Author Topic: [PP] Progress '10  (Read 124532 times)

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Offline DJ Omnimaga

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Re: [PP] Progress '10
« Reply #420 on: October 26, 2010, 02:13:56 pm »
Are those sprites displayed with a BASIC program, btw, or are they displayed with an ASM routine? I think somebody around here, with the help of others, managed to have complex sprites show up using line() commands, after being generated from a program. I wonder if it's very large, though...

EDIT: The Game. http://ourl.ca/6686/123931
« Last Edit: October 26, 2010, 02:17:33 pm by DJ Omnimaga »

Offline Smitty

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Re: [PP] Progress '10
« Reply #421 on: October 26, 2010, 04:08:12 pm »
While the outline of them look nice, it is still too much black. I have to remove the greyscale from the images and resize them.
Well if it's not greyscale, then it's black or nothing. I didn't draw these myself, just recolored and resized using GIMP. I guess I could try a different threshold to use less black. Btw, are those the ones that still need converting?
« Last Edit: October 26, 2010, 04:09:24 pm by Smitty »

Offline meishe91

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Re: [PP] Progress '10
« Reply #422 on: October 26, 2010, 05:32:09 pm »
Are those sprites displayed with a BASIC program, btw, or are they displayed with an ASM routine? I think somebody around here, with the help of others, managed to have complex sprites show up using line() commands, after being generated from a program. I wonder if it's very large, though...

EDIT: The Game. http://ourl.ca/6686/123931

Ya, I'm the one who helped MRide with the compression/decompression of the sprites. I wrote the different routines I made here.
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Offline tifreak

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Re: [PP] Progress '10
« Reply #423 on: October 26, 2010, 09:39:30 pm »
They are going to be displayed with the asm program, Just got to finish the sprite compressor to work with single sprites passed to it instead of a complete program. ><

smitty: yeah, it definitely isn't going to be greyscale, I need to remove the 'colors' from the sprites and make them strictly black and white sprites, then resize them. Hoping to have time to try tomorrow when I don't have tons to do. x.x
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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Re: [PP] Progress '10
« Reply #424 on: October 27, 2010, 02:28:19 am »
Ah ok, sounds good. Good luck tifreak :)
Are those sprites displayed with a BASIC program, btw, or are they displayed with an ASM routine? I think somebody around here, with the help of others, managed to have complex sprites show up using line() commands, after being generated from a program. I wonder if it's very large, though...

EDIT: The Game. http://ourl.ca/6686/123931

Ya, I'm the one who helped MRide with the compression/decompression of the sprites. I wrote the different routines I made here.
Ah right I remember now. :)

Offline Smitty

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Re: [PP] Progress '10
« Reply #425 on: October 27, 2010, 10:05:34 am »
smitty: yeah, it definitely isn't going to be greyscale, I need to remove the 'colors' from the sprites and make them strictly black and white sprites, then resize them. Hoping to have time to try tomorrow when I don't have tons to do. x.x
I could try again if you want, I'll just have to change the threshold. I'll have time tomorrow. The ones I made were the right size, right?

Offline tifreak

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Re: [PP] Progress '10
« Reply #426 on: November 14, 2010, 09:04:14 pm »
So, back in the game I think. Been digging around in my notes, trying to refresh myself on where I left off. Decided to:

-Draw the 16x16 npc sprites as I come to them.
-Dropping the 32x32 sprites for NPCs, that's extra work over something that has already been started.
-Get this blasted battle system underway.

That is all, for the moment.
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Offline DJ Omnimaga

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Re: [PP] Progress '10
« Reply #427 on: November 15, 2010, 01:35:17 am »
Glad to hear it's alive again! ;D

Offline tifreak

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Re: [PP] Progress '10
« Reply #428 on: November 17, 2010, 11:19:53 am »
So, after going over what I had of the battle engine written down on paper and that that was working on calc, I have come up with a check list of sorts to go through and build the code on paper in chunks and I will assemble it later as I figure out exactly how I want the program to be done, since I need this thing to be extremely dynamic in what I want it to do.

-Clear screen
-recall data on enemy pokemon
-recall data on user pokemon
-Display text box
-Determine if wild or trainer battle
--if trainer battle, display NPC sprites and text
---clear sprites and post info bars
--if wild battle, post info bars
-store screen to temp pic var
-post pokemon sprites and hp data
-post menu options

This is as far as I have planned ahead so far with the battle system. I know, I have a LONG way to go, but this is the start. I didn't get the time this morning to work on this like I would wanted, but it is definitely a start.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Munchor

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Re: [PP] Progress '10
« Reply #429 on: November 17, 2010, 12:59:00 pm »
Quote

-Clear screen
-recall data on enemy pokemon
-recall data on user pokemon
-Display text box
-Determine if wild or trainer battle
--if trainer battle, display NPC sprites and text
---clear sprites and post info bars
--if wild battle, post info bars
-store screen to temp pic var
-post pokemon sprites and hp data
-post menu options

The other day we were talking about Pokemon games not having been updated a long time ago in IRC Chat, and these are some of the things we discussed, so, good luck!

Offline DJ Omnimaga

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Re: [PP] Progress '10
« Reply #430 on: November 17, 2010, 03:36:01 pm »
So, after going over what I had of the battle engine written down on paper and that that was working on calc, I have come up with a check list of sorts to go through and build the code on paper in chunks and I will assemble it later as I figure out exactly how I want the program to be done, since I need this thing to be extremely dynamic in what I want it to do.

-Clear screen
-recall data on enemy pokemon
-recall data on user pokemon
-Display text box
-Determine if wild or trainer battle
--if trainer battle, display NPC sprites and text
---clear sprites and post info bars
--if wild battle, post info bars
-store screen to temp pic var
-post pokemon sprites and hp data
-post menu options

This is as far as I have planned ahead so far with the battle system. I know, I have a LONG way to go, but this is the start. I didn't get the time this morning to work on this like I would wanted, but it is definitely a start.
I'm glad that the battle system will start being coded. I hope you have more free time for yourself in the upcoming year so you can work on this more often and do other stuff as well. You seemed incredibly busy in the past 2 years for some reasons, compared to before. X.x

I remember you easily pulled 50-100 posts a day on every forum combined back in the days. :P

Offline ztrumpet

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Re: [PP] Progress '10
« Reply #431 on: November 17, 2010, 04:48:29 pm »
Awesome Ti Freak!  Good luck on it. :)

Offline Builderboy

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Re: [PP] Progress '10
« Reply #432 on: November 18, 2010, 01:27:46 am »
That is awesome :) Good luck with all the work you have ahead of you!

Offline KisforKeyboard

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Re: [PP] Progress '10
« Reply #433 on: November 18, 2010, 01:37:31 am »
this looks cool, is this the pokemon game in the youtube video?

Offline DJ Omnimaga

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Re: [PP] Progress '10
« Reply #434 on: November 18, 2010, 10:57:52 pm »
It depends. If you mean the one under the nickname mtgross111, then nope, although both are really cool.