Author Topic: Pokemon Purple  (Read 138111 times)

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Offline Ding_Programs

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Re: Pokemon Purple
« Reply #45 on: October 04, 2008, 05:29:43 pm »
wow looks much faster!

Offline TIfanx1999

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Re: Pokemon Purple
« Reply #46 on: October 04, 2008, 11:50:39 pm »
@Tifreak I tend to hone in on small details sometimes so I guess thats why I brought the line thing up :). And yea I understand using the line commands take up less memory and i figured that was why you did it that way. Speed really shouldnt be a problem on the se anyhow :). Also, second pic defenitly scrolls through selections faster.

Offline DJ Omnimaga

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Re: Pokemon Purple
« Reply #47 on: October 05, 2008, 12:57:25 am »
nice

Offline tifreak

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Re: Pokemon Purple
« Reply #48 on: October 05, 2008, 02:09:59 pm »
BWHAHAHAHAHAHAHAHAHAHAHAHAHA

I am so awesome. Or at least, I think I am. I might not be. *shrugs*

Anyways, here be important stuff for you all. I have gotten random encounters to 100% !!!!!!1111oneeleven You have no idea how happy I am to have that done and over with, after pitting myself against it for over 2 hours today. But, enough babbling. You want a screenshot, I am sure...

Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline TIfanx1999

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Re: Pokemon Purple
« Reply #49 on: October 05, 2008, 02:42:34 pm »
Hey that's great! It runs at a nice speed too. Good work!

Offline Ding_Programs

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Re: Pokemon Purple
« Reply #50 on: October 05, 2008, 04:08:42 pm »
whoah that is amazing!

Offline DJ Omnimaga

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Re: Pokemon Purple
« Reply #51 on: October 05, 2008, 04:17:33 pm »
wow awesome looking battle intro, this means contrast now works in Wabbitemu screenshots, w00t. But I like it, it reminds me one of the Illusiat remakes battle intro (I think Illusiat 2 or 4), but it flashed  a bit faster and less longer. Nice work so far :)

Offline tifreak

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Re: Pokemon Purple
« Reply #52 on: October 05, 2008, 04:49:14 pm »
Thanks. After I go get some food, I will begin working on concept shots for the battle screen...

Edit: Didn't see your post DJ :P

What you are seeing there is a pic var that is completely black, and it just flashes between the home screen and graphscreen. I think I used rand(8 to put some pauses in there... might have been rand(18... :P
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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Re: Pokemon Purple
« Reply #53 on: October 05, 2008, 07:26:09 pm »
oooh ok I thought you were using SETCON from Michael_V BASIC tools set of programs. I did that for the Illusiat remakes

Offline tifreak

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Re: Pokemon Purple
« Reply #54 on: October 05, 2008, 09:01:37 pm »
I thought about it, however, trying to come up with ways to make things without asm, and since that made it possible... :)

I am about 60% done with this concept shot... I am working on it in a program to make sure it will work at all...

Edit:

What battle system?  ::) Oh! You mean this:

  :D

Of course, I am just using the enemy data to populate the screen and information right now. The next thing to do is begin with the events system, so you can even get your first pokemon to start battling. But it is still progress. ^_^

Is the way it looked on the gameboy game. :D
« Last Edit: October 05, 2008, 09:56:15 pm by tifreak »
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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Re: Pokemon Purple
« Reply #55 on: October 05, 2008, 10:32:31 pm »
wow that almost looks like the real pokémon layout. Nice job again :)

Offline Ding_Programs

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Re: Pokemon Purple
« Reply #56 on: October 06, 2008, 03:51:58 pm »
crazy... that's all i got to say....crazy....

Offline Speler

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Re: Pokemon Purple
« Reply #57 on: October 06, 2008, 06:27:49 pm »
That looks great!

Offline tifreak

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Re: Pokemon Purple
« Reply #58 on: October 06, 2008, 10:09:30 pm »
Well, I have given in, and benryves was kind enough to get it to work. I am going to use an asm program, JUST FOR DISPLAYING THE POKEMON SPRITES! That is ALL it will be used for, no NPC sprites, No scrolling tilemapped game, etc. It is a program less than 400 bytes in size. It now displays the pokemon sprites a bit faster to the screen, so that makes me fairly happy. :) Anywho, back to creating the events system on paper...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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Re: Pokemon Purple
« Reply #59 on: October 06, 2008, 10:40:13 pm »
oooh awesome, I remember kerm wanting to write a program for that I think back then but he never finished it or you wanted the routine to be BASIC, right? It might be a good idea if people complain about speed. Personally I wouldn't mind since I am used to slow loading time (on both calc and PC)