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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Hayleia on August 08, 2011, 07:45:28 am

Title: Pokemon Topaze (Axe)
Post by: Hayleia on August 08, 2011, 07:45:28 am
DISCLAIMER: I CANNOT BE HELD RESPONSIBLE IF ANY DAMAGE IS CAUSED TO YOUR CALCULATOR(S) OR YOUR BRAIN.
Click on the button to download, or here (http://img.removedfromgame.com/imgs/download_button.png) (http://www.ticalc.org/archives/files/fileinfo/453/45353.html)
If you are lazy to read my long post, the screenshots are below ;) but at least, read what is written in green
That said, I think I can begin talking about my project :P
This is my first real game in Axe.
It is in French ;D but if I finish it one day, I may translate it to English. It is available in French, English and German.
I didn't put it in the French section in case I need help :P
This is not meant to be a clone of the real Pokemon game but to be a decent Pokemon Game for calculator. For example, you can run by pressing Alpha(B), that is not in the original Pokemon Game.
I don't think there will be all the Pokemons but for now, you have 44 Pokemons including of course Absol Pikachu, Bulbasaur and this kind of guys.
The keys are: the arrows, 2nd (A), Alpha (B), Y= (start), Enter (SuperAttackWhileChoosingTheAttackInFight)
I am too lazy to write more so I may do it later, and make more screenies.
Btw, THIS PROJECT IS NOT FINISHED and I am trying to finish it, but I only have one month. So you can send feedback but maybe I won't see it.
Yes, you must send all the files to your calculator ;) but the appvars MUST be archived.
Don't forget to do "Nouvelle partie" (New Game) when first playing.

Yeah, my post is very well organized.
This was called Topaze because Topaz is often like Yellow.
I used CrabCake so it is compiled for Ion. So, you need a shell that can run Ion programs.

If you wonder, those big dots (to not be confused with little dots that are the sight of some guy) that you can see in the screenshot in the spoiler below are to be seen like a dice face: here it says "1" so you need one badge to cross it. You also will meet the "2" "3" and "4" dices that need 2,3 and 4 badges to be crossed.
Spoiler For image:
(http://www.omnimaga.org/index.php?action=dlattach;topic=9844.0;attach=9194;image)

Also, two non outdated and non animated screenshots in that spoiler, below
Spoiler For non outdated screenshot:
(http://www.omnimaga.org/index.php?action=dlattach;topic=9844.0;attach=9239;image) (http://www.omnimaga.org/index.php?action=dlattach;topic=9844.0;attach=9240;image)

And now, a non-outdated and animated screenshot :D
(http://tiforge.info/zcontest3/files/screen/screen231111.gif)


Credits (in the "A propos" (About) section):
Satoshi Tajiri (had the original idea)
Me (programming)
My sister (made all the data O.O)
Quigibo (Axe)
Hot-Dog (Crabcake)
Happybobjr and/or tifreak and/or shmibs (sprites, if used ???)
FinaleTi (External Vars Tutorial)
Michael Lee and ephan (TI-Convert/Croquette)
Anima (German translation)
If I forgot someone, tell me or that person won't be added.
Title: Re: Pokemon Topaze (Axe)
Post by: Spyro543 on August 08, 2011, 08:17:20 am
Looks neat. :D I hope you finish it!
P.S. Awesome screenies!
Title: Re: Pokemon Topaze (Axe)
Post by: TIfanx1999 on August 08, 2011, 08:53:33 am
This actually looks quite nice so far. ^^ How long have you been working on it?
Title: Re: Pokemon Topaze (Axe)
Post by: tifreak on August 08, 2011, 08:54:37 am
Those are some fairly nice screenshots.  I'm just curious how far you plan on actually taking this game, and why do you only have a month to complete it?

Keep up the awesome progress! And now I need to work harder on mine ;)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 08, 2011, 08:54:42 am
It depends ;D
I started Pokemon Topaze last month but I already have one in Basic done, so I didn't have to think a lot ;)

Edit: I didn't see tifreak's post, sorry.
I only have one month because school starts over, and the coming year is going to be hard.

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).
Title: Re: Pokemon Topaze (Axe)
Post by: TIfanx1999 on August 08, 2011, 09:19:34 am
Quite nice! I hope you release the source with it when you're finished. :)
Title: Re: Pokemon Topaze (Axe)
Post by: Ashbad on August 08, 2011, 09:40:26 am
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]
Title: Re: Pokemon Topaze (Axe)
Post by: zeldaking on August 08, 2011, 09:44:04 am
That looks very crisp and clean, hope you finish it so you can translate it to english.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 08, 2011, 10:10:40 am
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).
But if I finish it and release the source, some people (read: Runer112) would have an heart attack saying "aaargh ! too much optimizations to do..." :P

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
Title: Re: Pokemon Topaze (Axe)
Post by: tifreak on August 08, 2011, 10:13:37 am
Lol, well, I still want to make mine the best ever, and when I have competition it helps make progress go faster :)

And yeah, I just finished getting the 4th item working, 110 more to go :p
Title: Re: Pokemon Topaze (Axe)
Post by: Happybobjr on August 08, 2011, 10:50:24 am
this looks very nice

might i point you to my old sprites?
http://ourl.ca/11789/222410
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 08, 2011, 11:06:06 am
Thanks for the sprites :thumbsup: ! 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.
Title: Re: Pokemon Topaze (Axe)
Post by: TIfanx1999 on August 08, 2011, 11:14:00 am
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]
^
Also quite true. They work very well for a calculator with low resolution. =)
Title: Re: Pokemon Topaze (Axe)
Post by: tifreak on August 08, 2011, 11:17:36 am
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.

The sprites I used are from the 32x32 icons used in the revamped Fire Red/Leaf Green pokemon party sprites. they don't fill the whole 32x32, so I was able to make them much smaller. I have all 151 sprites in an appvar in hex (special hex, I use an additional character) for roughly 16k.
Title: Re: Pokemon Topaze (Axe)
Post by: Happybobjr on August 08, 2011, 11:18:37 am
the later sprites look fine in monochrome IMO.

I can't wait to see this finished :D
Title: Re: Pokemon Topaze (Axe)
Post by: yunhua98 on August 08, 2011, 12:21:29 pm
wow, that looks really nice.  I especially love the maps.  :D
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 08, 2011, 12:36:12 pm
O.o already 2 pages !
Update (yes, already)! Pokemons can now evolve ! Keep Alpha(B) pressed when saying "Hein ? machin evolue !?!" (Huh ? lolwut is evolving !?!) to cancel it.
(replaced in the first post).

wow, that looks really nice.  I especially love the maps.  :D
Yeah, my sister made a good work on it. But typing it was such a pain :P
Title: Re: Pokemon Topaze (Axe)
Post by: Happybobjr on August 08, 2011, 01:01:20 pm
I used paint then put them on a 96,64 grid and turned it into a pic var.
then I used an axe program to extract them.

No typing involved ;)
lost the program though :/
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 08, 2011, 01:04:14 pm
Hey ! that is a very smart method !
/me thinks about using this method to draw the Pokemons in a battle
Or maybe I could just steal your sprites or tifreak's >:D
Title: Re: Pokemon Topaze (Axe)
Post by: Happybobjr on August 08, 2011, 01:29:01 pm
It will give them a purpose :P
The first 15 or so aren't good though :/
Title: Re: Pokemon Topaze (Axe)
Post by: annoyingcalc on August 08, 2011, 01:42:30 pm
I love this but I dont know french so I would like it translated to english so I can read it but it is great as it is though
Title: Re: Pokemon Topaze (Axe)
Post by: tifreak on August 08, 2011, 03:17:09 pm
Lol, they are in an appvar, using the character 'G' to indicate the end of a line :p They aren't the best of quality though.. http://www.ticalc.org/archives/files/fileinfo/389/38997.html If you want to look through them. :) Make sure you backup your calc and such, or use an emulator before trying it out ;) Don't want to be the one to cause you to lose progress
Title: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on August 08, 2011, 03:36:42 pm
Looks nice, try to not make the project too big since it would probably be your first ever RPG. I personally like how it's a new Pokémon game since there are already ports of the real game in the works. Good luck :)
Title: Re: Pokemon Topaze (Axe)
Post by: shmibs on August 08, 2011, 03:47:12 pm
if 8*8 monochrome is what you want, feel free to use my old sprites as well.
note, i know the character is 11 pixels tall. that's how actual pokemon sprites were as well. just draw him as a masked sprite so that the top three pixels run over onto the tile above him. it looks a lot better that way. the tileset is also a bit confusing, so if you can't figure out what something is feel free to ask.
Title: Re: Pokemon Topaze (Axe)
Post by: TIfanx1999 on August 09, 2011, 02:15:54 am
Ahh, I remember those. Those are really nice.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 09, 2011, 03:15:30 am
Well thanks for all the sprites, some may be used. If so, I'll give credits (or no if you don't want to, but for now, the credits section is not even done <.<)

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...
/me is the first Axe game from Hayleia so Hayleia doesn't know how to do masked sprites
/me doesn't deserve the [me] code

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.

EDIT: update ! opponent level is not always 5 from now on ! replaced in the 1st post.
(I know I could double post as it is an update and as one hour past but I prefer putting it there as it is not that important)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 09, 2011, 12:17:23 pm
(More than 6 hours later...)
Another update: now, every Pokemon that participated earns experience.
Too lazy to go to the first post so download link below.
Title: Re: Pokemon Topaze (Axe)
Post by: shmibs on August 09, 2011, 02:01:34 pm
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.
Title: Re: Pokemon Topaze (Axe)
Post by: chattahippie on August 09, 2011, 04:36:01 pm
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.

Ooh, this looks cool.  I'll have to whip up a quick program to try this out!


Hayleia, this looks awesome! Pokemon Yellow was one of my favorite games, but it always took so long to finish, as walking everywhere took huge amounts of time.  I am excited to see a condensed/smaller but similar version, hope you finish soon!  If you need help translating, I guess I could help some.  I don't know French, but Google translate does, and it wouldn't take all too long to decipher the broken English generated by Google.
Title: Re: Pokemon Topaze (Axe)
Post by: LincolnB on August 09, 2011, 11:05:04 pm
That looks pretty sweet. Please please please add smoothscrolling?

EDIT: Also, me and my friends know some French and could help you translate.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 10, 2011, 03:32:29 am
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.
You can't turn the character without moving except if there is a wall. Why ? because there is no puzzle in my game °-.- But the character will face the PC if you try to move into it, so you can use it.

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.

EDIT: I have 25 repect :w00t:
Title: Re: Pokemon Topaze (Axe)
Post by: shmibs on August 11, 2011, 01:32:45 am
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. what you do is entirely up to you, though. i can't wait to see how this turns out =D.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 11, 2011, 03:06:32 am
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.
Title: Re: Pokemon Topaze (Axe)
Post by: LincolnB on August 12, 2011, 10:52:46 pm
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.

Hmm...you could disable smoothscrolling while running...but whatever. :)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 20, 2011, 08:59:31 am
;D UPDATE ;D
-Pokemons now have attacks !!! :w00t: They learn them or they are born with them. To not learn one, press Alpha(B).
-Data changed
-Map fixed
-Optimization (700 bytes saved O.O)
-Maybe I forgot some things

If you have bugs or problems, say it or I couldn't fix it.
Title: Re: Pokemon Topaze (Axe)
Post by: BlakPilar on August 20, 2011, 11:49:39 am
I can't run it :(
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 20, 2011, 01:33:59 pm
It is compiled for Ion so any shell can run it but not the Asm( command. Have you got a shell ?
Title: Re: Pokemon Topaze (Axe)
Post by: JosJuice on August 20, 2011, 01:37:31 pm
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(. :)
Title: Re: Pokemon Topaze (Axe)
Post by: annoyingcalc on August 20, 2011, 01:46:05 pm
really I had to download ion for a program to work and I tried Asm


EDIT it was not made in Axe

but anyways great program
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 20, 2011, 01:46:50 pm
Actually, Axe programs that are compiled for Ion will work correctly even with Asm(. :)
Ah.
/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.
Title: Re: Pokemon Topaze (Axe)
Post by: annoyingcalc on August 20, 2011, 01:47:47 pm
Ah.
/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.
I would say the same for me I just used those too
Title: Re: Pokemon Topaze (Axe)
Post by: FinaleTI on August 20, 2011, 01:55:12 pm
Ion is a program, it was the shell that predated MirageOS and DoorsCS.
The reason that some Ion programs (ie Axe ones) do run using the Asm() command and others don't, is because of the header.
There are apparently two acceptable Ion headers, one with a return, and one without. The reason some (like the Axe programs) don't have the return in the header are because they don't use Ion specific routines, and while they are shell compatible, do not need a shell to run.

If I'm wrong on this, someone please correct me.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 20, 2011, 02:11:03 pm
Maybe this is because I used CrabCake that it changed into the other header.
BlakPilar, what does it say when you try to run it, and how do you run it ?
Title: Re: Pokemon Topaze (Axe)
Post by: NecroBumpist on August 20, 2011, 02:36:52 pm
Looks very nice :)
I hope you continue developing this!
Title: Re: Pokemon Topaze (Axe)
Post by: BlakPilar on August 20, 2011, 08:20:30 pm
I run it using Asm( and I get an invalid error.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 21, 2011, 04:22:00 am
Effectively, I just tried.
I think you will need a shell. I tried with MirageOs and DoorsCS, it works. Sorry :/
Title: Re: Pokemon Topaze (Axe)
Post by: BlakPilar on August 21, 2011, 09:30:20 am
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 :|
Title: Re: Pokemon Topaze (Axe)
Post by: BlakPilar on August 22, 2011, 09:36:33 am
Wow! I finally sent it to my calculator and it's really great so far! Can't wait for more :)

EDIT: It's been 24 hours, my double post is legit.
Title: Re: Pokemon Topaze (Axe)
Post by: tifreak on August 22, 2011, 09:56:28 am
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.
Title: Re: Pokemon Topaze (Axe)
Post by: BlakPilar on August 22, 2011, 10:04:56 am
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.

I've already made a discussion about it on the CodePlex here (http://wabbit.codeplex.com/discussions/269809). The apps thing is solved, but there's a new problem with it now :/
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 27, 2011, 03:28:06 am
Ok, the game is not finished yet but to not waste time, some of them could translate this included program.
It contains all the names used in my games. If you accept to translate it or part of it, say it so others don't do a already done work. The translation consists in Bulbizarre→Bulbasaur etc, it is not about translating words or sentences ;D

Good luck to those who accept it ;D


EDIT2: yes, this is the second edit but I put it before the other so you see it better, because...

UPDATE: Fixed all bugs related to attacks
ENGLISH VERSION AVAILABLE at least almost. I still need that file to be translated. I also have a problem with one sentence: how do you say "Bulbasaur's level increased" WITHOUT using the 's ?

Btw, if you wonder, those big dots (to not be confused with little dots that are the sight of some guy) that you can see in the screenshot below are to be seen like a dice face: here it says "1" so you need one badge to cross it. You also will meet the "2" "3" and "4" dices that need 2,3 and 4 badges to be crossed.

EDIT: If some of you can't download the file ???, it is in that spoiler.

Spoiler For the file:
..
.                  POKEMONS
"Bulbizarre"[00]->GDB2
"Herbizarre"[00]
"Florizarre"[00]
"Salameche"[00]
"Reptincel"[00]
"Dracaufeu"[00]
"Carapuce"[00]
"Carabaffe"[00]
"Tortank"[00]
"Chenipan"[00]
"Chrysacier"[00]
"Papilusion"[00]
"Roucool"[00]
"Roucoups"[00]
"Roucarnage"[00]
"Pikachu"[00]
"Raichu"[00]
"NidoranF"[00]
"Nidoqueen"[00]
"NidoranM"[00]
"Nidoking"[00]
"Nosferapti"[00]
"Nosferalto"[00]
"Mystherbe"[00]
"Rafflesia"[00]
"Taupiqueur"[00]
"Triopikeur"[00]
"Miaouss"[00]
"Persian"[00]
"Abra"[00]
"Kadabra"[00]
"Machoc"[00]
"Machopeur"[00]
"Mackogneur"[00]
"Racaillou"[00]
"Gravalanch"[00]
"Fantominus"[00]
"Spectrum"[00]
"Ectoplasma"[00]
"Magicarpe"[00]
"Leviator"[00]
"Rattata"[00]
"Rattatac"[00]
"Onix"[00]

.                     ATTAQUES
"Charge"[00]->GDB3
"Griffe"[00]
"Morsure"[00]
"Metronome"[00]
"Tranche"[00]
"Ultralaser"[00]
"Ecume"[00]
"Pistolet a O"[00]
"Koud Krane"[00]
"Hydrocanon"[00]
"Flammeche"[00]
"Frenesie"[00]
"Lance Flamme"[00]
"Danseflamme"[00]
"Eclair"[00]
"Vive Attaque"[00]
"Souplesse"[00]
"Tonnerre"[00]
"Fatal Foudre"[00]
"Poing Karate"[00]
"Balayage"[00]
"Frappe Atlas"[00]
"Fouet Lianes"[00]
"Tranch Herbe"[00]
"Lance Soleil"[00]
"Choc Mental"[00]
"Ecras Face"[00]
"Rafale Psy"[00]
"Meteores"[00]
"Psyko"[00]
"Tornade"[00]
"Picpic"[00]
"Cru Aile"[00]
"Vol"[00]
"Lechouille"[00]
"Tenebres"[00]
"Devoreve"[00]
"Jet Pierres"[00]
"Tunnel"[00]
"Seisme"[00]
.                       TYPES
"Normal"[00]->GDB4
"Eau"[00]
"Feu"[00]
"Elektrik"[00]
"Combat"[00]
"Plante"[00]
"Psychique"[00]
"Vol"[00]
"Spectre"[00]
"Roche Sol"[00]
.                       BOSS
"Pierre"[00]->GDB5
"Major Bob"[00]
"Erika"[00]
"Giovanni"[00]
"Olga"[00]
"Aldo"[00]
"Agatha"[00]
"Peter"[00]
.                       PANNEAUX
"Jadielle"[00]->GDB1P
"Argenta"[00]
"Carmin sur Mer"[00]
"Celadopole"[00]
Title: Re: Pokemon Topaze (Axe)
Post by: Happybobjr on August 27, 2011, 09:27:29 am
""Bulbasaur's level increased" WITHOUT using the 's ?"
wow, this will be unpleasant for you... :P

The level of Bulbasaur has increased by one.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 27, 2011, 10:04:10 am
Nope, it won't work either. I would like the "Bulbasaur" to be at the beginning.
Something like "Bulbasaur has reached the next level", but in better ?
At worst, I can put the 's.
Title: Re: Pokemon Topaze (Axe)
Post by: Ashbad on August 27, 2011, 10:07:37 am
Bulbasaur has leveled up!
Title: Re: Pokemon Topaze (Axe)
Post by: mrmprog on August 27, 2011, 10:22:02 am
This game looks really good so far. Keep up the good work.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 27, 2011, 11:10:33 am
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).
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 28, 2011, 05:26:16 am
REAL ENGLISH VERSION :w00t:
my sister and I translated that file, don't worry about it anymore.
If there are translation problems, tell me so I can correct it.
Same if there are bugs of gameplay problems or whatever.

@shmibs,tifreak,Happybobjr, and others that I could forget. None of your sprites/advises were followed:
not because I don't want, but because they were esthetical only, and I first want the game to work (so I save bytes). Now that it works, I can think about what you said.
Title: Re: Pokemon Topaze (Axe)
Post by: Happybobjr on August 28, 2011, 11:25:03 am
ok :)
have you thought of holding all the sprites in an external, archived, appVar?
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 28, 2011, 12:39:06 pm
Yes but displaying them didn't work ???
Pt-On(X,Y,{Y1+Pointer}) said "File Misuse" but I expected that.

I thought of moving them to L2 and making Pt-On(X,Y,{L2+Pointer}) but I worked on other things and never tried. Would it work ?
Title: Re: Pokemon Topaze (Axe)
Post by: Happybobjr on August 28, 2011, 12:45:28 pm
Ya, that should work.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 28, 2011, 12:49:40 pm
(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.
Title: Re: Pokemon Topaze (Axe)
Post by: Happybobjr on August 28, 2011, 03:10:50 pm
could you use a program to extract the section containing the sprites?  You could make the sprite database (uncompiled) in a program?
Title: Re: Pokemon Topaze (Axe)
Post by: LincolnB on August 28, 2011, 06:44:50 pm
I have to put all the sprites in an appvar O.O →huge work !

Why do you have to do that? EDIT: Fail on my part, just read the last few pages.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 29, 2011, 03:29:17 am
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.

UPDATE
Credits added :w00t: (NTWNDO is my coding name, PPS is my sister)
:'( I have not enough space to tell about omnimaga.org put it on the top
The attack "Metronome" should not work (this has nothing to do with credits, I just thought good to say that) Fixed, hopefully. I didn't try (if you capture a Meowth (Miaouss), train it to lvl 22 and tell me if Metronome works please)
Girl's sprites changed
About(A propos) section updated

Crap, one hour later and I could double post :P
Title: Re: Pokemon Topaze (Axe)
Post by: tifreak on August 29, 2011, 10:21:37 am
(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.

Utilize Tokens for that! Depending on how your data is stored, if it is in programs already, you can merely copy and paste the strings of data and drop them into a new file and have Tokens build an appvar :)

Nice to see progress is still moving along with this.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 29, 2011, 12:46:14 pm
Spoiler For Nevermind, I found a solution:
I have problems storing the images in the appvar, or maybe the problem is displaying them  :'(
You can see in the image in what order I would like sprites to be stored.
I would like the number one stored first, then the number 2 etc.
And inside the number one, it would be better I think to store in order 1,2,3,etc (so vertically first) but it is also possible to store them horizontally first (so in order 1,5,9,13,2,6,10,etc)

Has anyone a solution to store those sprites in the appvar, and also to display them please :-\ ?

Let's say the image is in Pic0.

[Pic0]->GDB7I
GetCalc("appvPokeSPR",768)->A

.store
For(r1,0,11)
   For(r2,0,31)
      {r2*12+r1+GDB7I}->{r1*32+r2+A}
      .r2*12 car *96/8
   End
End

.display
For(r2,0,7)
   For(r1,0,11)
      Pt-On(r1*8,r2*8,r2*12+r1+A)
   End
End

What do I do wrong ???
I guess the error is in the display part, but where ?
Title: Re: Pokemon Topaze (Axe)
Post by: thenyanpeople on August 30, 2011, 12:29:59 pm
What calculators will this work for?
Title: Re: Pokemon Topaze (Axe)
Post by: JustCause on August 30, 2011, 12:31:35 pm
What calculators will this work for?
Looks like the entire 83/84 series.
Also, welcome to Omnimaga! Feel free to introduce yourself. :P (http://www.omnimaga.org/index.php?board=10.0)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 30, 2011, 12:33:09 pm
Hey ! Welcome on the forums ! You can introduce yourself here (http://www.omnimaga.org/index.php?board=10.0) :D.
To answer to your question, this is compiled (for ion) by the Axe Parser, so it runs for every z80 calcs. In other words, TI-83+, TI-83+SE, TI-84+, TI-84+SE.

EDIT: Yeah ! this is the first time I am being ninja'd !
Title: Re: Pokemon Topaze (Axe)
Post by: thenyanpeople on August 30, 2011, 12:35:14 pm
Okay thank you!
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 31, 2011, 07:45:38 am
:w00t:UPDATE:w00t:

New features:
-Pokemons are drawn to the screen in battle !! see screenshot
-Fixed a bug that allowed your Pokemons to learn only one attack ???
-Slowed down the Credits


WARNING: there are 2 new appvars, don't forget to send them in your archive.
Some stupid files could also be sent as a group, but I don't know


Once again, If you have problems or find bugs, please share.

@Happybobjr, I didn't use your sprites because I was sure that tifreak's had all the same dimensions. But you are still going in the credits ;)
Title: Re: Pokemon Topaze (Axe)
Post by: tifreak on August 31, 2011, 08:39:46 am
I don't care if you use the same sprites or anything that I use, or heck, even use my sprites. :p Nice to see this still going, I'll have to try this out if I can get some time. Those screenshots are looking really nice.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 31, 2011, 11:56:13 am
UPDATE
Hehe, little bug fix (I hope)
-When you lose the game a match, you are redirected to the last PokeCenter you've been in (and not in a random place). It works on Wabbitemu at least.

Edit: the bug was not fixed ???
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 01, 2011, 09:48:04 am
UPDATE
-The bug fix did not fix the bug <_< I hope it is ok now. Edit: it is not :'( Idk what to do
-Added Satoshi Tajiri to the credits (removed all the other downloads)
-Added 3 fast splashes at the beginning
-When you defeat a Pokemon, you can change yours before the opponent send his next Pokemon, and that next Pokemon is announced.

Elixir doesn't work. This has nothing to do with the update, just in case you want to use it.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 02, 2011, 06:02:30 am
Triple post  :w00t:

UPDATE
-Nothing really important, just the Potion that is working perfectly now.
Title: Re: Pokemon Topaze (Axe)
Post by: tifreak on September 02, 2011, 09:14:33 am
lol good work :D
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 03, 2011, 02:41:10 am
Thanks. Also, maybe you will be accepted in Graphmastur's Powers of two posters only (http://ourl.ca/10892/206853) topic, since you have +32 respect, I don't know if that counts ???

UPDATE
-Fixed bugs relative to evolutions
Spoiler For the bugs that were fixed:
-When they evolve, to avoid them to evolve, you don't need to keep the key pressed until midnight, only until it displays "Huh !?! [name] stopped evolving" / "Hein !?! [nom] n'évolue plus".
-They can't evolve when you quit the "Item menu" / "menu Objet" (yeah, they were able to, and they didn't even warn you, a Raticate/Rattatac even was able to evolve into an Onix, because of that stupid bug)
Title: Re: Pokemon Topaze (Axe)
Post by: tifreak on September 03, 2011, 04:42:12 am
But.. I want a Raticate to turn into a giant rock snake! D:

lol

I've run into my fair share of bugs as well. :) Always a good thing to catch them yourself instead of having someone else do it.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 03, 2011, 04:51:47 am
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 ???
Also,...

UPDATE already !!!
-Now it is the right Pokemon that learns the attack, not always the first one ;D (so Butterfree doesn't learn Razor Leaf instead of Bulbasaur D:)

DO NOT DOWNLOAD ! THERE IS ANOTHER BUG NOW fixed

Quote from: tifreak in the future
But... I want a Raticate to turn into a giant rock snake and a Butterfree with Razor Leaf ! D:
<_< lol
Title: Re: Pokemon Topaze (Axe)
Post by: tifreak on September 03, 2011, 07:11:41 am
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.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 03, 2011, 08:11:49 am
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.

I think that if I had a Raticate that turn into "a towering snake of stone", I would run with my enemies D:

And in my game, Butterfree learns Confusion at level 11, and also Psybeam and Psychic after :D
(respectivement Choc Mental, Rafale Psy et Psyko en français)
Title: Re: Pokemon Topaze (Axe)
Post by: tifreak on September 03, 2011, 08:31:22 am
I programmed the attack learning directly from the Nintendo Pokemon R/B/Y guide. :) So it learns whatever it is supposed to at the proper levels.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 03, 2011, 08:39:58 am
For me, I programmed using a guide (to avoid strange things) but changed some things to make it easier and smaller. For example, Butterfree doesn't learn Confusion when evolving but at level 11. Also, to never run out of PPs, all the Pokemons can always use Tackle (this also save space in the savegame :P).
Title: Re: Pokemon Topaze (Axe)
Post by: tifreak on September 03, 2011, 08:54:56 am
Ah :)

Each pokemon has a 56 element list in mine that contains all the stats. There are 6 lists in use at a time, and the rest will be saved in the appropriate ZBOX# file. I'm just trying to get it as accurate as possible.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 03, 2011, 10:22:56 am
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).
My 14 feels very little in front of your 56 ._.

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.
Title: Re: Pokemon Topaze (Axe)
Post by: tifreak on September 03, 2011, 10:48:47 am
Oh I'm not knocking yours. I just have a lot of stats I'm keeping track of so it can be as close as possible without worrying too much about size :)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 04, 2011, 10:50:34 am
This project is not dead. It is discontinued due to this (http://omniurl.tk/10269/186556). I don't release the code because it is uncommented and unoptimized so it will learn nothing to no one. But the demos released in that message (http://ourl.ca/12441/240487) are already fully playable and with no harmful bug (I hope :P), so you can play and report bugs (and I'll correct them in two years :P) or tell me what features you want, if you want.

I'll only fix major bugs, not little ones, and only when I have time

EDIT: O.O There are a lot of Pokemon Topaze on Google, I am on page 3  :o
Title: Re: Pokemon Topaze (Axe)
Post by: tifreak on September 04, 2011, 12:21:17 pm
There are a lot of pokemon colors on google period. Purple comes up quite often as well that has nothing to do with what I'm doing. :p
Title: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on September 04, 2011, 10:35:10 pm
I hope eventually you pick this up again during some of your free time.
Title: Re: Pokemon Topaze (Axe)
Post by: Toobix on September 07, 2011, 12:21:28 pm
can i download it?
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 07, 2011, 12:35:14 pm
Hello ! Welcome on Omnimaga ! First of all, you can introduce yourself here (http://www.omnimaga.org/index.php?board=10.0).
After, to download the game, check my first post (http://ourl.ca/12441/233823), you have the two download links. Or just go to this message (http://ourl.ca/12441/242007) and download one of the two attached files, according to the language you want. The links don't give you the newest version. Go to the first post.
Title: Re: Pokemon Topaze (Axe)
Post by: Toobix on September 08, 2011, 01:56:52 pm
can i play it with the Ti-nspire cx cas (with a touchpad)
Title: Re: Pokemon Topaze (Axe)
Post by: JosJuice on September 08, 2011, 02:33:52 pm
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.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 10, 2011, 11:07:19 am
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.

UPDATE
-Fixed a bug: lvl 50 Gyarados can use Hydro Pump without removing only one pv.
But maybe the calculation of the attack will be a bit less precise (not a lot)

Yes, I play Pokemon during the lunch break at school ;D
Fuuu, hope I'll not have to do an update for a long time, due to bugs --°
Title: Re: Pokemon Topaze (Axe)
Post by: thenyanpeople on September 14, 2011, 06:27:56 pm
How would I run this?
Title: Re: Pokemon Topaze (Axe)
Post by: shmibs on September 14, 2011, 06:46:22 pm
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:
asm(prgmPROGRAM
Title: Re: Pokemon Topaze (Axe)
Post by: thenyanpeople on September 14, 2011, 08:06:38 pm
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:
asm(prgmPROGRAM
Could someone please make a quick vid tutorial??
I did it but it still gives me an error message
Title: Re: Pokemon Topaze (Axe)
Post by: Darl181 on September 14, 2011, 08:16:09 pm
Try running it with a shell, such as Mirage (http://www.ticalc.org/archives/files/fileinfo/139/13949.html) or even better, just run it from the homescreen using zStart (http://ourl.ca/10110), no asm( token needed ;D

Epic game btw.
Title: Re: Pokemon Topaze (Axe)
Post by: Happybobjr on September 14, 2011, 08:59:09 pm
what error message?
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 15, 2011, 11:02:47 am
surely "ERROR:INVALID", if he tries with Asm(prgmZPKMN. I just got it on Wabbit, using that command.
It was compiled for Ion by Axe, so it needs a shell that can run Ion progs.
Title: Re: Pokemon Topaze (Axe)
Post by: Yeong on September 15, 2011, 11:37:10 am
What's the difference of compiling to Ion and compiling w/o shell?
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 15, 2011, 11:40:44 am
With Ion, you can use CrabCake :P
Well, apparently, you can't use Asm(prgmNAME to launch the prog if it is compiled for Ion, while you can if it is compiled for NoShell. At least, I think :P
Also, MirageOs doesn't see Noshell progs.
But that problem has already been talked about on page 3 of this topic lol.
Title: Re: Pokemon Topaze (Axe)
Post by: Yeong on September 15, 2011, 11:42:16 am
Apparently, I just looked for the screenshots at this thread. :P
thanks for kindly explaing it again though. :D
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 15, 2011, 11:47:44 am
Apparently, I just looked for the screenshots at this thread. :P
Lol

thanks for kindly explaing it again though. :D
I don't explain it "again" as it was not me that explained the first time ;)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 17, 2011, 10:31:57 am
...
The most stupid thing I ever saw. I forgot to put the " City" after the name of the cities...
I only saw that bug now as I always play in French...

That was not a major bug but I had spare time, and it was easy to fix.
Title: Re: Pokemon Topaze (Axe)
Post by: boot2490 on September 17, 2011, 02:03:01 pm
Why are so many calculator programmers french?
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 17, 2011, 02:11:39 pm
Wut ? I made an English version. Check the first post (http://ourl.ca/12441).
Title: Re: Pokemon Topaze (Axe)
Post by: ben_g on September 17, 2011, 04:38:59 pm
One of my friends complained that it didn't work on his 83+. Is this game compatible with the 6MHz z80 calcs?
Title: Re: Pokemon Topaze (Axe)
Post by: boot2490 on September 17, 2011, 06:02:03 pm
Nah, I'm just wondering why there is such a French Canadian majority in the TI Community.
Is it done now? You said you would translate it when you were done. Is that the case?
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 18, 2011, 03:20:04 am
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.
Is it done now? You said you would translate it when you were done. Is that the case?
Did you check the first post (http://ourl.ca/12441) ? You have the two download links, for French and English.
Title: Re: Pokemon Topaze (Axe)
Post by: boot2490 on September 18, 2011, 11:50:23 am
I wanted to know if it is the finished version or a wip.
Title: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on September 18, 2011, 01:26:00 pm
Just so you know it's french from France, not Canada. There were only two French Canadian that ever released (and finished) anything for TI calcs since the past decade.
Title: Re: Pokemon Topaze (Axe)
Post by: boot2490 on September 18, 2011, 04:29:21 pm
Ok.
Title: Re: Pokemon Topaze (Axe)
Post by: thenyanpeople on September 20, 2011, 08:27:04 pm
wait are you suppose to put it into the ram or archives?
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 23, 2011, 12:46:27 pm
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 -.-°
Title: Re: Pokemon Topaze (Axe)
Post by: turiqwalrus on October 15, 2011, 11:07:18 am
I found a strange bug...
I had in my party:
lvl. 21 Butterfree
lvl. 15 Oddish
lvl. 16 Pidgey
lvl. 13 Machop
lvl. 15 Pikachu
lvl. 15 NidoranM
I leveled up my machop, and I got the message: Do you want to learn Rage?
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.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on October 15, 2011, 11:18:53 am
In one week I'll be on holidays (:w00t:) so I may look into it (and make updates).

→ So I'll ask a question and I don't even know how you'll answer. Were you using the last version ?
I haven't put numbers (like 1.0.1) so it will be hard to answer that one. For example, when you talk to a signboard, does it tell you the city with "city" after the name (in the English version) ?

→ When Machop leveled up, was it in first position ?

→ Does it happen again when you do exactly the same (with machop that levels up and Oddish in the Party) ?
Title: Re: Pokemon Topaze (Axe)
Post by: turiqwalrus on October 15, 2011, 11:39:59 am
Yes, yes, and yes.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on October 15, 2011, 01:06:27 pm
Ok, I'll try to see where it comes from (and fix it) when I am in holidays.
Title: Re: Pokemon Topaze (Axe)
Post by: turiqwalrus on October 15, 2011, 01:50:24 pm
cool, thanks!
a couple of people from school saw me playing it, though, and now they all want it x.x
Title: Re: Pokemon Topaze (Axe)
Post by: turiqwalrus on October 19, 2011, 02:42:40 pm
I found a strange bug...
[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.
this bug happened again, with different pokemon...
the 'flood' message only seemed to be of pokemon who had just learned a move(E.G., Oddish learned pound at level 15)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on October 20, 2011, 11:08:15 am
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 ?


(don't know about the quality of the English language in that sentence ;))
Title: Re: Pokemon Topaze (Axe)
Post by: turiqwalrus on October 20, 2011, 11:10:06 am
'k. I'll do that.
Title: Re: Pokemon Topaze (Axe)
Post by: BalancedFury on October 20, 2011, 06:01:05 pm
it looks amazing!
Title: Re: Pokemon Topaze (Axe)
Post by: turiqwalrus on October 21, 2011, 07:01:13 am
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 ?


(don't know about the quality of the English language in that sentence ;))
it's the appvar pokesav, right?
i'll post it here so you can look for any errors/corruption in it as well ;)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on October 28, 2011, 03:45:53 am
it looks amazing!
What are you talking about ?


Ok I have good news and bad news.

Bad news:
Turiqwalrus, I have no idea where this bug come from ???
I thought I had some kind of
  For(r1,0,5)
   ...
   1→r1
   ...
   End

(in less obvious) but I didn't find anything like that. Sorry :-\

Good news: UPDATE :w00t:
(I'll just call it 1.0.0, because if I start at 2.0.5, people will wonder where are the others)

-Wait for no key pressed routine added, for a more comfortable use

-Blinking cursor added sometimes, in battle, for example after "The opponent is going to send" so you have to accept before changing your Pokemon. You can't miss what Pokemon he is going to send ;D, even if you were talking to someone during playing (you found someone that is more interesting that my game ???)

-And the most important: I entirely rewrote the thing so the text is in a separated file !
You'll say "I don't care". I'll say "You do".
Why ? Because if you are Spanish or German, you can translate the file (included in the zip, in English and in French), then posting it here and I could compile a German or a Spanish version of the game :D
Beware though, never put any accent on any letter (é è ê ë ñ õ etc are not accepted).



EDIT: The download count is a lie: I already downloaded it twice so I can test the download link ;D
Title: Re: Pokemon Topaze (Axe)
Post by: Keoni29 on October 28, 2011, 05:24:36 am
Nice, I will defenitey play it once I finished my math test today
Title: Re: Pokemon Topaze (Axe)
Post by: turiqwalrus on October 28, 2011, 07:38:02 am
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.)
Title: Re: Pokemon Topaze (Axe)
Post by: Yeong on October 28, 2011, 08:05:12 am
or squirtle is the next pokemon number in the array.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on October 28, 2011, 09:40:15 am
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

EDIT: UPDATE:
That bug is (should be) fixed, without even adding any line to the code :D I only had to put something somewhere else.
Title: Re: Pokemon Topaze (Axe)
Post by: aeTIos on October 28, 2011, 02:58:32 pm
screenies are cool...
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on October 28, 2011, 03:03:53 pm
screenies are cool...
Wait. Are you saying that my outdated screenshots are cool or are you asking for more screenshots ? :P

edit: made an userbar in pieces
(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)

the code:
[url=http://ourl.ca/12441/233823][img]http://www.omnimaga.org/index.php?action=dlattach;topic=9844.0;attach=10937;image[/img][img]http://www.omnimaga.org/index.php?action=dlattach;topic=9844.0;attach=10938;image[/img][img]http://www.omnimaga.org/index.php?action=dlattach;topic=9844.0;attach=10939;image[/img][/url]
Title: Re: Pokemon Topaze (Axe)
Post by: BalancedFury on October 28, 2011, 09:34:41 pm
The pictures and the pokemon drawings are cool
and yes... MORE SCREENSHOTS :D
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on October 29, 2011, 07:18:41 am
UPDATE again !
Any girl in the room that wants to play Pokemon ?

With screenshot ;)

EDIT: I hope not but there might be problems with the updated files: I have too much files on my computer XD
EDIT 2: I tried on Wabbit and everything works. There should not be problems
EDIT 3: The appvar PokeSPL was changed. Be sure to update it.
Title: Re: Pokemon Topaze (Axe)
Post by: turiqwalrus on October 30, 2011, 11:15:55 am
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...
and thanks for fixing it :D
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on October 30, 2011, 12:47:05 pm
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 :D
Do 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:

Also, UPDATE
Thanks to Builderboy's advice, I updated to Axe 1.0.5 :D
So I was able to do what I always wanted to do: Shade(0) and Shade(Shade())
Understand: TEACHER KEY ! :w00t:
Press [Del] to "turn off the calc" (it is not turned off at all but it is what your teacher will think) then [2nd]+[Del] to "turn it on back".
Note that it is a routine, and that I don't call it everywhere, so for example, it doesn't work in the Titlescreen (but I assume you don't spend all your time in the Titlescreen).
This time, no appvar was changed
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on October 31, 2011, 05:36:02 am
Sorry ! I am double posting for nothing interesting.
I added a readme in the zip.
I don't even call this an update, but I still thought it was worth double posting (some people are addicted to readmes)
Title: Re: Pokemon Topaze (Axe)
Post by: xromanx on November 04, 2011, 08:07:43 am
Thanks for the work, I really like the Game, I'll upload also a Translation into German
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on November 04, 2011, 03:06:36 pm
...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) !
Please just note that the Game Freak Splash, the Main Menu and the About section would not be translated. (I have a problem with the about that is always in French, but it is not really important (still in my to do list, though)).

Also, welcome on the forums :D You can introduce yourself here (http://www.omnimaga.org/index.php?board=10.0).
Title: Re: Pokemon Topaze (Axe)
Post by: kindermoumoute on November 21, 2011, 03:51:32 pm
[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]

It mean : just crazy ! Nice work. :)
Title: Re: Pokemon Topaze (Axe)
Post by: saintrunner on November 21, 2011, 08:16:54 pm
LOVE this so much!

now when is someone gonna make a good zelda remix!
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on November 22, 2011, 01:04:25 pm
[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!

now when is someone gonna make a good zelda remix!
Thank you too :D
And for the Zelda remix, I believe there is this one (http://zelda.clrhome.tk/) ;)
Title: Re: Pokemon Topaze (Axe)
Post by: saintrunner on November 22, 2011, 05:28:14 pm
I meant a finished zelda game, but this is awesome! By the way! I showed your pokemon game to like 5 people and Have already transferred it to all of them! It's a big hit with my friends! :)
Title: Re: Pokemon Topaze (Axe)
Post by: Cram on December 21, 2011, 12:55:02 pm
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? :O
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on December 21, 2011, 12:56:04 pm
I had this game on my calc just to test it....and now i'm transferring it to many people in my class! :D
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on December 21, 2011, 01:12:46 pm
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? :O
Lol. En fait c'est un topic en anglais, donc l'anglais est preferable ;)
Sinon, pour la question, ben un peu des deux :P
Disons que le jeu est entierement jouable mais il y a des trucs qui peuvent être améliorés.
Le probleme étant principalement le manque de temps à consacrer dessus :(

I had this game on my calc just to test it....and now i'm transferring it to many people in my class! :D
Yeah, it happened to me too, I was hunting bugs and they came :P
Title: Re: Pokemon Topaze (Axe)
Post by: saintrunner on December 21, 2011, 03:33:38 pm
I sent this to like ten other friends :)
Title: Re: Pokemon Topaze (Axe)
Post by: Anima on December 22, 2011, 06:37:25 pm
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.

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 and work more on the battle engine?

By the way... I've got enough time to work on a German translation of Pokemon Topaze. ;)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on December 23, 2011, 03:17:24 am
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 ?
I'd like too but I am not a supercoder :P. Moreover, I don't have a lot of free space remaining

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.
Title: Re: Pokemon Topaze (Axe)
Post by: Anima on December 23, 2011, 05:38:27 am
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 ?
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. :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. ;)

// Edit: Btw., where can I find Gastly, Charmander and Magikarp? I need them! :D
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on December 23, 2011, 08:18:53 am
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. :P
Ah, 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.
A way to see your badges is not really useful: you can only have 4 and only in an unique order so I assume you'll remember how many you have :P
And for the Pokemons you caught, when you meet a Pokemon, if there is a little Pokeball under its name, it means that you have that Pokemon somewhere in your box. If that Pokeball is not here, you don't have that Pokemon in your box (but you may have it in your party) ;). The problem of the Pokedex if I make it is that I only have 44 Pokemons in my game and not in the official order so some people would not be happy of 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.
But for Magikarp, it is a bit less realistic as you find it in the grass :P
Title: Re: Pokemon Topaze (Axe)
Post by: Anima on December 24, 2011, 06:51:46 am
Whooo! :D
I've finally translated Pokemon Topaze into German, so the game is now available in 3 (!) different languages.
I sent the file to Hayleia, so I'm sure he will release the new version as soon as possible.

Btw. Merry Christmas to all of you! :angel:
(notice that Christmas is in Germany on the 24th)
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on December 24, 2011, 06:58:38 am
*Yay* in german! :)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on December 24, 2011, 05:06:49 pm
;D UPDATE ;D
-The computer in the Pokemon center is a lot faster
-Critical hit added
-German translation added. I didn't test it though (don't understand it :P) so maybe some lines are too big to be displayed and don't fit in the screen. If so, please tell me. There is also a problem with "A critical hit" that was not translated :P. And Anima was added in the credits, be sure to give him +1s ;)
Title: Re: Pokemon Topaze (Axe)
Post by: Anima on December 24, 2011, 06:53:56 pm
There is also a problem with "A critical hit" that was not translated :P.
Translate it with "Ein Volltreffer !". ;)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on December 25, 2011, 09:12:05 am
There is also a problem with "A critical hit" that was not translated :P.
Translate it with "Ein Volltreffer !". ;)
Done :)
(I don't dare call it an update :P)

edit:  I forgot to change it in the NOMS.txt that is in the zip, but don't worry, it was changed ;)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on December 29, 2011, 11:40:54 am
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:
[url=http://http://ourl.ca/12441/233823][img]http://www.omnimaga.org/index.php?action=dlattach;topic=9844.0;attach=10937;image[/img][img]http://www.omnimaga.org/index.php?action=dlattach;topic=9844.0;attach=10938;image[/img][img]http://www.omnimaga.org/index.php?action=dlattach;topic=9844.0;attach=10939;image[/img][/url]
Title: Re: Pokemon Topaze (Axe)
Post by: Happybobjr on December 29, 2011, 08:26:07 pm
cool!  downloading new version now.

now i need a calc....  nearby.
Title: Re: Pokemon Topaze (Axe)
Post by: Yeong on December 29, 2011, 08:27:48 pm
/me gives happybobjr a calc.
Title: Re: Pokemon Topaze (Axe)
Post by: saintrunner on December 29, 2011, 11:16:13 pm
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:
[url=http://http://ourl.ca/12441/233823][img]http://www.omnimaga.org/index.php?action=dlattach;topic=9844.0;attach=10937;image[/img][img]http://www.omnimaga.org/index.php?action=dlattach;topic=9844.0;attach=10938;image[/img][img]http://www.omnimaga.org/index.php?action=dlattach;topic=9844.0;attach=10939;image[/img][/url]


Nice userbar! I like it
Title: Re: Pokemon Topaze (Axe)
Post by: Anima on December 31, 2011, 06:48:01 am
Awesome! :D
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on December 31, 2011, 07:16:55 am
Thanks :D
Glad you all like it (so you can advertise my game >:D)

Now, bad news :P
I didn't really test the German version but I made a little bug-hunting-program that tells me that there are 7 problems with the German translation. So I'd like someone who use the German version to tell me if those lines (below) fit in the screen or if there really is a problem, so it may be fixed:

Dein Fortschritt wurde gespeichert
hat ein neues Level erreicht !
Du hast den Kampf gewonnen.
Gefangen ! Das Pokemon wurde ( an die Box gesendet.)
Du hast den Kampf verloren.
You musst 400 Muenzen hergeben.
entwickelt sich doch nicht !?!

For some of those, it is not really a problem as they already take 2 lines, and I'll just have to reorganize, but for others, there is a real problem :-\
Title: Re: Pokemon Topaze (Axe)
Post by: guy6020665 on January 10, 2012, 10:38:56 pm
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 box
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on January 11, 2012, 09:34:16 am



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
Title: Re: Pokemon Topaze (Axe)
Post by: guy6020665 on January 13, 2012, 11:04:53 pm
noticed that in the english version Rock Throw is "Bruno" type, something left untranslated perhaps?
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on January 14, 2012, 08:05:37 am
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 box
Yes, 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.

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 ? ???




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
Thanks :D
Title: Re: Pokemon Topaze (Axe)
Post by: turiqwalrus on January 14, 2012, 09:55:10 am
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 ? ???
Isn't one of the gym leaders named Bruno?
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on January 14, 2012, 10:02:13 am
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 ? ???
Isn't one of the gym leaders named Bruno?
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) :P
So if it is Bruno type, there is a problem. Or you have an unarchived/missing appvar, or I have problems with data D:
Title: Re: Pokemon Topaze (Axe)
Post by: turiqwalrus on January 14, 2012, 10:59:13 am
well, I would guess data, because I just noticed that as well :P
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on January 14, 2012, 11:17:34 am
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 box
Yes, 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.
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 ?

well, I would guess data, because I just noticed that as well :P
Ok (lol, Bruno type :P)
I'll look for the problem.
Title: Re: Pokemon Topaze (Axe)
Post by: guy6020665 on January 14, 2012, 12:18:07 pm
When it displays the type of the move you have selected (ex. vine whip= grass) rock throw=bruno

Thats what I meant
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 vote the second one.

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  XD

Edit: Also are you supposed to be able to walk on water?
Title: Re: Pokemon Topaze (Axe)
Post by: TIfanx1999 on January 14, 2012, 09:31:06 pm
I'd prefer the second option for saving. :)
Title: Re: Pokemon Topaze (Axe)
Post by: FinaleTI on January 14, 2012, 09:34:54 pm
I'd prefer the second option for saving. :)
Same here.

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.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on January 15, 2012, 02:32:39 am
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=bruno

Thats what I meant
Yes, 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)

Edit: Also are you supposed to be able to walk on water?
Erm yes :P
In fact at first, I wanted to code the ability to swim so I didn't put the water tile with the walls. But then, I didn't have any city that needs to swim, so the water remained like it was :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  XD
Lol, thanks :D
Title: Re: Pokemon Topaze (Axe)
Post by: Torio on January 25, 2012, 12:32:44 pm
Great Job Hayleia,
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
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on January 25, 2012, 12:42:42 pm
Great Job Hayleia,
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
Lol thanks :D
Yeah, I saw your Pokemon port for 89. I also had this problem with the 83+ as I first coded it in Basic (this is why my code is very unoptimized sometimes (it is not optimized either elsewhere :P (not sure about the grammar of that sentence))). Then I tried in asm and spend 2 weeks making a tilemapper with 2 tiles :P, and I discovered Axe not so long ago, with archived appvars to save RAM :w00t:

And in fact, this project is kind of finished. I mean that it has some problems (see readme) and some things are missing, but everything you need is there :)

Also, don't expect an update for a long time; all I can do from now on is:
-optimize D:
-rewrite shop to make it support more objects
-find why we are not redirected to the last PokeCenter after losing
So, I need a lot of spare time :(
Title: Re: Pokemon Topaze (Axe)
Post by: turiqwalrus on January 25, 2012, 12:48:03 pm
does the elixir work now? I haven't updated yet because my cable's missing :P

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:
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on January 25, 2012, 12:52:59 pm
does the elixir work now? I haven't updated yet because my cable's missing :P

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:
This 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.
And as I know I'll some day rewrite it, I didn't make the elixir work :(
Title: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on January 29, 2012, 01:26:11 pm
I haven't tried this, but this looks very nice. :)

How much is left to finish approximately?
Title: Re: Pokemon Topaze (Axe)
Post by: turiqwalrus on January 29, 2012, 01:28:15 pm
Mostly items, but a few other small things(some buildings aren't finished, and there's no dialogue or anything yet)

does the elixir work now? I haven't updated yet because my cable's missing :P

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:
This 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.
And as I know I'll some day rewrite it, I didn't make the elixir work :(
superballs would be great... I once wasted 20+ pokeballs trying to catch an onix :P
Title: Re: Pokemon Topaze (Axe)
Post by: FinaleTI on January 29, 2012, 02:45:33 pm
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.
Title: Re: Pokemon Topaze (Axe)
Post by: Nick on January 29, 2012, 03:02:22 pm
i didn't even understand the purpose of the museum in the original game? was there?
Title: Re: Pokemon Topaze (Axe)
Post by: FinaleTI on January 29, 2012, 09:05:28 pm
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.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on January 30, 2012, 01:07:00 am
I haven't tried this, but this looks very nice. :)

How much is left to finish approximately?
Thanks :)

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 ???
As for dialogues, it would waste space in the executable :(. I would only do them if Axe supported multipages apps with only data on secondary pages.
Title: Re: Pokemon Topaze (Axe)
Post by: guy6020665 on February 08, 2012, 02:02:48 am
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?
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on February 08, 2012, 11:22:51 am
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
Title: Re: Pokemon Topaze (Axe)
Post by: guy6020665 on February 11, 2012, 09:46:25 pm
Something I just noticed. Critical hit displays a message, but doesn't seem to affect the damage done
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on February 12, 2012, 01:24:00 am
Something I just noticed. Critical hit displays a message, but doesn't seem to affect the damage done
Lol, I just checked and it is an epic fail from my part. I put instructions in the wrong order, like

get attack force→K
If critical hit
   display things
   health-K→health
   K*1.5→K
   .those two need to be exchanged :P
Else
   display things
   health-K→health
End
Title: Re: Pokemon Topaze (Axe)
Post by: guy6020665 on February 13, 2012, 08:05:27 pm
Cool so that will be fixed in next update?
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on February 14, 2012, 12:45:03 am
Yes, it will be easy to fix :)
Title: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on February 14, 2012, 01:27:48 am
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
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on March 05, 2012, 12:53:02 pm
Erm...

UPDATE
Note that I didn't write "update" in red but in blue. This because this is not my work but Zero44's (I don't know why he didn't posted it himself by the way ???).
Now you can send your Pokemons from a calc to another :D
See the "Link" folder in the zip.

(Nothing changed in my prog, no need to update it if you have the previous version, only care about the Link progs).

Also, if Zero44 could post here so he can get +1s... ;)
(and if someone knows how to make a multicalc screenshot... o.o°)

edit: the download count is false: I already downloaded it three times to test :P
Title: Re: Pokemon Topaze (Axe)
Post by: TIfanx1999 on March 05, 2012, 01:03:34 pm
So this update allows trading pokemon between calculators?
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on March 05, 2012, 01:12:40 pm
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
Title: Re: Pokemon Topaze (Axe)
Post by: TIfanx1999 on March 05, 2012, 01:15:21 pm
:o Wow, this is fantastic! I think this is a first for Pokemon clones on TI calculators. Great work Zero44!, and Hayleia for creating such a cool clone in the first place! ;D
Title: Re: Pokemon Topaze (Axe)
Post by: Jonius7 on March 06, 2012, 07:45:06 am
Wow, this version of Pokemon is something special, specially created for calculators. And great job for adding the trading Pokemon via linking feature. :D
I shall try it when I have time. Shall surely be addicting, like the original Pokemon games.
Title: Re: Pokemon Topaze (Axe)
Post by: zero44 on March 08, 2012, 02:08:32 pm
Hey,

I made a program to send pokemons between two calculators.
It's normally included in the zip of the game, and with it you can send one or more pokemons to a friend's calculator, if you want him for example to give your pokemon experience.
Using it is quite simple, all you need to know is written in readme.txt file.

Enjoy ! And please give me +1s . =)
Title: Re: Pokemon Topaze (Axe)
Post by: zero44 on March 11, 2012, 06:54:00 am
Heeeello !

I just wanna say you that you can help us to improve the game.
Make suggestions by posting in this topic, or send me a mail at [email protected] .
You could think to other useful objects, and there is how you can do to add pokemons :
•Draw all evolutions in 32*24 sprites
•Tell for all evolutions :
-Level at which the pokemon evolute
-Strengh
-5 attacks and the levels at which they are learnt
-where they can spawn approximately on the map
...And post it in this topic.

Please help us ! And long life to Pokemon on TI 83+ !  :hyper:
Title: Re: Pokemon Topaze (Axe)
Post by: andrei210 on April 05, 2012, 11:26:42 am
Hi !
I installed the game this morning but when i played the game had a freeze and i had to reset my calculator.


It was in my 2nd fight at the very beginning. I used the screen Show/Hide two times in a row and then pressed ON (ps : I don't know if the calc was already frozen when I pressed ON)

Translation because my french is better than my english and the programmer is french :
[En gros j'etais donc dans mon 2e combat dans les herbes de gauche, j'ai affiché puis éteint l’écran 2 fois d'affiler et j'ai j'ai appuyé sur ON (note : je ne suis pas sur si la calculatrice avait deja freezé quand j'ai appuyer sur ON. En tout cas plus aucune touche ne marchait]
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on April 05, 2012, 12:09:25 pm
Did you press on during the battle ? Then the crash is normal: it is said in the readme that On quits, but only when you are in walk mode (read: not in battle ;)); else it will crash.
But the teacher key shouldn't freeze the calc. Remember that to quit the false APD, you must hit 2nd and Del at the same time (but I think you know it since you used it two times in a row).

As tu appuye sur On pendant le combat ? Si oui, c'est normal que ca plante: il est ecrit dans le readme que On quitte, mais seulement quand tu te promenes (donc pas en combat ;)); et sinon, ca plante.
Mais la touch anti prof ne devrait pas freezer la calculette. C'est 2nd et Del en meme temps pour revenir au jeu apres avoir "eteint" l'ecran (mais je crois que tu le sais si tu l'as fait deux fois de suite).
Title: Re: Pokemon Topaze (Axe)
Post by: andrei210 on April 05, 2012, 02:40:01 pm
I think I forgot this information when I played. (I have read the entire readme and the 14 pages of this thread so I can't remember all that stuff xD)
Thank you =)

ps : Is it a bug ? if yes, will you fix it ? ( I mean there is no point to let player freeze their calculator ^^)

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)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on April 05, 2012, 03:37:58 pm
I have read the entire readme and the 14 pages of this thread
O.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
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
Title: Re: Pokemon Topaze (Axe)
Post by: turiqwalrus on April 05, 2012, 03:53:02 pm
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?
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on April 05, 2012, 03:58:03 pm
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.
This idea could be explored ;) (but for now it is time to sleep -.-°)
Also, I'll have to add Pokemons so that feature is not useless D:
Title: Re: Pokemon Topaze (Axe)
Post by: andrei210 on April 05, 2012, 04:27:54 pm
You will need to add only two pokemons to make this feature usefull : Alakazam(Alakazam) and Golem(Grolem)
[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 ^^]
Title: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on April 05, 2012, 07:17:42 pm
Hi andrei and welcome to the forums :D

Also that reminds me... I really need to try this at one point.  *.*
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on April 06, 2012, 12:52:26 am
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)
[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 ^^]
Yes, but for now, I have this (in French):
...,Racaillou,Gravalanch,Fantominus,Spectrum,...
Adding Grolem between Gravalanch and Fantominus would change the placements of everyone after (tout le monde se decale), so I'll have to change the data of the grass and the bosses too so they keep having the right Pokemons. A lot of work D:
Title: Re: Pokemon Topaze (Axe)
Post by: andrei210 on April 06, 2012, 01:46:03 pm
In your program, an evolution MUST be from pokemon X to pokemon X+1 ? If not you just need to add them at the end.

Hi andrei and welcome to the forums :D
I am not a newcomer but thanks =)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on April 06, 2012, 02:06:04 pm
In your program, an evolution MUST be from pokemon X to pokemon X+1 ?
Yes :-\
But if I have a LOT of time, I'll remake the whole Pokemon Data so they are in the official order (read: don't expect it before the summer at least; moreover, maybe some other things are more important (like being able to use more than 3 items :P))
Title: Re: Pokemon Topaze (Axe)
Post by: andrei210 on April 06, 2012, 02:32:53 pm
like being able to use more than 3 items :P)
3 items ? I though that le Elixir one was not fixed yet
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on April 06, 2012, 03:06:46 pm
3 items ? I though that le Elixir one was not fixed yet
Lol, 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 ;)
Title: Re: Pokemon Topaze (Axe)
Post by: andrei210 on April 07, 2012, 08:12:41 am
I think i am the more unlucky player of your game xD

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.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on April 07, 2012, 08:23:01 am
I think i am the more unlucky player of your game xD

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 ?
(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 ?
(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 ?)

I am asking strange questions because when you lose a battle, you are redirected to a wrong place, so maybe this happened to you without losing any battle.

edit: 900th post :w00t:
Title: Re: Pokemon Topaze (Axe)
Post by: andrei210 on April 07, 2012, 08:59:05 am
Was it a wall next to the Pokemon Center's door or a wall that has nothing to do with it ?
(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 ?)
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.
(J'ai pas reconnu l'endroit mais j'ai chercher autours de la ville, ya rien qui y ressemble. Si je reconnais l'endroit plus tard dans le jeu je te dirais où c'était)

Did you quit the game and relaunched it before exiting the Pokemon Center ?
(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 ?)
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 ^^'
(non mais j'ai allumer/eteint le PC 5 ou 6 foix et j'ai changé le nidoran de boite un certain nombre de fois car au debut je ne comprenais pas du tout comment les boites marchaient)

A question : Is there any pokemon at the beginning who has a very effective attack against rock pokemons ? It's hard to beat onix by using level 7 pokemons with flying,eletrick and normal attacks.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on April 07, 2012, 09:05:46 am
Did the calc asked you to Garbage collect at some point ? (If yes, what did you answer ?)
(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 :P
(ouais, c'est vrai que je pouvais faire mieux question intuitivité pour la boite :P)

If you are only level 7, I doubt any Pokemon can beat the Onix. I usually use level 12 Butterfree to beat him.
(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)
Title: Re: Pokemon Topaze (Axe)
Post by: andrei210 on April 07, 2012, 02:03:26 pm
Did the calc asked you to Garbage collect at some point ? (If yes, what did you answer ?)
(est-ce que la calculette a demandé Reorganiser mem a un moment ? (si oui, qu'as tu repondu ?))
No it never asked it

Yeah, the PC is not that intuitive, even with the arrows around the number of the box. Sorry Tongue
(ouais, c'est vrai que je pouvais faire mieux question intuitivité pour la boite Tongue)
No problem ^^. And I think I am really dumb, I could understand much quicker if I had saw the box's number at the right.

If you are only level 7, I doubt any Pokemon can beat the Onix. I usually use level 12 Butterfree to beat him.
(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)
I Actually used a Pikachu,Roucool(pidgey) and oddish(mystherbe) lvl 10-12 with no potion.
Title: Re: Pokemon Topaze (Axe)
Post by: guy6020665 on April 12, 2012, 06:50:16 am
Can kadabra evolve into alakazam? because mine is level 50 but still a kadabra
Title: Re: Pokemon Topaze (Axe)
Post by: shmibs on April 12, 2012, 06:05:22 pm
you have to trade kadabra to get an alakazam.
Title: Re: Pokemon Topaze (Axe)
Post by: turiqwalrus on April 12, 2012, 07:04:21 pm
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.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on April 12, 2012, 07:09:07 pm
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:
But this is possible.

For now, I first need to optimize if I want to add any feature :(
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on April 25, 2012, 02:41:26 am
(reposting a deleted post)

Update
Not really, so I didn't write it in red :P
In fact, nothing should have changed. At least I hope. I started to optimize and would like to know if I broke something or not, so I leave you this version (with only 300 bytes less) so you can try it.
Moreover, I called it POKEMON and not ZPKMN so you can keep a previous version on your calc (if you have space).
Nothing changed in the appvars at all.
Title: Re: Pokemon Topaze (Axe)
Post by: jsj795 on April 25, 2012, 02:56:36 am
will try now :) thanks for reupload!
Title: Re: Pokemon Topaze (Axe)
Post by: Hyaloune on August 23, 2012, 07:30:18 pm
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?
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 24, 2012, 02:23:02 am
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 :)

Could you be more precise on the moment when the blank screen appeared ?
Was it when launching the game or after ?
If it was when launching the game with MirageOS, this may be "normal". In fact this game is huge and MirageOS needs to copy it somewhere to launch it and it takes some time. And you'll see, it is even worse when quitting the game :P
Would you mind retrying launching the game and wait a bit after the blank screen appears to see if the game launches properly after some time ?

Also, welcome to Omnimaga, you can introduce yourself here (http://www.omnimaga.org/index.php?board=10.0) :)
Title: Re: Pokemon Topaze (Axe)
Post by: Hyaloune on August 25, 2012, 11:46:37 am
The screen went blank as soon as I started the game, so when the game launches. It stays blank until I replace the batteries.

I tried a different shell, (Crunchy) but it didn't show up at all.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 25, 2012, 11:55:11 am
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 :)

edit: On my 83+, the screen stays blank for 5 seconds. If you wait for more than 20 seconds, I don't know where the problem comes from :-\
Title: Re: Pokemon Topaze (Axe)
Post by: Happybobjr on November 18, 2012, 10:02:05 pm
Is there any chance that the source code will be released?
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on November 19, 2012, 01:58:10 am
Is there any chance that the source code will be released?
I don't think so, for mainly two reasons.

This is my first program, that I started when I was a complete noob. So if you read the code, there are chances that you will laugh at me very bad :P

Secondly, this is a very huge project in which a lot of work have been put, and I really don't want to have it stolen. MisterOops for example is a program that I don't really care about. I don't even remember giving me any credits in it. But Pokemon is the game everyone wants, and I really don't want anyone to put Quigibo or Hot_Dog away from the credits to put himself in.
Title: Re: Pokemon Topaze (Axe)
Post by: aeTIos on November 19, 2012, 02:00:30 am
Hmm I see. You could post parts of the code, though. (i.e. I'm quite interested in the battle engine :D)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on November 19, 2012, 02:05:16 am
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
It takes 9936 bytes of the total :P
(well, a bit less because the sub program also contains the inventory and some subroutines, but it is surely  >9001)
Title: Re: Pokemon Topaze (Axe)
Post by: aeTIos on November 19, 2012, 02:06:03 am
Well in that case poke runer about it :P
And I could probably help you recoding the whole thing.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on November 19, 2012, 02:09:59 am
Well in that case poke runer about it :P
And I could probably help you recoding the whole thing.
Well after reading 2 lines of code, Runer will refuse saying "wat's dat work ? I can't even work on that" :P
Also, I 'd still like my code to stay readable in case I want to add things in it :P
But yeah, if he can optimize it a bit while still having it readable, that would be great :)
But the problem is that optimization is not only about Axe but I am sure It can even be optimized it from an algorithmic point of view -.-°
Title: Re: Pokemon Topaze (Axe)
Post by: aeTIos on November 19, 2012, 04:53:45 am
If you like I can help you optimizing the algorithms :)
Title: Re: Pokemon Topaze (Axe)
Post by: Happybobjr on January 23, 2013, 09:13:34 am
Hope its not rude to make a request but,  could you please add like one line of code that will check that a pokemon encountered (in wild or trainer) it high enough leveled for its evolutionary form?

Many of my friends have noticed this, and i think it could be simple to fix.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on January 23, 2013, 01:28:23 pm
I am sorry, would you mind rephrasing the request ? I haven't understood at all what the problem is ???
(remember that I am French so there may be sentences structures that I don't know).
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on January 23, 2013, 01:32:55 pm
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. Probably also the reverse.
So that you don't find a level 50 Machop or level 5 Machoppeur (sorry for the french names, I never played pokemon in another language :P).
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on January 23, 2013, 02:33:32 pm
Oh, ok thanks :)
But that would not be a problem with wild pokemons, only trainers' Pokemons, since wild Pokemons are defined by zones and I made them so that they don't appear as a wrong evolved form (if that sentence makes sense). And for trainers, they have the right to keep their Pokemons unevolved, no ? :)

No, I am not finding excuses to code less :P
But make your point, in what is that a problem ?
Title: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on January 23, 2013, 03:23:00 pm
I wonder if there has been more progress on this lately?  :P
Title: Re: Pokemon Topaze (Axe)
Post by: TIfanx1999 on January 23, 2013, 06:14:04 pm
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.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on January 25, 2013, 01:13:02 am
Ok, so you want not to encounter evolved forms if their level was too low to be an evolved form. Sounds like a 2 lines of code modification :P
I added this on the to do list :)

I wonder if there has been more progress on this lately?  :P
In fact, yes.
I put all the text in appvar for two reasons:
-save space in executable (approximately 2000 bytes)
-easier to change and make languages packs
But that is not enough to make an update
Title: Re: Pokemon Topaze (Axe)
Post by: Happybobjr on January 25, 2013, 05:37:05 am
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.

Yup, that was it :)


just a few tiny more things.  Could you add HD surround sound music and make it 3d with a 1080 x 720 resolution? :P jk
Title: Re: Pokemon Topaze (Axe)
Post by: annoyingcalc on February 01, 2013, 04:49:31 pm
Umm, I somehow superglitched this game, I am going to take some screenshots in a sec
Well, wabbitemu wont cooperate, so delete your save file
hit continue look out your pokemon, then go into the pokemon center, look in the PC, if you scroll through boxes you get wierd pokemon even one named omnimaga!?!?!? and my les variables(A) evolved into axe parser at one point *.*
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on February 02, 2013, 01:50:46 pm
delete your save file
hit continue
Don't you think it is normal to encounter bugs after those to steps ? :P
You already were lucky to have enough initialized variables to get to the Pokemon center. Usually, when continuing without savegame, the map is random.
And Omnimaga is not the weirdest Pokemon, I once had the honor to defeat HotDog (after a long battle, he was quite hard to beat) when the last part of the last cave had no data :P
Title: Re: Pokemon Topaze (Axe)
Post by: annoyingcalc on February 02, 2013, 03:34:38 pm
Oh yeah and what is with Athela or some name like that, that certaintly isnt a regular pokemon, and I see it all the time
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on February 03, 2013, 10:27:28 am
Where do  you encounter it ? I finished the game many times and haven't met any weird Pokemon for a long time ???
Title: Re: Pokemon Topaze (Axe)
Post by: annoyingcalc on February 03, 2013, 01:29:11 pm
Manily virdian forest
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on February 09, 2013, 08:05:18 am
Are you sure you have the latest appvars ? I recall the map being broken once so maybe you only updated the executable without getting the new map ?
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on March 11, 2013, 02:54:39 pm
Here is a version of Pokemon where some things changed.
Normally, nothing should have changed in the gameplay, but some basic optimizations were implemented (not heavy ones though so the executable is still pretty big) and all the text data (only available in French for now) is now in an external appvar.
The executable is just small enough now to allow 84+ users with small available RAM (like Lola and I) to play Topaze anyway.
This is for beta testers (Lola is now a beta tester, and I don't ask for her permission :P) to see if my optimizations already broke something ;)

No readme and such since this is not a real update. If you want those, look for a previous version.
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on March 13, 2013, 12:12:44 pm
Who's Lola ? :P
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on March 14, 2013, 02:48:59 am
Who's Lola ? :P
Well 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 :)
Now, if I only mention Lola, that doesn't mean other French people can't download the new version, try it and report problems if any ;)
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on March 14, 2013, 08:12:05 am
Sure, I loved this game and I'd be happy to play it a second time. ;)
Title: Re: Pokemon Topaze (Axe)
Post by: Dapianokid on March 15, 2013, 02:57:04 pm
The game, after maxing out any stats past 255, will set them down very low. It also 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 :)

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. :(
Title: Re: Pokemon Topaze (Axe)
Post by: deeph on March 15, 2013, 03:49:12 pm
To continue this discussion (http://ourl.ca/18426/341750) :

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) :o

Spoiler For compressed map:
$f0,$19,$05,$27,$02,$64,$05,$27,$05,$19,$05,$20,$02,$66,$05,$20,$05,$19,$0c,$20,$05,$19,$12,$0,$18,$19,$15,$0,$05,$19,$9b,$0a,$0,$9b,$05,$19,$94,$0a,$0,$94,$05,$19,$94,$0a,$0,$94,$1c,$19,$0e,$27,$05,$19,$15,$0,$05,$19,$9b,$0a,$0,$9b,$05,$19,$94,$0a,$0,$94,$05,$19,$94,$04,$0,$97,$98,$04,$0,$94,$1c,$19,$9b,$0c,$0,$9b,$05,$19,$15,$0,$05,$19,$9b,$80,$02,$27,$9c,$8e,$80,$9c,$02,$27,$80,$9b,$05,$19,$94,$03,$0,$9c,$8e,$80,$9c,$03,$0,$94,$05,$19,$94,$04,$0,$96,$99,$81,$03,$0,$94,$1c,$19,$9b,$0a,$0,$ca,$80,$9b,$05,$19,$15,$0,$05,$19,$9b,$03,$0,$9c,$02,$0,$9c,$03,$0,$9b,$05,$19,$94,$03,$0,$9c,$02,$0,$9c,$03,$0,$94,$05,$19,$94,$03,$0,$8e,$02,$20,$81,$03,$0,$94,$05,$19,$12,$27,$05,$19,$9b,$0c,$0,$9b,$05,$19,$15,$0,$05,$19,$9b,$02,$0,$9b,$9c,$02,$0,$9c,$9b,$02,$0,$9b,$05,$19,$94,$03,$0,$9c,$02,$0,$9c,$03,$0,$94,$05,$19,$94,$03,$0,$c5,$06,$0,$94,$05,$19,$9b,$05,$0,$8e,$0a,$0,$9b,$05,$19,$9b,$03,$0,$0a,$27,$05,$19,$15,$0,$05,$19,$9b,$03,$0,$9c,$02,$0,$9c,$03,$0,$9b,$05,$19,$94,$03,$0,$9c,$02,$0,$9c,$03,$0,$94,$05,$19,$94,$0a,$0,$94,$05,$19,$9b,$05,$0,$88,$0a,$0,$9b,$05,$19,$9b,$03,$0,$9b,$0e,$19,$15,$0,$05,$19,$0c,$27,$05,$19,$0c,$20,$05,$19,$0c,$20,$05,$19,$9b,$02,$0,$c9,$02,$0,$88,$0a,$0,$9b,$05,$19,$9b,$03,$0,$9b,$0e,$19,$15,$0,$38,$19,$9b,$0c,$0,$9b,$03,$0,$9b,$05,$19,$9b,$80,$cb,$80,$9b,$0e,$19,$15,$0,$38,$19,$9b,$0c,$0,$9b,$03,$0,$9b,$05,$19,$05,$27,$0e,$19,$15,$0,$38,$19,$0b,$27,$02,$0,$9b,$03,$0,$9b,$65,$19,$9b,$07,$0,$92,$04,$0,$9b,$03,$0,$9b,$32,$19,$05,$20,$02,$63,$05,$20,$05,$19,$05,$20,$02,$65,$05,$20,$05,$19,$0a,$27,$05,$19,$03,$27,$07,$0,$da,$04,$0,$9b,$03,$0,$9b,$32,$19,$94,$83,$94,$06,$0,$94,$83,$94,$05,$19,$94,$0a,$0,$94,$05,$19,$9b,$03,$0,$8e,$04,$0,$9b,$05,$19,$9b,$09,$0,$9b,$04,$0,$8e,$03,$0,$9b,$05,$19,$16,$27,$07,$19,$0a,$20,$06,$19,$94,$83,$02,$20,$04,$0,$02,$20,$83,$94,$05,$19,$94,$02,$0,$94,$04,$0,$94,$02,$0,$94,$05,$19,$03,$27,$04,$0,$03,$27,$05,$19,$9b,$8c,$02,$8,$06,$0,$9b,$04,$0,$88,$03,$0,$9b,$05,$19,$9b,$09,$0,$8e,$08,$0,$92,$80,$9b,$07,$19,$94,$05,$0,$8e,$95,$80,$94,$06,$19,$94,$02,$3,$94,$9c,$92,$80,$9c,$94,$02,$3,$94,$05,$19,$94,$80,$94,$80,$9c,$92,$80,$9c,$80,$94,$80,$94,$05,$19,$9b,$08,$0,$9b,$05,$19,$9b,$09,$0,$9b,$04,$0,$88,$03,$0,$9b,$05,$19,$9b,$09,$0,$dc,$08,$0,$88,$80,$9b,$07,$19,$94,$08,$0,$94,$06,$19,$94,$02,$3,$94,$9c,$02,$0,$9c,$94,$02,$3,$94,$05,$19,$94,$80,$94,$80,$9c,$02,$0,$9c,$80,$94,$80,$94,$05,$19,$9b,$80,$8c,$03,$8,$03,$0,$9b,$05,$19,$9b,$09,$0,$9b,$04,$0,$88,$03,$0,$9b,$05,$19,$9b,$09,$0,$dc,$08,$0,$88,$80,$9b,$07,$19,$94,$08,$0,$94,$06,$19,$94,$83,$02,$20,$9c,$02,$0,$9c,$02,$20,$83,$94,$05,$19,$94,$02,$0,$94,$9c,$02,$0,$9c,$94,$02,$0,$94,$05,$19,$9b,$08,$0,$9b,$05,$19,$08,$27,$02,$68,$0a,$27,$05,$19,$9b,$04,$0,$0a,$27,$80,$88,$04,$0,$9b,$06,$19,$05,$20,$02,$0,$05,$20,$05,$19,$94,$83,$94,$80,$9c,$02,$0,$9c,$80,$94,$83,$94,$05,$19,$94,$03,$0,$9c,$02,$0,$9c,$03,$0,$94,$05,$19,$9b,$06,$0,$8a,$80,$9b,$1e,$19,$9b,$02,$58,$03,$27,$06,$0,$04,$27,$8b,$04,$0,$9b,$06,$19,$08,$0,$03,$8,$8d,$05,$19,$0c,$20,$05,$19,$0c,$20,$05,$19,$9b,$08,$0,$9b,$23,$19,$9b,$80,$cc,$05,$0,$04,$27,$04,$0,$9b,$06,$19,$80,$95,$02,$0,$95,$02,$0,$95,$02,$0,$95,$80,$27,$19,$04,$27,$02,$67,$04,$27,$23,$19,$9b,$08,$0,$03,$27,$04,$0,$9b,$06,$19,$8c,$02,$8,$09,$0,$36,$19,$13,$1,$0b,$19,$06,$27,$04,$0,$db,$05,$0,$9b,$06,$19,$80,$95,$80,$8e,$95,$02,$0,$95,$02,$0,$95,$80,$36,$19,$81,$83,$04,$4,$85,$0b,$0,$02,$1,$03,$19,$07,$2,$05,$19,$9b,$04,$0,$db,$05,$0,$9b,$06,$19,$03,$0,$88,$08,$0,$36,$19,$81,$06,$6,$0c,$0,$03,$1,$02,$2,$06,$0,$05,$19,$9b,$04,$0,$8b,$05,$0,$9b,$06,$19,$03,$0,$88,$04,$0,$8a,$03,$0,$11,$19,$02,$62,$06,$19,$82,$02,$56,$11,$2,$05,$19,$05,$1,$02,$6,$ab,$03,$6,$02,$0,$83,$84,$85,$07,$0,$8e,$0a,$0,$05,$19,$0c,$27,$06,$19,$03,$0,$88,$08,$0,$11,$19,$02,$0,$06,$19,$82,$02,$0,$82,$0f,$0,$82,$05,$19,$81,$0c,$0,$86,$88,$86,$07,$0,$a3,$06,$0,$84,$03,$0,$17,$19,$05,$0,$02,$59,$05,$0,$11,$19,$02,$0,$06,$19,$82,$8c,$88,$82,$0f,$0,$82,$05,$19,$81,$0c,$0,$86,$80,$86,$07,$0,$a3,$09,$0,$82,$28,$19,$04,$1,$02,$0,$94,$81,$03,$0,$94,$02,$0,$06,$19,$82,$02,$0,$82,$02,$0,$0b,$2,$02,$0,$82,$05,$19,$81,$04,$0,$90,$11,$0,$a3,$09,$0,$82,$28,$19,$04,$1,$80,$81,$94,$81,$94,$92,$80,$94,$02,$0,$06,$19,$82,$02,$0,$82,$02,$0,$82,$80,$8e,$03,$0,$82,$06,$0,$82,$05,$19,$81,$13,$0,$06,$1,$02,$2,$05,$0,$82,$05,$19,$05,$0,$04,$2,$1a,$19,$05,$0,$81,$03,$20,$81,$02,$20,$02,$0,$06,$19,$82,$05,$0,$82,$80,$88,$03,$0,$82,$06,$0,$82,$05,$19,$81,$0d,$0,$8e,$05,$0,$81,$06,$19,$82,$05,$0,$82,$05,$19,$08,$0,$82,$05,$19,$05,$27,$05,$19,$06,$0,$05,$19,$02,$1,$0c,$0,$06,$19,$82,$05,$0,$04,$2,$02,$0,$82,$8c,$88,$05,$2,$05,$19,$81,$03,$0,$83,$02,$4,$85,$81,$02,$0,$83,$84,$85,$06,$0,$81,$06,$19,$82,$05,$0,$82,$05,$19,$02,$0,$84,$05,$0,$82,$05,$19,$9b,$80,$ce,$80,$9b,$05,$19,$06,$0,$05,$19,$02,$1,$0c,$0,$06,$19,$0a,$2,$02,$0,$82,$02,$0,$05,$2,$05,$19,$81,$03,$0,$86,$89,$80,$86,$81,$02,$0,$86,$87,$86,$06,$0,$81,$06,$19,$07,$2,$05,$19,$82,$07,$0,$82,$05,$19,$9b,$03,$0,$9b,$05,$19,$06,$0,$05,$19,$8c,$81,$0c,$0,$06,$19,$82,$12,$0,$82,$05,$19,$81,$03,$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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.
Title: Re: Pokemon Topaze (Axe)
Post by: chickendude on March 15, 2013, 11:10:07 pm
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.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on March 16, 2013, 03:13:27 am
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.

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. :(
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 yeah, I should add a protection to it.

To continue this discussion (http://ourl.ca/18426/341750) :

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) :o

Spoiler For compressed map:
<snipped :P>

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.
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) :)

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
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 :)
Title: Re: Pokemon Topaze (Axe)
Post by: deeph on March 16, 2013, 05:40:30 am
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:
F019052702640527051905200266052005190C2005191201819150051901270A00127051901200A00120051901200A001201C190E270519150051901270A00127051901200A00120051901200400123012404001201C1901270C00127051915005190127010022701280114010012802270100127051901200300128011401001280300120051901200400122012501103001201C1901270A001740100127051915005190127030012802001280300127051901200300128020012803001200519012003001140220011030012005191227051901270C00127051915005190127020012701280200128012702001270519012003001280200128030012005190120030016906001200519012705001140A00127051901270300A2705191500519012703001280200128030012705190120030012802001280300120051901200A00120051901270500180A001270519012703001270E1915005190C2705190C2005190C200519012702001730200180A001270519012703001270E19150381901270C00127030012705190127010017501001270E19150381901270C001270300127051905270E1915038190B2702001270300127651901270700118040012703001273219052002630520051905200265052005190A270519032707001900400127030012732190120013012006001200130120051901200A001200519012703001140400127051901270900127040011403001270519162707190A20061901200130220040022001301200519012002001200400120020012005190327040032705190127011202806001270400180300127051901270900114080011801001270719012005001140121010012006190120023012001280118010012801200230120051901200100120010012801180100128010012001001200519012708001270519012709001270400180300127051901270900192080018010012707190120080012006190120023012001280200128012002301200519012001001200100128020012801001200100120051901270100112038030012705190127090012704001803001270519012709001920800180100127071901200800120061901200130220012802001280220013012005190120020012001280200128012002001200519012708001270519082702680A27051901270400A27010018040012706190520020052005190120013012001001280200128010012001301200519012003001280200128030012005190127060011001001271E190127025803270600427011104001270619080038011305190C2005190C200519012708001272319012701001760500427040012706190100121020012102001210200121010271904270267042723190127080032704001270619011202809036191310B1906270400191050012706190100121010011401210200121020012101036190110130440150B002103190720519012704001910500127061903001808036190110660C003102206005190127040011105001270619030018040011003011190262061901202561120519051026014303602001301401507001140A005190C270619030018080111902006190120200120F001205190110C00160180160700135060014030171905002590501119020061901201120180120F001205190110C0016010016070013509001228190410200120011030012002006190120200120200B20200120519011040011611001350900122819041010011012001101200118010012002006190120200120200120100114030012060012051901113006102205001205190500421A1905001103200110220020061901205001201001803001206001205190110D001140500110619012050012051908001205190527051906005190210C0061901205004202001201120180520519011030013024015011020013014015060011061901205001205190200140500120519012701001780100127051906005190210C006190A20200120200520519011030016019010016011020016017016060011061907205190120700120519012703001270519060051901120110C00619012120012051901103001602301601102001601001606001112190120700120519012703001270919020051901001200C0061901201120280F001205190110700110B001112190120700120519012703001270919020051902200500261050061901212001205190110700110B0011121901201120280400120519012703001270919020191908202550A205190C10300120510B19082070012051901270300527051902037190720400120700819012053011080012051901270700127051902037190120A001207008190120530110500420519012707001273E190120A0013604001402008190120610500120819052703001270C1907270250927031918005190120A0012060012081901201120180900120819052703002270B19012701140170100127080011803001270F190C005190120A001206001208190120B00120C190127040072705190127018020012708001803002270E190C0051902202570F208190120B00120C1901270A0012705190127030012708001803002270E190C020190120400820519020051904270600177012705190127011201801005270114080062709190C02019012039301130820519020081901270700127

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) :)

Yeah I guess you can do it before teleporting the player, you'll just have to define the small areas before.

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).
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on March 16, 2013, 12:34:56 pm
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:
<snipped again :P>
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 :)
And the 7th bit trick would be reserved to more usual tiles like trees and such, with numbers under 127 :)
(I should put that on my to do list as soon as I get on the right PC -.-°)

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) :)

Yeah I guess you can do it before teleporting the player, you'll just have to define the small areas before.
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.

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).
But how will you handle the fact that trainers can have different range of view ?
Title: Re: Pokemon Topaze (Axe)
Post by: deeph on March 16, 2013, 01:59:01 pm
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.

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).

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.

But how will you handle the fact that trainers can have different range of view ?

I'll just define that for each one, I guess.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on March 16, 2013, 02:13:52 pm
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, for now each one has a specific tile number.
And of course your method is doable in Axe, everything that is possible in ASM is possible in Axe, the differecne is just a matter of speed (like a raycaster might not run very fast in Axe but it would still run).
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) :)

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).
Yeah, in that case, if n is the number of tiles, I would just do ".db 127,tile,n-127,tile" ;)

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.
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 ;)
Title: Re: Pokemon Topaze (Axe)
Post by: deeph on March 16, 2013, 03:35:19 pm
Also, you wrote x*y*map_width, but I assume that the first "*" is meant to be a "+" right ?

Yeah that's what I meant.

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 ?

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.x

Though, that's not that bad :P

Spoiler For Compressed map using horizontal RLE+7th bit trick+more than 127 tiles:
8019939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939B9B9B9B9BC0C09B9B9B9B9B93939393939494949494C2C294949494949393939393949494949494949494949494939393939380808080808080808080808080808080808093939393939393939393939393939393939393939393939380808080808080808080808080808080808080808093939393939B0A009B939393939394020005000300949393939393940A0094939393939393939393939393939393939393939393939393939393939B9B9B9B9B9B9B9B9B9B9B9B9B9B939393939380808080808080808080808080808080808080808093939393939B0A009B9393939393940200050003009493939393939404009798040094939393939393939393939393939393939393939393939393939393939B8080808080808080808080809B939393939380808080808080808080808080808080808080808093939393939B809B9B9C8E809C9B9B809B93939393939403009C8E809C03009493939393939480030096998180020094939393939393939393939393939393939393939393939393939393939B80808080808080808080CA809B939393939380808080808080808080808080808080808080808093939393939B03009C02009C03009B9393939393940200809C02009C0300949393939393948002008E9494818002009493939393939B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B93939393939B8080808080808080808080809B939393939380808080808080808080808080808080808080808093939393939B02009B9C02009C9B02009B9393939393940200809C02009C0300949393939393940300C506009493939393939B80808080808E808080808080808080809B93939393939B8080809B9B9B9B9B9B9B9B9B9B939393939380808080808080808080808080808080808080808093939393939B03009C02009C03009B93939393939403009C02009C0300949393939393940A009493939393939B808080808088808080808080808080809B93939393939B8080809B939393939393939393939393939380808080808080808080808080808080808080808093939393939B9B9B9B9B9B9B9B9B9B9B9B9393939393949494949494949494949494939393939394949494949494949494949493939393939B8080C9808088808080808080808080809B93939393939B8080809B939393939393939393939393939380808080808080808080808080808080808080808093939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939B8080808080808080808080809B8080809B93939393939B80CB809B939393939393939393939393939380808080808080808080808080808080808080808093939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939B8080808080808080808080809B8080809B93939393939B9B9B9B9B939393939393939393939393939380808080808080808080808080808080808080808093939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939B9B9B9B9B9B9B9B9B9B9B80809B8080809B93939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939B8080808080808092808080809B8080809B93939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939494949494BFBF949494949493939393939494949494C1C1949494949493939393939B9B9B9B9B9B9B9B9B9B93939393939B9B9B80808080808080DA808080809B8080809B939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939393939394839406009483949393939393940A009493939393939B03008E04009B93939393939B8080808080808080809B808080808E8080809B93939393939B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B9B93939393939393949494949494949494949393939393939483949404009494839493939393939402009404009402009493939393939B9B9B04009B9B9B93939393939B8C88888080808080809B80808080888080809B93939393939B8080808080808080808E808080808080808092809B93939393939393940400808E958094939393939393948383949C92809C948383949393939393948094809C92809C8094809493939393939B08009B93939393939B8080808080808080809B80808080888080809B93939393939B808080808080808080DC808080808080808088809B9393939393939394080094939393939393948383949C02009C948383949393939393948094809C02009C8094809493939393939B808C88888803009B93939393939B8080808080808080809B80808080888080809B93939393939B808080808080808080DC808080808080808088809B9393939393939394080094939393939393948394949C02009C949483949393939393940200949C02009C9402009493939393939B0200030003009B93939393939B9B9B9B9B9B9B9BC4C49B9B9B9B9B9B9B9B9B9B93939393939B808080809B9B9B9B9B9B9B9B9B9B8088808080809B9393939393939494949494020094949494949393939393948394809C02009C8094839493939393939403009C02009C03009493939393939B02000300808A809B9393939393939393939393939393939393939393939393939393939393939BBABA9B9B9B8080808080809B9B9B9B8B808080809B93939393939308008888888D9393939393949494949494949494949494939393939394949494949494949494949493939393939B08009B93939393939393939393939393939393939393939393939393939393939393939393939B80CC80808080809B9B9B9B808080809B9393939393938095020095020095020095809393939393939393939393939393939393939393939393939393939393939393939393939393939B9B9B9BC3C39B9B9B9B93939393939393939393939393939393939393939393939393939393939393939393939B80808080808080809B9B9B808080809B9393939393938C88880900939393939393939393939393939393939393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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.
Title: Re: Pokemon Topaze (Axe)
Post by: Dapianokid on March 16, 2013, 03:42:24 pm
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!
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on March 17, 2013, 06:21:24 am
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.
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 ;)

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.x

Though, that's not that bad :P

Spoiler For Compressed map using horizontal RLE+7th bit trick+more than 127 tiles:
<hey, what did you expect :P>
Yeah, that is still half the size it originally takes :)

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.
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 :(

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
You'll see, my savegame is quite well organized at the beginnig so you won't be lost if you try :)
I should put that max in my todo list too -.-°
Title: Re: Pokemon Topaze (Axe)
Post by: annoyingcalc on March 17, 2013, 11:03:27 am
Hayelia can you pm me the save state code you use for this project? If I use it you will get credit
Title: Re: Pokemon Topaze (Axe)
Post by: deeph on March 17, 2013, 11:53:45 am
I've finally done an encoder/decoder that works :P

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:
(http://www.mirari.fr/WajG)

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)

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

So how do you handle returns ? You're saving the player coordinates somewhere I guess.


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 :(

That's right, unless you don't have tiles with ID above 127 :-\

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).
Title: Re: Pokemon Topaze (Axe)
Post by: Dapianokid on March 17, 2013, 11:59:49 am
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! :)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on March 17, 2013, 12:54:48 pm
I've finally done an encoder/decoder that works :P

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:
(http://www.mirari.fr/WajG)

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)
Yeah, there are some messed up tiles (where are the doors ? :P) but it seems to work pretty well anyway :D
Great work !

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

So how do you handle returns ? You're saving the player coordinates somewhere I guess.
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 :P

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).
Yeah, this or having the uncompressing routine add automatically the $19 in the uncompressed map ;)

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
I was thinking about a program that would hack the savegame to change the values in the appvar and that would display what you are changing exactly. That way, you could have published it for other people. But if you manage it with CalcSys, why not ? :)
Title: Re: Pokemon Topaze (Axe)
Post by: deeph on March 17, 2013, 05:07:21 pm
Yeah, there are some messed up tiles (where are the doors ? :P) but it seems to work pretty well anyway :D

That's because the "mapper" don't know which tile to assign to the different teleporters/trainers/etc... But you know those values, and what's important is that it works. It'll even be helpful for my project, I guess I can add the compression option to my map editor (but right now I'm rather focusing on the battle system).

So what do you plan ? Making an asm version or improving the axe one (maybe later) ? :)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on March 18, 2013, 03:14:09 am
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
So for now, I recruited one person to optimize the Axe version :P (because remember that I was a complete noob when I coded this so there is a lot to optimize).
Title: Re: Pokemon Topaze (Axe)
Post by: chickendude on March 18, 2013, 05:23:53 am
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.
Title: Re: Pokemon Topaze (Axe)
Post by: deeph on March 18, 2013, 05:58:28 am
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
Title: Re: Pokemon Topaze (Axe)
Post by: aeTIos on March 18, 2013, 10:36:24 am
What's ko? O.o
Title: Re: Pokemon Topaze (Axe)
Post by: chickendude on March 18, 2013, 10:41:10 am
The French abbreviation of kilo-octet, aka kilobyte. ;)
Title: Re: Pokemon Topaze (Axe)
Post by: aeTIos on March 18, 2013, 10:41:43 am
ah okay :3
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia 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.
Title: Re: Pokemon Topaze (Axe)
Post by: chickendude 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.
Title: Re: Pokemon Topaze (Axe)
Post by: Xeda112358 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 >.>/me runs
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia 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
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia 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 :)
Title: Re: Pokemon Topaze (Axe)
Post by: leochadvader on May 12, 2013, 10:59:45 am
that's really cool
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on May 13, 2013, 12:30:41 pm
Uploaded to ticalc.org here (http://www.ticalc.org/archives/files/fileinfo/453/45353.html) :D
flood them with emails to feature me and give me awesome ratings:P
Title: Re: Pokemon Topaze (Axe)
Post by: TIfanx1999 on May 13, 2013, 12:35:46 pm
You should upload it here as well if you haven't yet(in the downloads section).
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on May 13, 2013, 12:41:11 pm
Done (http://ourl.ca/18908/347957) ;)

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 ;))
Title: Re: Pokemon Topaze (Axe)
Post by: Matrefeytontias on May 13, 2013, 12:47:49 pm
Oh don't worry, you'll get a feature for that :P
Title: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga 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.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia 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
Title: Re: Pokemon Topaze (Axe)
Post by: Happybobjr on May 14, 2013, 05:32:42 pm
Ok story time. (this is based on an older version, and I want to know if a bug is fixed... anyways)

Ok, So we were taking the AP Physics Mechanics exam yesterday and we were all discussing how we felt after.
Suddenly Luke stands up and yells "Do you know what the worst part was! I was just minding my own business in Veridian Forest, when I go up against a level 7 Nidoqueen and lost! I mean! Who expects a Nidoqueen at level 7!"

:P We didn't do so well on the test. He quit and played Pokemon for a half hour, and asked me to tell you he loves it.

Anywho, I was wondering if the bug in encountering (in wild and trainers) pokemon with evolutions higher than their level permits has been fixed yet. 
Much thanks,
     -James
Title: Re: Pokemon Topaze (Axe)
Post by: TIfanx1999 on May 14, 2013, 06:01:29 pm
I wouldn't really call it a bug honestly. More like an oversight or lack of knowing pokemons. :P I'm not sure, but I don't think it's been changed.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on May 15, 2013, 02:22:49 am
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
JK, tell him "thanks" from me :)

But, hm lvl 7 Nidoqueen in Veridian Forest ? I am surprised by the fact he met a Nidoqueen in that forest more than the fact it was lvl 7. I don't even think I have set Nidoqueen to be met anywhere. ???
Was it a trainer who sent a Nidoqueen or a Nidoqueen in the grass ? If it comes from a trainer, well that is a problem to fix, but if it comes from the grass, it is a bug to fix :P

But now that you remind me, I have a line in my todo list saying "add a checkline to avoid meeting Pokemons if their level is too low for them to exist, like a lvl 5 Machoke" :P
So as Art_of_Camelot said, still to do ;)
Title: Re: Pokemon Topaze (Axe)
Post by: Happybobjr on May 15, 2013, 04:45:42 pm
Alrighty thanks, and I think it was a trainer.

I was too busy crying from the AP Test to ask to many questions :P
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on May 16, 2013, 03:45:43 am
Alrighty thanks, and I think it was a trainer.

I was too busy crying from the AP Test to ask to many questions :P
Lol yeah, I know that kind of feeling too :P
But yeah, this thing is on top of my to do list. I just have to actually read it next time I want to make an update x.x
Title: Re: Pokemon Topaze (Axe)
Post by: lkj on May 16, 2013, 12:54:01 pm
-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 :)
Here you are ;)
Spoiler For German translation:
#############################################################################
#############################################################################
#############################################################################
########
########         Deutsch
########
#############################################################################
#############################################################################
#############################################################################

-----------------------------------------------------------------------------
--------   Installieren
-----------------------------------------------------------------------------
1.   Downloade das Spiel. Wenn du das hier lesen kannst, kannst du diesen
   Schritt überspringen
2.   Bitte lese das GANZE Readme
3.   Sende diese Dateien zu deinem Archiv:
      PokeARN, PokeATT, Pokedat, PokeHG, Pokemap, PokeSPR, Poketype, PokeDEX
      PokeSPL und PokeTXT in der Sprache deiner Wahl.
4.   Sende diese Datei zu deinem RAM oder Archiv:
      POKEMON, in der Sprache deiner Wahl.
5.   Starte POKEMON mit einer Shell, die Ion Programme starten kann (wie zum
   Beispiel MirageOS oder zStart).
6.   Vergesse nicht "Neues Spiel" auszuwählen, wenn du das Spiel zum ersten
   Mal startest (sonst lädst du kompletten Schrott).



-----------------------------------------------------------------------------
--------   Tastenbelegung
-----------------------------------------------------------------------------
Du steuerst den Spieler mit den Pfeiltasten.
[On]      Zurück (geht nur beim Laufen, sonst stürzt es ab)
[2nd]      Aktion/Ja
[Alpha]      Zurück/Nein
F1      Start/Menu
[Del]      Taschenrechner "ausschalten". Um ihn wieder "anzuschalten",
      drücke gleichzeitig [2nd]+[Del]. Achtung: Der Taschenrechner ist
      nicht wirklich ausgeschaltet und braucht weiterhin Strom.
1,2,3,4      können zur Auswahl der Zahlen benutzt werden, wenn diese angezeigt werden

Wenn du grosse Punkte auf dem Boden siehst, solltest du sie als Würfelpunkte betrachten.
Bei 1 Punkt benötigst du 1 Orden, um zu passieren.
Bei 2 Punkten benötigst du 2 Orden, um zu passieren.
etc.



-----------------------------------------------------------------------------
--------   Bekannte Probleme
-----------------------------------------------------------------------------
   -Elixir funktioniert nicht
   -Turiqwalrus' Bug. Wenn eins deiner Pokemon eine Attacke lernen will
   und du zu der Zeit ein Myrapla im Team hast, kann der Taschenrechner
   abstürzen
   -Wenn beim Speichern nach GarbageCollect gefragt wird und du ablehnst,
   wird dein GTR abstürzen. Bestätigst du mit "Ja", werden die Archivdaten
   durcheinander gebracht bis du das Spiel neustartest.
   ANTWORTE IMMER JA UND SCHLIESSE DANN DAS SPIEL UND STARTE ES NEU


-----------------------------------------------------------------------------
--------   Credits
-----------------------------------------------------------------------------
(in keiner besonderen Reihenfolge)

Omnimaga.org
Fantastische Community

Satoshi Tajiri
Originale Idee

NTWND0
Programmierung

PPS
Daten

Quigibo
Axe Parser

Hot Dog
CrabCake

Happybobjr,tifreak,shmibs
Sprites

FinaleTI
Tutorial "External Vars"

MichaelLee,ephan
Croquette IDE

Anima (aka AlphaVoice or Manuel J)
German translation

Nikitouzz
Pokédex
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on May 16, 2013, 01:17:09 pm
Yay ! thanks a lot :D
Giving you a +1 and credits in the readme. I am going to write this in fact:

#############################################################################
#############################################################################
#############################################################################
########
########         Deutsch, by lkj
########
#############################################################################
#############################################################################
#############################################################################

;)

Or do you prefer that I put another name instead of "lkj" ?
Title: Re: Pokemon Topaze (Axe)
Post by: lkj on May 16, 2013, 01:47:38 pm
Thanks :)

No, lkj is good.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on May 17, 2013, 02:17:59 am
Ok then, I'll put that :)
Thanks again :D

edit Weird, I was reported that the Pokemon Center and the shop actually lead to the "house", and I just tried it, indeed O.O
Weird, I didn't touch those parts of the code, I'll check what's happening.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on May 17, 2013, 05:14:13 am
Sorry for double posting in such a short amount of time, but UPDATE
Just fixing that bug mentionned in the post above. That was coming from an old optimization fail I made a long time ago -.-°
Title: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on May 18, 2013, 01:47:28 am
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. :)

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. :P
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on May 18, 2013, 03:26:23 am
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
I just hope you already played any true Pokemon game because mine is not really explanative. It sort of assumes that you already know who you are, and what you must do :P
Not because I think everyone already played but more because of lack of space -.-°

But if you like it, you can write a review for it on ticalc :P

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. :P
Oops :P
Well as long as people know what I am talking about... :P
Yeah, I'll change that in the next update, thanks for reporting :)
Title: Re: Pokemon Topaze (Axe)
Post by: binly on June 17, 2013, 12:09:36 am
Every time I catch a pokemon, no matter what version I'm using, after I catch it the game goes crazy and there's objects everywhere. If you move you either get stuck in a corner somewhere or you are put in some cave that I have no idea how to get out of. I'm using a ti 84 se.
Title: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on June 17, 2013, 01:09:44 am
Heya and welcome here. What TI-OS version (2nd+MEM->select About) do you have?
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on June 17, 2013, 01:20:44 am
The OS version should not have any impact. I have 2.55 on Wabbit, 2.43 on my 84+SE and 1.19 on my 83+, and there were no differences.
I think this is more an optimization fail from my part, one of those optimizations I made a while ago, saying "could you test if there are bugs ?" and no one replied, because now that I try specifically, indeed there seem to be problems with catching Pokemons.

So binly, for now, try using the 1.0.7 version (http://ourl.ca/12441/289272) which doesn't include optimizations yet. It doesn't have the Pokedex though but this is not very useful.
If the 1.0.7 version has the bug too (which I doubt), what you can do is save before going Pokemon hunting, then catch Pokemons, have the bug, quit and come back: normally, the Pokemon is in the box and your coordinates are restored as your coordinates before the hunt.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on June 19, 2013, 12:35:34 pm
Double posting for an UPDATE
Fixed that problem with catching Pokemons.
Download in attachement for now (waiting for ticalc to approve the update).

Thanks for reporting bugs. Keep doing it as soon as you find one so I can fix it.
Title: Re: Pokemon Topaze (Axe)
Post by: alex99 on June 19, 2013, 01:32:58 pm
nice job
and thank you:the cheat is still there :P
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on June 19, 2013, 03:13:34 pm
nice job
and thank you:the cheat is still there :P
A cheat ? What cheat ? I don't know what you are talking about.
(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.
Title: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on June 20, 2013, 04:38:12 am
Good to see this update Hayleia. :) Have you updated the ticalc and Omni dl section copy?
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on June 20, 2013, 04:55:45 am
This thing is still in dev? O.O
And cheats? want want want :D
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on June 20, 2013, 05:02:56 am
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.O
It is, because the best game ever should never be discontinued even though it is fully playable, it still needs additions, like a shop that lets you buy more than two working items, and for that, I first tried to optimize and to change the way some things were working to have more space in the executable (hence the bugs).

And cheats? want want want :D
There 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.

(and as usual, if you find any bug in the game, or any grammar issue in my sentences, please report so I can improve).
Title: Re: Pokemon Topaze (Axe)
Post by: alex99 on June 20, 2013, 08:36:03 am
nice job
and thank you:the cheat is still there :P
A cheat ? What cheat ? I don't know what you are talking about.
(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.


i´m not going to say anything...sorry for double posting
but i´m sad about the following bugs(at least in the german ver.)
1. it sais "your pokemon was send to the box" but the box is empty...
2. the pokemkon chose menu jumps randomly
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)

PS: i found the cheats per coincidence
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on June 20, 2013, 09:07:44 am
UPDATE

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 randomly
In 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.
Just a question: does that problem only appear with bosses or also with wild Pokemons and trainers ?
Title: Re: Pokemon Topaze (Axe)
Post by: alex99 on June 20, 2013, 09:09:28 am
it also appears whith trainers and wild pokemons
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on June 20, 2013, 09:10:59 am
it also appears whith trainers and wild pokemons
Meh, 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.
Title: Re: Pokemon Topaze (Axe)
Post by: alex99 on June 20, 2013, 09:31:26 am
hmm
thank you...i do all to make the game perfect
question:do yyou plan to make a water map or bigger map??
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on June 20, 2013, 09:35:06 am
What do you mean by "water map" ? Like a part of the map where we would have to use Surf to cross the sea ? That would require me to code CTs and CSs (don't know if they are called like that in English and German, I am talking about those objects that allow you to teach attacks to your Pokemons), and CSs like Surf require me to code dialogs with people (so they can give you your CSs), which would take too much memory.

A bigger map is possible, but writing all those hex numbers was already a pain, and I don't really feel like doing this again.
Title: Re: Pokemon Topaze (Axe)
Post by: deeph on June 20, 2013, 09:59:50 am
So you're back into developing this project, nice :)

If you need help with anything non-Axe related (because I don't know anything about it), like map editors and such, just ask.

Otherwise, you still don't want/have the time to make an asm version ? :P
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on June 20, 2013, 10:11:26 am
Otherwise, you still don't want/have the time to make an asm version ? :P
Kind 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.
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on June 20, 2013, 10:23:10 am
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. :P
Title: Re: Pokemon Topaze (Axe)
Post by: deeph on June 20, 2013, 10:37:11 am
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.

Not sure about this, but as you want :)
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on June 20, 2013, 11:19:18 am
The 82Stats/83 has 27kB of RAM, that's way more than the 83+.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on June 20, 2013, 11:28:33 am
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.
Title: Re: Pokemon Topaze (Axe)
Post by: alex99 on June 20, 2013, 11:59:16 am
re:ram
thats a problem whith the dialogues...you could parspokemon as a app mabey...
re:rewrite
i know the problem :P



you can´t use appvars in the ti 82 stats and thats one of the big problems at the stats...
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on June 20, 2013, 12:05:11 pm
re:ram
thats a problem whith the dialogues...you could parspokemon as a app mabey...
Impossible: 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.
Title: Re: Pokemon Topaze (Axe)
Post by: deeph on June 20, 2013, 12:16:38 pm
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).

I keep thinking that such game could technically fit into 27kb, but its okay if you stick to the Axe version, I love this game as it is :P
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on June 20, 2013, 12:29:45 pm
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.
Title: Re: Re: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on June 20, 2013, 09:26:29 pm
UPDATE

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
for 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.O
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on June 21, 2013, 02:30:00 am
UPDATE

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
for 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.O
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).
Title: Re: Pokemon Topaze (Axe)
Post by: JosJuice on June 21, 2013, 09:00:08 am
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. :P
Almost. They're called TM (Technical Machine) and HM (Hidden Machine).
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on June 21, 2013, 12:31:52 pm
That was close. :P
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on June 27, 2013, 04:55:42 pm
UPDATE

Changed some "Deutsch" into "German", as DJ_O pointed me out.
Fixed that bug where you don't spawn in front of the last Pokemon Center you visited after you lose a battle. Well I hope it is fixed this time.
Title: Re: Pokemon Topaze (Axe)
Post by: binly on June 28, 2013, 01:42:10 am
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!
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on June 28, 2013, 01:59:58 am
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.
Also, you may have come here too late to see this, but the 1.0.7 version is quite bug-free. The only bug it has is that spawning bug, but this bug is present in almost all versions. See this particular update here (http://ourl.ca/12441/289272). There is absolutely no bug report (or I missed them). The bugs came with the 1.0.8 and 1.0.9 versions, where I made several optimizations at once without testing them thoroughly.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on July 06, 2013, 01:40:12 pm
Sorry for double posting, and also for not posting an update, but I have some spare time and I wanted to use it to code that shop I always dreamt about. But before I code it, I need to know which objects it would sell (it can only support 10 objects since I only have 10 available bytes in the savegame). So is the following set ok or do you see useless objects (maybe the MasterBall is useless for example) that you would replace with more useful ones ?

Potion
SuperPotion
HyperPotion   
MaxPotion
---
Elixir
MaxElixir
---
PokeBall
SuperBall
HyperBall
MasterBall
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on July 06, 2013, 01:44:45 pm
The MasterBall shouldn't be sold, you get one after a special event. Or make it pretty darn expensive. :evil: Just sayin'. Also IIRC the Elixirs (I don't even know what they're called in English, maybe Ether) are only found on the ground. Other than that this sounds good to me. ;)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on July 06, 2013, 01:52:26 pm
Wait, I didn't express myself as I wanted to. Those are the objects that the game will support, but not all of them are going to be sold in the shop, or maybe they could be sold in some shop but not in others (if I have enough will to code that). But if an object is not on that list, it will not be sold, and it won't be usable either.

And indeed, as you said, Elixirs can't be bought in stores in the original game, but after all, this is not the real Pokemon and you can't find anything on the ground. And since you have to get those somewhere, they will surely be sold in stores.

So yeah, I think I'll stick with that list, except if someone finds an object that could replace (and be more useful than) the MasterBall.
Title: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on July 07, 2013, 02:27:31 am
The main issue with making it available at an high price is that some people might try to find ways to quickly make enough money to get it or do it out of boredom. :P I know someone who spent 8 hours grinding in Illusiat 11's 2nd chapter to get to LV 99, while this would have taken about 90 in a normal RPG. :P
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on July 07, 2013, 02:35:07 am
Yeah, but here I don't really know if the MasterBall is that useful since there is no Mewtwo. And if no one uses the MasterBall, I can replace it with a more useful object.

(Also, I need the translations of those objects in the three languages, even though most of the objects are surely called the same in the three languages).
Title: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on July 07, 2013, 02:37:38 am
I guess you could always ditch it then, unless people want it added. The issue is that it sucks to add a feature, only to find out that only two people ever used it.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on July 07, 2013, 02:43:22 am
Yeah, but if I ditch it, what do I put instead ? Escape Rope ? Revive ?
I think I'll make a poll in fact, because the Revive seems like a good idea.

edit : poll is ready

Spoiler For experimentations with tables:
Potion
SuperPotion
HyperPotion
MaxPotion
--
Elixir
MaxElixir
--
PokeBall
SuperBall
HyperBall
MasterBall



Potion
SuperPotion
HyperPotion
Revive
--
Elixir
MaxElixir
--
PokeBall
SuperBall
HyperBall
MasterBall



Potion
SuperPotion
HyperPotion
MaxPotion
--
Elixir
MaxElixir
--
PokeBall
SuperBall
HyperBall
Revive
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on July 07, 2013, 03:04:27 am
Yeah the MasterBall is totally useless without Mewtwo. You could find something else but I don't know what to suggest. :/
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on July 07, 2013, 03:05:35 am
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.
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on July 07, 2013, 03:10:35 am
Revive sounds good to me. I voted for MaxPotion/Revive but there's probably something else we could find.
Title: Re: Pokemon Topaze (Axe)
Post by: TIfanx1999 on July 07, 2013, 03:26:28 am
I chose the last option. I don't really think the masterball is necessary though. Also, the original games have both ether and elixer. The difference is that ether restorse the pp of one of the pokemon's moves while elixer restores the pp of all moves. I think just including elixer/max elixer would be ok.

@dj:money is usually quite plentiful in pokemon games, and most items are fairly cheap.
Title: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on July 07, 2013, 04:12:14 am
Yeah I agree about Revive. On a side note, I didn't have much time to check the game out, but are the Pokémon names based on the English release or the French ones? IIRC they have different names in the French Pokémons and since you're from France I assume that you grew up with that version. :P
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on July 07, 2013, 04:27:42 am
In the French version, the names are the French ones. I think the English version uses English names though I didn't play it. ;)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on July 07, 2013, 04:37:06 am
I edited the poll. For Art Of Camelot, please revote : I edited the option you voted for so you might not be happy with this one anymore. The new proposed list includes the Revive and the Escape Rope (and gets the Max Potion and the Master Ball out, but everyone seem to agree that the Master Ball is useless, and the Max Potion can be replaced with some Hyper Potions anyway so it seems like a good choice to me).
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on July 07, 2013, 05:10:58 am
I'd like to change for Revive/Escape Rope but IDK how to edit my vote. :/
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on July 07, 2013, 05:29:26 am
Erm, I tried to remove the poll to put it back but I still didn't find the "allow people to change their vote" option.
The "good side" is that now every vote is reset, so you can choose another option -.-°
Title: Re: Pokemon Topaze (Axe)
Post by: TIfanx1999 on July 08, 2013, 09:18:43 am
Under the edit poll options there is a check box for "allow users to change vote", just so you know for next time. :) Or, you could always poke me to edit it if you like. Anyhow, I re-voted. Also just fyi, in English "Super Ball" is "Great Ball" and "Hyper Ball" would be "Ultra Ball".
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on July 08, 2013, 10:52:09 am
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
Could you add the option that allows voters to change their vote ?

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).

Also, could the one (and the other ones if there are any) who voted for "Another list" post the list he would like to see ?
Title: Re: Pokemon Topaze (Axe)
Post by: JosJuice on July 08, 2013, 11:09:58 am
What about having a Full Heal for healing any status problem? I think it would be more useful than having two kinds of PP restoring items. (Unless the game doesn't support status problems, of course.)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on July 08, 2013, 11:45:30 am
(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).
Title: Re: Pokemon Topaze (Axe)
Post by: TIfanx1999 on July 09, 2013, 08:19:06 am
Quote from: Hayleia
/me pokes AoC
Could you add the option that allows voters to change their vote ?
Done. :)
Title: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on July 29, 2013, 08:24:12 pm
Congrats for the feature Hayleia :D

I noticed one problem in the readme, though: You forgot to include Nintendo and Game Freaks in the credits :P
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on July 30, 2013, 03:04:00 am
Congrats for the feature Hayleia :D
Thanks :D

I noticed one problem in the readme, though: You forgot to include Nintendo and Game Freaks in the credits :P
Yeah, I put Satoshi Tajiri in the credits, GameFreak in the splashscreen but Nintendo, nowhere. I'll change that.
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on July 30, 2013, 05:02:27 am
Congrats for the feature :P
By now it even links to the right program :P
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on July 30, 2013, 05:48:48 am
Yeah congratz for your TI Calc feature. :thumbsup: I saw it yesterday in my RSS feed. :P
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on July 30, 2013, 07:26:09 am
Thanks all :)
And lol Sorunome, it was not that bad yesterday since it advertise for Pokemon Topaz and Rainbow Dash Attack at the same time.
Title: Re: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on July 30, 2013, 01:39:19 pm
Maybe you could ask for a Rainbow Dash Feature? :trollface:
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on July 30, 2013, 01:41:10 pm
Could you please add a Rainbow Dash Feature? :trollface:
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on July 30, 2013, 03:23:23 pm
Well I don't know if that game would deserve to be featured. Even if it were the only graphical game for z80 involving ponies, its gameplay is quite simplistic. And I am not even sure that is the only one.
Title: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on August 02, 2013, 01:03:12 am
You could maybe do a 3D (even if pre-rendered 3D frames) version of it. :P
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on August 02, 2013, 05:07:10 am
Wait, 3D pokeman topaze? *.*
mind=blown
that would be awesome :D
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on August 02, 2013, 06:02:56 am
I think he meant 3D Rainbow Dash Attack.
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on August 02, 2013, 06:06:09 am
that would be awesome too :P
Title: Re: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on August 02, 2013, 12:09:45 pm
Yeah that's what I meant :P
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 02, 2013, 05:04:25 pm
What do you mean with 3D ? Like first-person view ? or evolving in a 3D world instead of a 2D one ? or both ?
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on August 02, 2013, 05:51:09 pm
i would think 3d side view....that would be awesome! or maybe like 80° view or something.
Title: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on August 03, 2013, 02:29:36 am
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.

Maybe like this: http://www.ticalc.org/archives/files/fileinfo/374/37433.html but instead of always going straightforward it turns around too.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 04, 2013, 03:05:26 am
Ah. Well that would require sprite resizing or a lot of sprite data so I don't think I'll plan that (also the fact I would have to recode everything in a less easy way to say the least; even though not so hard since I already have this kind of point of vue in KoFiX).
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on August 31, 2013, 12:03:56 pm
BETA

So, I am working on the new shop, and it includes more text. So could german-speaking people translate the following into German ?
"Potion"
"SuperPotion"
"HyperPotion"

"Elixir"
"MaxElixir"

"PokeBall"
"SuperBall"
"HyperBall"

"Revive"
"Escape Rope"

"Use up/down to select item." *
"Use left/right to sell/buy." *

*Those sentences must fit in one line. You can cut them down to "up/down to select" and "left right to buy" if their translations are too long

And I won't of course bump that topic without letting you know my latest work. See screenie of the new shop and the Potion working (I only tested the Regular Potion, not Super nor Hyper but I guess they work too). Regular Ball works too, but my SaveGame is not advanced enough for me to try the other balls (yeah, I could hack it, ...). OTHER OBJECTS ARE NOT TESTED (not coded in fact, I just put the If in place but nothing in it) SO I CAN'T TELL WHAT THEY DO.
Free beta to test available for download (don't know why "free", the final version will of course be free too, but I felt like writing "free"). Like always, use at your own risk (even though I don't think you'll risk a lot). No new appvar so I don't give a full zip. If you don't have the requiered appvars, go to the first post and download the latest version that is not a beta.
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on August 31, 2013, 06:04:07 pm
Looking cool. ;)
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on August 31, 2013, 06:53:03 pm
"Potion" -> "Trank"
"SuperPotion" -> "Supertrank" (note the case, in german we have component words ;) )
"HyperPotion" -> "Hypertrank"

"Elixir" -> "Elixier"
"MaxElixir" -> "Maxelixier"

"PokeBall" -> "Pokeball"
"SuperBall" -> "Superball"
"HyperBall" -> "Hyperball"

"Revive" -> (which content? it might change the form a bit) "Auferstehen"
"Escape Rope" -> "Fluchtseil"

"Use up/down to select item." -> "hoch/runter um Item zu selektieren" (i bet it is too long x.x)
"Use left/right to sell/buy." * -> "links/rechts zum (ver)kaufen"

and yeah, looking cool! :)
Title: Re: Pokemon Topaze (Axe)
Post by: TIfanx1999 on August 31, 2013, 09:37:00 pm
Looking good Hayleia! :D
Title: Re: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on September 01, 2013, 12:15:25 pm
Good job on the menu layout. :D
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 02, 2013, 12:17:54 am
Thanks all ^^

And thanks Sorunome for that beginning of a translation. Unfortunately, "hoch/runter um Item zu selektieren" is indeed too long. But as I said, it is not a problem if it is not a sentence, so could you try translating "up/down to select" if that helps fitting in one line ?
Also, do I have to put the "ver" in "links/rechts zum (ver)kaufen" ?
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on September 02, 2013, 03:53:18 am
ok, that would be then "hoch/runter" seperate from 'um Item zu selektieren' (and indeed, it isn't a sentence)

and verkaufen is sell, kaufen is buy, so (ver)kaufen is sell/buy (i guess)
Title: Re: Pokemon Topaze (Axe)
Post by: chickendude on September 02, 2013, 04:45:38 am
Could you use "Selektieren mit hoch/runter"?

Also, i really like the layout of the store, just the house sprite looks a little simple compared to everything else. Great job, though!
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on September 02, 2013, 06:30:33 am
good idea, but then it should be "Item auswählen mit hoch/runter" (it is missing item IMO and auswählen is 2 chars smaller :D)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 03, 2013, 01:02:12 pm
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 ^^).
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on September 03, 2013, 01:02:57 pm
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!
And mine is longer only because of no monospace font, right? >.<
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 04, 2013, 12:09:36 pm
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!
And mine is longer only because of no monospace font, right? >.<
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.
Title: Re: Pokemon Topaze (Axe)
Post by: Koolblue900 on September 17, 2013, 05:17:36 pm
I'm sorry if I missed something in this forum but I wanted to know if pokemon are able to evolve in this game because my pidgey is level 36 and he has not evolved. I checked info about him and he was supposed to evolve at level 18.
Title: Re: Pokemon Topaze (Axe)
Post by: nikitouzz on September 17, 2013, 05:24:53 pm
yes the pokemon can evolve !
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 18, 2013, 01:46:07 am
Yes, they are supposed to be able to evolve. Are you sure you have all the appvars in archive, and are you sure you are not whacking the Alpha(B) key at the end of a battle ?

(Note however that not every evolution is in).
Title: Re: Pokemon Topaze (Axe)
Post by: Koolblue900 on September 19, 2013, 05:33:52 pm
I double checked all my files and I even reset but after leveling up pidgey to 20 I just stopped <_<..... but I might be having this problem due to me getting the beta
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 20, 2013, 12:44:57 pm
I think this problem was present before the beta in fact. I checked the code and found an(other) optimization fail.
I "fixed" it. In this new beta, Pokemons evolve (at least my Metapod evolved at lvl 10) but when they evolve, the wrong name is displayed. Not a big problem I guess so I release it like that and I'll fix it for the next real update.

Thanks for reporting.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 29, 2013, 04:23:47 am
For German people. The translation still has space problems -.-
In the shop, "Auferstehen", "Selektieren mit hoch/runter" and "links/rechts zum (ver)kaufen" are missing some characters. I don't know if you have any more suggestions to shrink it even more but I prefer to warn you before you play so you are not shocked to see missing letters. See screenshot.
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on September 29, 2013, 04:31:49 am
Change "Selektieren mit hoch/runter" to "hoch/runter zum Auswählen"
and "Aufersthen" to "Beleben"
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 29, 2013, 04:33:22 am
Change "Selektieren mit hoch/runter" to "hoch/runter zum Auswählen"
and "Aufersthen" to "Beleben"
Thanks, but "Beleber" or "Beleben" (because a website told me "Beleber") ?
Also, can I remove the "(ver)" in "links/rechts zum (ver)kaufen" ?
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on September 29, 2013, 04:35:35 am
Change "Selektieren mit hoch/runter" to "hoch/runter zum Auswählen"
and "Aufersthen" to "Beleben"
Thanks, but "Beleber" or "Beleben" (because a website told me "Beleber") ?
Beleben.
As far as i know Beleber isn't a word :P
Quote
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.
I think you could do ver/kaufen though, but i'm not sure about that.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on September 29, 2013, 04:56:38 am
UPDATE


Note for everyone : you need to update your PokeTxt appvar, even if you were playing the beta.

Note for girls (or people playing as girls in general) : the option was moved so when you launch the game, you'll be set as boy again. Just go to the options once and set yourself back as a girl.
Title: Re: Pokemon Topaze (Axe)
Post by: narabuster on October 02, 2013, 01:40:16 pm
Nice! I was waiting for revive to work. Works great now.
Great to see that the new shop is out now.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on October 02, 2013, 03:34:16 pm
Nice! I was waiting for revive to work. Works great now.
Great to see that the new shop is out 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.
And Elixir is easy to test, but a real pain to code. Hence why it still doesn't really do what it is meant to do. It has to read data according to data, etc. Not funny.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on October 12, 2013, 05:30:49 am
UPDATE
Title: Re: Pokemon Topaze (Axe)
Post by: TheCoder1998 on October 17, 2013, 02:31:28 pm
why can you catch so few pokemon?
i would love to catch 'em all on my calc without constantly having to zoom in and out...
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on October 17, 2013, 02:40:17 pm
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.
Other reason, those 1540 additionnal bytes will have to fit in your calc.
Yet another reason, adding Pokemons would most likely need to enlarge the map too (to avoid having 20 Pokemons in an area, which would be ridiculous). Which means even more bytes to create, to write and to fit in your memory.

i would love to catch 'em all on my calc without constantly having to zoom in and out...
I didn't understand that sentence.
Title: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on October 17, 2013, 02:44:21 pm
True, this game aims to be a Pokémon like game with good graphics (unlike most other calc Pokémon clones) that is fully playable, not just a demo, but while not reaching ridiculous amounts of memory, plus it's meant to be a different game anyway.
Title: Re: Pokemon Topaze (Axe)
Post by: TheCoder1998 on October 18, 2013, 01:36:57 pm
Quote
I didn't understand that sentence.

oh i was referring to pokemon red on the ti boy because you have to zoom in to have a clear picture. i eventually finished it (by using the missingno glitch...) and ti boy is still one of the best things i've seen for the ti-84+
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on October 19, 2013, 06:07:04 am
UPDATE
Sorry, there are still 44 Pokemons in there.
But if you want a lot of money in the game, I'd advise you to read the following changelog carefully and to use flaws in the shop before updating.

Title: Re: Pokemon Topaze (Axe)
Post by: MDeezy on October 22, 2013, 03:30:16 pm
Hi, My friend claimed he caught a Lucario. Is he really in the game?
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on October 22, 2013, 03:37:17 pm
Nope, he isn't in the game but your friend could very well have modified it to add him. ;)
Title: Re: Pokemon Topaze (Axe)
Post by: ClrDraw on October 22, 2013, 11:55:17 pm
Wow  D: that's amazing! Here goes my grade in math class  ;)
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on October 23, 2013, 08:07:04 am
Wow  D: that's amazing! Here goes my grade in math class  ;)
why math?/me only played it during physics XD
Title: Re: Pokemon Topaze (Axe)
Post by: ClrDraw on October 23, 2013, 09:38:44 am
My other classes have weird anti-technology teachers...
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on October 23, 2013, 03:21:49 pm
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.
Note, I don't tell you to do this so I can't be held responsible if all your calcs are taken away from you.
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on October 23, 2013, 03:23:02 pm
How many did you have ? :P
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on October 23, 2013, 03:24:10 pm
How many did you have ? :P
That's the worst part of the story. I only had two calcs at this time. He did not resist for a long time.
Title: Re: Re: Pokemon Topaze (Axe)
Post by: DJ Omnimaga on October 23, 2013, 06:37:13 pm
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.
Title: Re: Pokemon Topaze (Axe)
Post by: ClrDraw on October 23, 2013, 09:19:57 pm
Hahaha  XD nice! My teacher would probably bite my head off the first time.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on October 24, 2013, 01:39:54 am
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.
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on October 24, 2013, 03:50:06 am
Lol. I gave up philosophy even before I was in Terminale. :P Not a surprise that I got a 6/20 at the Baccalauréat. XD
Title: Re: Pokemon Topaze (Axe)
Post by: TheCoder1998 on October 24, 2013, 05:55:27 am
my math teacher doesn't even know you can program these calculators, and that you can play games on them :P
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on October 24, 2013, 06:31:27 am
Oh by the way I used to piss teachers off by seemingly being totally focused on my calc (and actually coding) while I dicretely wrote the lesson and when they asked me what they just said, I'd repeat it exactly. :P
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on October 24, 2013, 11:05:31 am
well, here you are not allowed to do like anything apart from class. Period.
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.
Title: Re: Pokemon Topaze (Axe)
Post by: ClrDraw on October 24, 2013, 11:37:48 am
That really sucks. My math teacher's really cool though, he can program (just basic, I asked) and doesn't care if I'm on my phone or calc all day.
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on October 24, 2013, 01:45:37 pm
well, here you are not allowed to do like anything apart from class. Period.
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.
Weird, I heard you could use phones and eat in class over there ? ???
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on October 24, 2013, 01:58:25 pm
well, here you are not allowed to do like anything apart from class. Period.
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.
Weird, I heard you could use phones and eat in class over there ? ???
that was while i was in the US :P
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on October 24, 2013, 01:59:07 pm
Lol I thought in Germany too. Prolly depends on the school.
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on October 24, 2013, 02:00:00 pm
yeah.
Teachers actually take away phones and you'll have to pic 'em up after school if you get cought.
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on October 24, 2013, 02:01:19 pm
Yeah. Looks like we're hijacking Hayleia's thread though. :P/me pokes a mod to split the topic.
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on October 24, 2013, 02:02:11 pm
/me pokes to call it 'Technology and school'
Title: Re: Pokemon Topaze (Axe)
Post by: TheCoder1998 on October 24, 2013, 02:04:06 pm
at my school, you can use a graphing calculator only during math classes.

but phones are strictly prohibited (i don't even have one...)

it's funny how this post started with pokemon and now we're talking about phones
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on October 24, 2013, 02:09:12 pm
Yeah. Here the higher level you get, the more rights you have. For example in Collège (11-15 years old), you don't have the right to use phones inside the school area. In Lycée (16-18) you can as long as you're not in class, and above it's a "do whatever the f*ck you wanna do" type deal (well, not in my cursus cause it's basically like higher level Lycée but still way les strict).
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on October 24, 2013, 02:10:28 pm
yeah, it also seems to me that the teachers are less strict in 11th grade here than they were in 10th.... :)
Title: Re: Pokemon Topaze (Axe)
Post by: Yackback on November 09, 2013, 07:04:37 am
Um are you aware of the enter attack bug?

Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on November 09, 2013, 07:05:42 am
IIRC that is a cheat feature for testing and stuff like that.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on November 09, 2013, 07:23:24 am
Indeed. When someone told me "Pokémons don't evelove" for example, I just grabbed a Caterpie, went to the last cave and quickly leveled up with that one-shot feature (and noticed that it never evolved, so I confirmed the bug then fixed it). It is also described in the first post.
You can use it if you want, but that might kill all the fun. You can also try to find the other cheat feature for testing that is described nowhere ;)
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on November 13, 2013, 01:02:05 pm
Someone complained when playing my game that there was no transition before battles. So I worked on an easy-to-code-and-not-too-big transition that I could implement and got that (see screnshot). The question is: do you have headaches when looking at that transition for a few times ? Because I personally don't fell very comfortable with this transition, feels like earth is turnning around the wrong axis or something.

(also, for the ones who wondered what the Enter key did, see the screenshot too)
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on November 13, 2013, 01:03:23 pm
Yeah, that transition is a bit wierd IMO, maybe if you only normally scroll the whole screen up :)
Title: Re: Pokemon Topaze (Axe)
Post by: TheMachine02 on November 13, 2013, 01:05:33 pm
yeah a whole screen shifting is , I think, a lot better
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on November 13, 2013, 01:18:41 pm
Yeah, I could do that. Even easier to code and even smaller.

Or do you feel that if there were more parts than two in my transition, it would give less headaches ? I mean instead of " first half goes up and last half goes down", something like "first 8 columns go up, next 8 columns go down, next 8 go up, etc". Maybe it would feel less like the earth turning.

Or middle tier goes up and the two others go down. Is this better ?
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on November 13, 2013, 01:32:06 pm
Yeah I like the second one better. ;)
Title: Re: Pokemon Topaze (Axe)
Post by: Eiyeron on November 13, 2013, 02:32:51 pm
Could you try reimplementing some animations from the original 1gen games? THat would be rad (and full of nostalgia)!
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on November 13, 2013, 02:42:52 pm
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.
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on November 13, 2013, 02:57:31 pm
woops, i didn't reply yet? O.O
So yeah, it is looking better, the second one :D
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on November 14, 2013, 02:58:27 pm
New animation.
I used some push and pop to optimize a bit, so if ASM programmers could confirm my code don't stack overflow, that would be nice.

edit in the code I implemented in the main program, there is a condition to end the loop, I just didn't put it in my test program because I run it on Wabbitemu.

Spoiler For Spoiler:

.AA

[02010001]->°Direction

ClrDraw
~8->r1
0->r2->r3
12->r4
7->r5
0->r6
While 1
 Rect({r3+°Direction}-1*8+r1->r1,{r3+3 and 3+°Direction}-1*8+r2->r2,8,)
 r6++
 r3 and 1*2+°r4
 Asm(E5)
 .push hl
 !If {}-r6
  ->r6
  r3+1 and 3->r3
  Asm(E1)
  {}--
 Else
  Asm(E1)
 End
 DispGraph
End
Return
Title: Re: Pokemon Topaze (Axe)
Post by: Sorunome on November 14, 2013, 04:06:36 pm
nah, i prefer the second one, so all screen shifting in three layers :)
Title: Re: Pokemon Topaze (Axe)
Post by: Streetwalrus on November 14, 2013, 04:13:30 pm
Wow looks pretty cool !
Title: Re: Pokemon Topaze (Axe)
Post by: RainbowDash4244 on February 20, 2014, 09:41:31 pm
Just a heads up I got my Pokemon to around level 88 and when I did there hp dropped to 2. Later when I g to heal them it shows 2 hp, even if they have more when I go to heal them.
Title: Re: Pokemon Topaze (Axe)
Post by: pimathbrainiac on February 20, 2014, 09:42:41 pm
Are the pokemon levels stored in one-byte values, Hayleia? :P
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on February 21, 2014, 01:19:48 am
The problem is not Pokemon levels, but Pokemon health, which is indeed stored in one-byte values. I suppose I have to add a limit so no one gets over the problematic level. I should also make a savegame editor for the ones who encoutered problems. I'll do that this evening in the train (if I don't fell asleep).
Thanks for reporting :)
Title: Re: Pokemon Topaze (Axe)
Post by: pimathbrainiac on February 21, 2014, 01:21:57 am
I meant health :P

Or you could store all the stats as two byte values, so they can all be over 255 :P
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on February 21, 2014, 01:25:35 am
Yeah, but that means changing everything in my code to add those offsets, and this is easier to just add a "If" statement or two and limit leveling up :P
Title: Re: Pokemon Topaze (Axe)
Post by: pimathbrainiac on February 21, 2014, 01:26:51 am
But then level 88 pokemon and level 100 pokemon would have around the same stat totals D:

Maybe do it when you can code on a computer :P
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on February 21, 2014, 01:29:13 am
They wouldn't have the same stats because level 100 Pokemons wouldn't exist ;)
I meant I'd block Pokemons to a level that doesn't cause problems, not that I'd block their health.
And I always code on computer, except in some rare cases. That allows me to have infinite backups (not really but you see what I mean) and to indent my code without that 16 chars large screen.
Title: Re: Pokemon Topaze (Axe)
Post by: Hayleia on February 23, 2014, 02:35:47 pm
Here's the savegame editor, in case you want to cheat had problems. Beware though, it doesn't check any boundary (so you probably can have a lvl 5 Hot_Dog with 255 PVs).
I'll include that in the zip after adding the level cap.

edit
The keys are up,down,left,right,+,-