certain order, right ? I don't remember if the progress through maps was kind of linear, but if so, then it's not a problem.
I've compressed your map using horizontal RLE+7th bit for "lonely" tiles and (if I'm correct)... it compressed up to 85% (from 10948 bytes to 1723) :oSpoiler For compressed map:
But keep in mind that the speed to read it on the fly will really depend on the tiles you're trying to reach... That's why dividing it into smaller parts would help.
I'm not quite sure how your trainer system works. It sounds like you have to walk on top of a trainer to battle them? What is TrainerNumber? You use one variable for every single trainer? One way you could do it would be to use a single tile for every trainer, say tile 85. Then you could have a table listing the coordinates of each trainer and possibly a pointer to the trainer's sprite. Actually, you really don't even need a special tile, especially if you divided your maps into smaller pieces. With each map segment you would pass a pointer to a table that contains the coordinates of the trainers. When the trainer is on screen, just subtract the trainer coordinates from the map coordinates and draw them. You could use the same table for NPCs, and since in each little map section (each town/route) there won't be that many trainers/NPCs, you could load the table into RAM and change the coordinates as you please without worrying about modifying the data in your program. That way you could have NPCs that walk around, trainers looking in different directions, etc.No, you don't walk on top of a trainer to battle them, you walk on the dots right in front of them :P
No, I have more than 77 tiles. I see a "r1<229" in the code, and even if there are some blanks somewhere, I think it is still over 127 :(
For the trainer, there are two kinds of them: the ones that you must beat (they are blocking the road) and that can beat only once, and the ones that you don't have to beat, but you can beat them as many times as you want. For the ones blocking the road, yeah, you have to beat them in order.
For the compression, wow, that is very compressed O.O
What could be possible, instead of having it divided in parts, would be to have it in one compressed part but uncompressing small parts, this way, there would only be one map file and not too much slowness (only when going from one part to another) :)
No, you don't walk on top of a trainer to battle them, you walk on the dots right in front of them :P
And yeah, my only variable (that I called TrainerNumber in this explanation but that is not called like that in the code :P) handles all the trainers for now.
But what I was worried about was that adding a table of coordinates would be stupid because it would be saving data by adding data, but now, seeing how Deeph compressed my map, I think that the table of coordinates won't be over 9000 so it would still save space, so it is a good idea :)
Yeah, teleporting carpets and doors for example, all have their own number. What could be done for them would be a stupid thing like ".db 1,door". That would of course waste one byte since that won't use the 7th bit trick, but they are not so many. And carpets usually go by two so that would be ".db 2,carpet" which doesn't waste anything :)No, I have more than 77 tiles. I see a "r1<229" in the code, and even if there are some blanks somewhere, I think it is still over 127 :(
For the trainer, there are two kinds of them: the ones that you must beat (they are blocking the road) and that can beat only once, and the ones that you don't have to beat, but you can beat them as many times as you want. For the ones blocking the road, yeah, you have to beat them in order.
Why do you have so much tiles ? To handle events ("teleportations" etc...) ? This said, the datas I posted earlier may not be usable : I haven't check if the tile ID was under 127 before changing its 7th bit, but without doing it the map is still compressed to 80% (2220 bytes) :Spoiler For compressed map only using horizontal RLE:
I think that they would not be very complicated, like squares, all with the same dimension and all :PFor the compression, wow, that is very compressed O.O
What could be possible, instead of having it divided in parts, would be to have it in one compressed part but uncompressing small parts, this way, there would only be one map file and not too much slowness (only when going from one part to another) :)
Yeah I guess you can do it before teleporting the player, you'll just have to define the small areas before.
But how will you handle the fact that trainers can have different range of view ?No, you don't walk on top of a trainer to battle them, you walk on the dots right in front of them :P
And yeah, my only variable (that I called TrainerNumber in this explanation but that is not called like that in the code :P) handles all the trainers for now.
But what I was worried about was that adding a table of coordinates would be stupid because it would be saving data by adding data, but now, seeing how Deeph compressed my map, I think that the table of coordinates won't be over 9000 so it would still save space, so it is a good idea :)
If you don't plan to complexify your current system there's no need to add tables, but to my part I think I'm going to handle trainers as events (every step the players does, I'll check if it's in the sight of some trainers, this way I could even handle moving trainers).
Yeah, teleporting carpets and doors for example, all have their own number.You mean each one, right ? Cause I think you can easily guess which door (with the same tile for all, if that's not the case) the player have crossed by comparing its coordinates (x*y*map width) with a list like that : ".dw door_01_coordinate,pointer_to_teleporting_handler_01,etc...".
What could be done for them would be a stupid thing like ".db 1,door". That would of course waste one byte since that won't use the 7th bit trick, but they are not so many. And carpets usually go by two so that would be ".db 2,carpet" which doesn't waste anything :)
And the 7th bit trick would be reserved to more usual tiles like trees and such, with numbers under 127 :)
I think that they would not be very complicated, like squares, all with the same dimension and all :P
A separation could be right in the middle of a town but I don't think uncompressing will be too slow since nothing happens during that process. I recall the true Pokemon Yellow having small latencies at the border of towns (where the color of the environnment changes) and I guess it is because they must use this kind of uncompression.
But how will you handle the fact that trainers can have different range of view ?
Yeah, for now each one has a specific tile number.Yeah, teleporting carpets and doors for example, all have their own number.You mean each one, right ? Cause I think you can easily guess which door (with the same tile for all, if that's not the case) the player have crossed by comparing its coordinates (x*y*map width) with a list like that : ".dw door_01_coordinate,pointer_to_teleporting_handler_01,etc...".
Don't know if you can do this in Axe, though.
Yeah, in that case, if n is the number of tiles, I would just do ".db 127,tile,n-127,tile" ;)What could be done for them would be a stupid thing like ".db 1,door". That would of course waste one byte since that won't use the 7th bit trick, but they are not so many. And carpets usually go by two so that would be ".db 2,carpet" which doesn't waste anything :)
And the 7th bit trick would be reserved to more usual tiles like trees and such, with numbers under 127 :)
Yeah but take care not to have the same tiles repeated horizontaly more than 127 times, else it will mess up the decompression (for example, you can't differenciate 143 tiles with the tile #15 alone, in both cases that'll give %10001111).
Well, It will be slower for the "end" of the map but I think it will be still bearable for users to have a little map change sometimes, if that is not too often, that should not take more than 2 seconds :)I think that they would not be very complicated, like squares, all with the same dimension and all :P
A separation could be right in the middle of a town but I don't think uncompressing will be too slow since nothing happens during that process. I recall the true Pokemon Yellow having small latencies at the border of towns (where the color of the environnment changes) and I guess it is because they must use this kind of uncompression.
Uncompressing the beginning of the datas is fast, but not the end, that's why it would be more convinient to do it while teleporting the player.
Also, you wrote x*y*map_width, but I assume that the first "*" is meant to be a "+" right ?
And I thought about something that could work too, since usually, doors are coupled by pairs, one leading to another, so this would be possible, where 2n is the number of doors:
-having a list like that door(1)coordinates,door(2)coordinates,...door(n)coordinates,door(n+1)coordinates,door(n+2)coordinates,...door(2n)coordinates
-then, when you hit the door k, it teleports you to the door k+n or k-n (basically the door k+n modulo 2n I guess) :)
Well, It will be slower for the "end" of the map but I think it will be still bearable for users to have a little map change sometimes, if that is not too often, that should not take more than 2 seconds :)
Else, there could be 2 decompression routines, one uncompressing "from left to right", the other one "from right to left', this way, it will be slower in the middle but still quite fast everywhere ;)
This is why I wanted to divide the map in equal squares so the "map ID" can be obtained directly with the coordinates of the player ;)And I thought about something that could work too, since usually, doors are coupled by pairs, one leading to another, so this would be possible, where 2n is the number of doors:
-having a list like that door(1)coordinates,door(2)coordinates,...door(n)coordinates,door(n+1)coordinates,door(n+2)coordinates,...door(2n)coordinates
-then, when you hit the door k, it teleports you to the door k+n or k-n (basically the door k+n modulo 2n I guess) :)
Yes it would work, but in my case I'll need to know the map ID too.
Plus I was thinking of placing teleporters to the same pokecenter (to win space) through the whole game, so it won't work whithout some more datas (where was the player before enter...). Currently you have as many pokecenters as towns, right ?Lolnope, I only have one PokeCenter. See the map in this post (http://ourl.ca/18426/341740), you can see the only PokeCenter in the bottom left corner :P
Erf, I've just found a bug in my compression program, which caused to misread hex numbers... Looks like the compressed map using horizontal RLE+7th bit trick+more than 127 tiles will finaly takes 4712 bytes (57%, and RLE only will take much more) x.xYeah, that is still half the size it originally takes :)
Though, that's not that bad :PSpoiler For Compressed map using horizontal RLE+7th bit trick+more than 127 tiles:
And I thought about it during this night (:P), I discovered that there will probably be problems for the right to left uncompression due to the 7th bit trick :(Well, It will be slower for the "end" of the map but I think it will be still bearable for users to have a little map change sometimes, if that is not too often, that should not take more than 2 seconds :)
Else, there could be 2 decompression routines, one uncompressing "from left to right", the other one "from right to left', this way, it will be slower in the middle but still quite fast everywhere ;)
Yeah it would work, but you'll have to know when to use which one.
I still think that using small maps instead of a big one can allow you to gain speed and space.Yeah, And I thought about something, there is no need to be several appvars in fact, just several maps in one appvar. This can be done easily if you know how much space takes every compressed map. Well yeah, that can do it :D
I play pokemon like I breath. I'm good at it and I do it all the time. I played this game hardcore and within about 5 hours I had impressive stats. I was sad when the game maxed out!Lol ok, then I think what you could do is a savegame-hacking program to get back to a level under the max I should have put :P
Lolnope, I only have one PokeCenter. See the map in this post (http://ourl.ca/18426/341740), you can see the only PokeCenter in the bottom left corner :P
And I thought about it during this night (:P), I discovered that there will probably be problems for the right to left uncompression due to the 7th bit trick :(
Yeah, And I thought about something, there is no need to be several appvars in fact, just several maps in one appvar. This can be done easily if you know how much space takes every compressed map. Well yeah, that can do it :D
I've finally done an encoder/decoder that works :PYeah, there are some messed up tiles (where are the doors ? :P) but it seems to work pretty well anyway :D
So the final size is... 3726 bytes (66%) :D
I had to be sure this time (:P), so I've managed to create a program that generates an image of the decoded map, and here it is :Spoiler For map:
There are some tiles messed up because of the way I ripped them, but the compression works.
Of course you'll need to know how you'll handle map in the hypothetical future versions of Pokémon Topaze, so this may not be helpful, at least immediatly.
Otherwise this could help programing a map editor on PC, just like the one I use for Pokémon Monochrome (http://www.yaronet.com/posts.php?sl=0&s=153983&p=2&h=35#35), or the one I've done for project "juego" (http://www.yaronet.com/posts.php?sl=0&s=141295&p=5&h=131#131).
If you want to see how the encoder/decoder works : Pokémon Topaze RLE+7th bit encoded map.zip (http://www.mirari.fr/vrTr)
Yes, and this is why there was a bug sometimes that teleported you to a random place when you lose a battle instead of leading you to the last PokeCenter, I somehow erased the saved coordinates :PLolnope, I only have one PokeCenter. See the map in this post (http://ourl.ca/18426/341740), you can see the only PokeCenter in the bottom left corner :P
So how do you handle returns ? You're saving the player coordinates somewhere I guess.
Yeah, this or having the uncompressing routine add automatically the $19 in the uncompressed map ;)Yeah, And I thought about something, there is no need to be several appvars in fact, just several maps in one appvar. This can be done easily if you know how much space takes every compressed map. Well yeah, that can do it :D
And if you don't want to stop the scroll when the player reach the limits (like I'm doing in my version), I think you can make a routine that outputs a black tile if the mapper is asking for a tile which out of the map (this way you wont need to have so much $19 :P).
Thank you for recommending I hack it! I'll get right on it! I immediately just decided to use calcsys to get by, but I love to spend some time hacking someone elses code! :)Great :D
Yeah, there are some messed up tiles (where are the doors ? :P) but it seems to work pretty well anyway :D
So what do you plan ? Making an asm version or improving the axe one (maybe later) ? :)Well restarting all in ASM would be quite hard o.o
Well restarting all in ASM would be quite hard o.o
Hayelia can you pm me the save state code you use for this project? If I use it you will get creditSorry, 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 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) :PWell restarting all in ASM would be quite hard o.oNot 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
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):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.
.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.
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 >.>/me runsyou 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
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. >.<Thanks :D
This is definitively gonna be featured on Omni if it wasn't already.
He quit and played Pokemon for a half hour, and asked me to tell you he loves it.Why doesn't he come to tell it himself ? :P
Alrighty thanks, and I think it was a trainer.Lol yeah, I know that kind of feeling too :P
I was too busy crying from the AP Test to ask to many questions :P
-THE DEUTSCH PART OF THE README IS OUTDATED, CAN SOMEONE HELP ME THERE ?Here you are ;)
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 :)
I saw the screenshot on ticalc for this game and this made me want to try it. Too bad I don't have much time D:. Anyway nice to see an update. :)Thanks :D
Also correction, In english, allemand is German, not Deutsch. Deutsch is allemand in German. :P Of course maybe you meant to use it in German, but then you should keep things consistent and say Français too instead of French. :POops :P
nice jobA cheat ? What cheat ? I don't know what you are talking about.
and thank you:the cheat is still there :P
Good to see this update Hayleia. :) Have you updated the ticalc and Omni dl section copy?Yes I did. But ticalc still didn't approve it.
This thing is still in dev? O.OIt is, because
And cheats? want want want :DThere are two cheats: one of them is even described in the first post, the other can only be found if I tell you what it is or if you really try hard. It has two effects, and even though you could see one of its effects easily, the second one is really hard to see without knowing it beforehand.
nice jobA cheat ? What cheat ? I don't know what you are talking about.
and thank you:the cheat is still there :P
(Don't tell anyone about those cheats lol, they were meant for debugging purposes. And try not to cheat too much, it kills all the fun).
Also, you may not have done it on purpose (maybe you hit "send" twice) but you double posted.
1. it sais "your pokemon was send to the box" but the box is empty...Fixed. I am glad I coded Pokemon when I had no skills, I can understand my code in one minute and fix the bug in another minute.
2. the pokemon chose menu jumps randomlyIn fact no, it was working very well, but I actually optimized it so hard the last time I touched it (read, I coded it so bad the first time I touched it) that it scrolled too fast for you to see it scroll well, and you just thought it was jumping randomly. Fixed too.
3. if you fail at one boss you are resporning behind him and can go to the next boss (even by the other people in pokemon)This problem is present since ages, and I failed many times to fix it. Thanks for reporting again though, because some times, I test my program and everything seem to work well.
it also appears whith trainers and wild pokemonsMeh, I'll have to look for that bug then. Thanks for your precise reporting though, that really helps. You even gave me too much details saying that it was on the German version, since the language is only an appvar and doesn't interfere with the game engine.
Otherwise, you still don't want/have the time to make an asm version ? :PKind of both. I have oral exams this summer so I don't have time (except for rapid bug fixes such as the ones I made), and I still don't really see the point of an ASM version. With all the data it needs (even compressed), it will never fit in the RAM of a 82 Stats anyway, so even ultra optimized ASM won't bring anything new to the game.
With all the data it needs (even compressed), it will never fit in the RAM of a 82 Stats anyway, so even ultra optimized ASM won't bring anything new to the game.
The 82Stats/83 has 27kB of RAM, that's way more than the 83+.But it has 0B of ROM (usable ROM I mean) which is way less than the 83+, especially considering Pokemon Topaze takes like 44000 bytes for now.
re:ramImpossible: the executable is above 16KB. And this is when all the data is out. Here, an ASM rewrite could be useful to size the program down and be able to compile it as an app, but what for ? Why save RAM ? The only thing that needs RAM is when you save, everything else can stay in the ROM.
thats a problem whith the dialogues...you could parspokemon as a app mabey...
But it has 0B of ROM (usable ROM I mean) which is way less than the 83+, especially considering Pokemon Topaze takes like 44000 bytes for now.
What takes so much space ? If I remember there are things that aren't specially useful (like the splashscreens :P).Just look at the sizes of the appvars, they have evocative names (for the most part). And the splashscreens only take 1536 bytes.
UPDATEfor me it's the opposite. For my early games, I now understand the code even less than back when I wrote it in 2001-05 O.O1. it sais "your pokemon was send to the box" but the box is empty...Fixed. I am glad I coded Pokemon when I had no skills, I can understand my code in one minute
Yeah, it is also true that I didn't have coding habits that would have made the code clearer, such as using evocative names for labels and variables. But I know which part of the code does what thanks to the Text commands (for example, I know where the Pokemon catching part is thanks to "Capturé !"), and then since there is absolutely no optimization, I guess easily what the code does and where the problem comes from (when there is a precise bug report).UPDATEfor me it's the opposite. For my early games, I now understand the code even less than back when I wrote it in 2001-05 O.O1. it sais "your pokemon was send to the box" but the box is empty...Fixed. I am glad I coded Pokemon when I had no skills, I can understand my code in one minute
IIRC, CT and CS are TM and SM in English though I might be wrong. CT and CS are pure French (Capsule Technique/Secrète) while TM and SM are Technic/Secret Machine. :PAlmost. They're called TM (Technical Machine) and HM (Hidden Machine).
Great 1.12 update! It's the only version I've played that's bug free and actually playable. Keep up the good work and I'll let you know of any bugs I find as I play!Thanks, and yeah, report any bug you find, even if it is this spawning bug again.
Yeah the MasterBall is totally useless without Mewtwo. You could find something else but I don't know what to suggest. :/See poll, I suggested Revive. And the Max Potion is not that useful either, so I can remove one of both and put Revive instead.
Under the edit poll options there is a check box for "allow users to change vote", just so you know for next time. :)That is the problem : that checkbox is not there.
Or, you could always poke me to edit it if you like./me pokes AoC
Anyhow, I re-voted. Also just fyi, in English "Super Ball" is "Great Ball" and "Hyper Ball" would be "Ultra Ball".Ok thanks (the "thanks" applying for both your sentences).
(Unless the game doesn't support status problems, of course.)That's it. There are a lot of items that are very useful in the real game but unusable in mine. It is the same for Carbon and such, Pokemons don't have individual stats so you can't boot strenght or defense (or others).
/me pokes AoCDone. :)
Could you add the option that allows voters to change their vote ?
Congrats for the feature Hayleia :DThanks :D
I noticed one problem in the readme, though: You forgot to include Nintendo and Game Freaks in the credits :PYeah, I put Satoshi Tajiri in the credits, GameFreak in the splashscreen but Nintendo, nowhere. I'll change that.
What do you mean with 3D ? Like first-person view ? or evolving in a 3D world instead of a 2D one ? or both ?In Rainbow Dash Attack, maybe 2nd person where you still see your char and sometimes the road turns left/right, so you have to make sure to turn, while avoiding more clouds and obstacles that would appear in all directions. The road would be kinda narrow, so you wouldn't be able to go too far to the left or right.
good idea, but then it should be "Item auswählen mit hoch/runter" (it is missing item IMO and auswählen is 2 chars smaller :D)Yours is too long, but chickendude's fits. So thanks both of you (you got a +1 each ^^).
w0000t!good idea, but then it should be "Item auswählen mit hoch/runter" (it is missing item IMO and auswählen is 2 chars smaller :D)Yours is too long, but chickendude's fits. So thanks both of you (you got a +1 each ^^).
I think it is more because you added "Item " at the beginning of the sentence, so you saved 2 chars but also added 5 ones, so at the end you lost 3 chars. And yeah, the font is not monospaced, so maybe the space after the "Item" doesn't waste a lot of pixels, but the "m" wastes a lot unfortunately.w0000t!good idea, but then it should be "Item auswählen mit hoch/runter" (it is missing item IMO and auswählen is 2 chars smaller :D)Yours is too long, but chickendude's fits. So thanks both of you (you got a +1 each ^^).
And mine is longer only because of no monospace font, right? >.<
Change "Selektieren mit hoch/runter" to "hoch/runter zum Auswählen"Thanks, but "Beleber" or "Beleben" (because a website told me "Beleber") ?
and "Aufersthen" to "Beleben"
Beleben.Change "Selektieren mit hoch/runter" to "hoch/runter zum Auswählen"Thanks, but "Beleber" or "Beleben" (because a website told me "Beleber") ?
and "Aufersthen" to "Beleben"
Also, can I remove the "(ver)" in "links/rechts zum (ver)kaufen" ?no, because then it'd just mean that you could just buy, not sell, it is like to buy/sell, but in german it is kaufen/verkaufen.
Nice! I was waiting for revive to work. Works great now.Yeah, some objects like Revive, Escape Rope and Potions are easy to code and to test, so they were the first ones to be coded in fact. Balls are meant to be easy to code, but are hard to test since they are still based on random, they are the reason why I said objects "are meant to" work, because I tried them, they catch Pokémons, but I actually don't know if SuperBalls are any better than regular balls.
Great to see that the new shop is out now.
why can you catch so few pokemon?Because data is a pain to do. Each new Pokemon would represent 14 bytes of data that I would have to create and then to type. That represents 1540 bytes for missing Pokemons. And I can tell you it is not fun to create and write.
i would love to catch 'em all on my calc without constantly having to zoom in and out...I didn't understand that sentence.
I didn't understand that sentence.
Wow D: that's amazing! Here goes my grade in math class ;)why math?/me only played it during physics XD
Hi, My friend claimed he caught a Lucario. Is he really in the game?Well if he catched a Lucario, I'd like a photo of that (and the data he used).
My other classes have weird anti-technology teachers...I did that in philosophy class, it worked : I took several calcs in my bag. When the teacher tried to take one away from me, I took another one out of my bag, and repeated until he gave up.
How many did you have ? :PThat's the worst part of the story. I only had two calcs at this time. He did not resist for a long time.
Personally I can understand some teachers when he gives a lesson only to hear loud mobile Twitter/SMS notifications/ringtones every 30 seconds or so or when people don't do any of their school work, but if you finished everything including homework I think it's fine if you code or play silent calc games.Yeah, my math teacher in Terminale let my neighbour and I do what we wanted in class because we always did our home work and always had good marks and never disturbed the class. In philosophy class, it was the same, except for the good marks point, but when he said "Leonardo da Vinci was gay, but his desire was sublimated and he became a genius", I was like dafuq and decided that philosophy class was not for me. I don't say it is false, just that it was said without any proof. I still made my homework and all, but I didn't try my best.
well, here you are not allowed to do like anything apart from class. Period.Weird, I heard you could use phones and eat in class over there ? ???
We even have a school rule where all electronics must be turned off while you are in school.
Some teachers are a bit more tolerant and did actually allow me to turn on my rubiks cubes after finishing assignments O.O
But yeah, calcs are also a no-go, except if they are used in class at that instant.
that was while i was in the US :Pwell, here you are not allowed to do like anything apart from class. Period.Weird, I heard you could use phones and eat in class over there ? ???
We even have a school rule where all electronics must be turned off while you are in school.
Some teachers are a bit more tolerant and did actually allow me to turn on my rubiks cubes after finishing assignments O.O
But yeah, calcs are also a no-go, except if they are used in class at that instant.
Yeah I like the second one better. ;)Yeah, same for me, no headaches anymore (just some "wat ? oh yeah, I just put that in").
Could you try reimplementing some animations from the original 1gen games? THat would be rad (and full of nostalgia)!Well I tried that one that fills the screen with black in a spiral way, but only the first horizotal line and the first vertical line are right, others are drawn offscreen for some reason.