Author Topic: Pokemon Purple  (Read 137937 times)

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Offline tifreak

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Re: Pokemon Purple
« Reply #60 on: October 06, 2008, 11:05:06 pm »
Well, he tried with normal hex and failed to get it working. benryves had it working within just a couple hours, if not less.

And yeah, I wanted it to be basic... however, just to dodge some bullets, I have got it now. However, NPC sprites will still be displayed the old fashioned way. Not changing that. :P

Also, been thinking about the pokemon sprites... for the battle, at least for now, it will just have to look like the pokemon are trying to rape eachother, as I would have to completely go through EACH sprite again, and draw them, backwards... ><
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 #61 on: October 06, 2008, 11:33:18 pm »
Are you going to at least mirror them? Shouldn't be to difficult (at least I wouldn't think so).
Also, I know your overworld is ASCII, but it wouldn't hurt to use the ASM program to draw The NPC's when you go up and talk to them(why not use it if you have it to use?) . Does your engine draw a graphical sprite everytime you talk to an NPC ? If so, I think I'd use it for that too. They were previously sharing the same sprite drawing routine weren't they?
« Last Edit: October 06, 2008, 11:40:44 pm by Art_of_camelot »

Offline tifreak

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Re: Pokemon Purple
« Reply #62 on: October 06, 2008, 11:59:45 pm »
because the NPC sizes are different, and have are not the same as the pokemon in data. And no, they were using separate routines, because I needed to add stuff for the pokemon sprites, but it would not display both at the same time. Besides, the NPC sprites don't take long to load... :P

As to mirroring them, that is what I meant. I would have to open up each item in paint, reverse them, redraw them in sprite 2 hex, recompress them, etc. The data would be completely wrong and the hex values would be different for reversal.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline tifreak

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Re: Pokemon Purple
« Reply #63 on: October 07, 2008, 09:07:05 am »
Well, I guess I was wrong.

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 #64 on: October 07, 2008, 10:47:52 am »
Ahh ok. Glad mirroring worked. It looks alot better that way. :)

Offline DJ Omnimaga

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Re: Pokemon Purple
« Reply #65 on: October 07, 2008, 02:51:55 pm »
O.O wow that's getting even better and better, almost asm like when it goes into battles and overworld scrolling still seems fast

Offline Iambian

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Re: Pokemon Purple
« Reply #66 on: October 09, 2008, 05:54:17 pm »
Indeed, the screenshot I'm seeing three posts above appears impressive. Great work, tifreak.

But... why didn't you ask *me* to do the sprite routine?
- Was I not available at the time?
- Did you think I was too busy?
- Did you think I couldn't do it?
- Did you think I was just gonna rehash Celtic III?
- Was the Mastermind gonna blow up the world if you asked me? :P
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Offline DJ Omnimaga

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Re: Pokemon Purple
« Reply #67 on: October 09, 2008, 06:15:38 pm »
Quote from: Iambian sig
Cherry-Flavored Iambian
You are too busy running away from #omnimaga people trying to hunt you

Offline tifreak

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Re: Pokemon Purple
« Reply #68 on: October 09, 2008, 07:26:57 pm »
Well, you had pushed it before. :P Also, benryves offered to do it, and had something up in like, 20 minutes. And, you are busy with your own project. :P

Please don't take offense to it. Like I said, he offered, and had it up in a short time.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Iambian

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Re: Pokemon Purple
« Reply #69 on: October 09, 2008, 08:19:34 pm »
Well... when you finish Pokemon Purple and decide to write another version using a larger graphical lib, please note that Celtic III does have sprite flipping for purposes like what you're trying to do. By the time you're ready to do it, all the major bugs in Celtic III will have been worked out. Such as the pervasive and elusive sprite and (just recently found) line clipping problems.

Indulge in its superior command set! Mwahahahah*choke*gasp*cough*cough*!!! ... whenever you're ready.

Still... 20 minutes on such short notice is pretty fast. I'm not sure I would've been able to rehash Celtic III to provide that functionality in that short of a time. I guess that's what you get when you ask a more experienced ASM coder with a zillion graphic libraries. HAH! Something to aspire to!
« Last Edit: October 09, 2008, 08:22:58 pm by Iambian »
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Offline tifreak

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Re: Pokemon Purple
« Reply #70 on: October 09, 2008, 08:48:10 pm »
Not including the whole "using minimal asm thing" would have been broken :P

Back to work on trying to get up an event system.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline kalan_vod

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Re: Pokemon Purple
« Reply #71 on: October 09, 2008, 08:50:06 pm »
I am really glad your working on this still dan, and I am happy you have a faster sprite displaying program (routine)..I know this is going to be awesome!

@Iambian: He wants it to be mainly basic, but still celtic is great!

Offline tifreak

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Re: Pokemon Purple
« Reply #72 on: October 09, 2008, 10:56:00 pm »
Well, the events system has begun!! :D



What do you think for that as a start?
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Ding_Programs

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Re: Pokemon Purple
« Reply #73 on: October 09, 2008, 11:05:28 pm »
I like the pi man =)

Offline kalan_vod

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Re: Pokemon Purple
« Reply #74 on: October 09, 2008, 11:50:39 pm »
Looks pretty good, just dont make it on a pause..Make it with "Repeat Ans:getKey:End"