Author Topic: Pokemon Purple  (Read 136701 times)

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Offline trevmeister66

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Re: Pokemon Purple
« Reply #180 on: April 09, 2009, 11:15:26 am »
woot for progress
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Offline DJ Omnimaga

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Re: Pokemon Purple
« Reply #181 on: April 09, 2009, 01:13:30 pm »
Yay for updates, I was getting a bit worried because you seemed to have vanished from everywhere. Knowing you have been coding for calculators for 12 years and that school is far behind you, I thought myself that maybe you moved on from calculator stuff.

Btw I would ignore Metagross111 posts about your game, because he is stubborn in wanting you to use Celtic and xLIB for your game and make it all graphical and he even claims for the progress you did you don't need any archive programs. He simply is trying to discourage you from making the game because he's working on his own Pokemon game and is jealous. Based on your coding skills and what I saw in the last demos and screenshots I'm sure many people would say otherwise. I think Pokemon Purple is fine as it is. It will even end up smaller because of the ASCII graphics. My only gripe right now is that I no longer have a Silver Edition to play the game when it's finished so I am worried about TI-Nspire compatibility (since some ASM doesn't work fine on it) -.-. TI-Nspire is all I got to play SE only games right now x.x
« Last Edit: April 09, 2009, 01:18:13 pm by DJ Omnimaga »

Offline simplethinker

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Re: Pokemon Purple
« Reply #182 on: April 09, 2009, 02:27:11 pm »
Updated the pokedex, about time I got around to doing something productive. XD

http://www.ticalc.org/archives/files/fileinfo/389/38997.html

Almost done with writing out the programs, only have like 10 to go.
It looks great tifreak :D

How many pages is the written out code?
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Offline Iambian

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Re: Pokemon Purple
« Reply #183 on: April 09, 2009, 04:17:21 pm »
...
My only gripe right now is that I no longer have a Silver Edition to play the game when it's finished so I am worried about TI-Nspire compatibility (since some ASM doesn't work fine on it) -.-. TI-Nspire is all I got to play SE only games right now x.x

The TI-Nspire will more than likely work for that game, since it's written in BASIC, and I'm (hopefully) sure that TI worked out compatibility for their own OS. I'm also pretty sure that the ASM libs that are there will work since none of them should use any questionable instructions. I know Celtic II does not :P
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Offline DJ Omnimaga

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Re: Pokemon Purple
« Reply #184 on: April 09, 2009, 10:52:48 pm »
Well I was saying because I think he switched to Celtic II or a different Resource-type ASM lib, and I know some ASM programs have trouble with the Nspire. MirageOs unpatched and F-Zero were good examples

Offline tifreak

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Re: Pokemon Purple
« Reply #185 on: April 09, 2009, 11:15:52 pm »
yeah, sorry for the lack of replies and lack of being overly active, have been doing other things to keep busy, but I still write out a bit of code as often as I can.

As to the amount of pages.. I have used roughly 56 pages thus far in my notebook. >.< still got a long way to go, and I am only writing out the code for the programs, not the data..

And yeah, I am not going to change over to a new lib like xlib or C3. Sorry Iambian, I like where I currently have things set at. =p

So um, yeah, still working on it, finding little errors and optimizations to do as I go. XD
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Offline DJ Omnimaga

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Re: Pokemon Purple
« Reply #186 on: April 10, 2009, 12:19:49 am »
any app could be enough to make the game not fit on regular 84+. 16 KB inside 500 ish KB filesize isnt much but it's still a lot. Plus, IIRC apps crashed on your calculator, right? (I think your calc was defect or something or you had trouble with linking softwares)

Offline tifreak

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Re: Pokemon Purple
« Reply #187 on: April 10, 2009, 12:32:30 am »
I had problems with MOS mostly, I kept it off my calculator and suddenly the random RAM clears stopped. *shrugs*

People still argue with me over that that it is impossible and I don't know what I am talking about, but I know what I did, so I dunno.

Anyways, don't need any strange apps at this point to make anything work. =]

Hopefully there will be more of a progress update this weekend, maybe.
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Offline Iambian

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Re: Pokemon Purple
« Reply #188 on: April 10, 2009, 01:05:27 am »
...
And yeah, I am not going to change over to a new lib like xlib or C3. Sorry Iambian, I like where I currently have things set at. =p
...
...
Anyways, don't need any strange apps at this point to make anything work. =]
...

I get the impression that you misread my post revolving around Celtic II rather than Celtic III. I was pointing out to DJ_Omnimaga that CII is supposed to be N-Spire compatible.

Celtic III has problems with N-Spire compatibility. That's why I excluded that from the discussion. Also, the use or not use of CIII was already discussed online. Do you not remember?

Also, I took a look at the screenshots, and I must say that they are impressive. Keep up the good work!
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Offline DJ Omnimaga

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Re: Pokemon Purple
« Reply #189 on: April 10, 2009, 02:10:07 am »
Celtic III doesn't work fine on the Nspire? O.O Does it includes any of the xLIB backward compatible functions? I remember xlib working pretty well on the Nspire

Offline tifreak

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Re: Pokemon Purple
« Reply #190 on: April 10, 2009, 07:07:38 am »
hehe, I know Iambian, I was just giving you a little bit of a hard time, because you used to like to ask me to switch. =p

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Re: Pokemon Purple
« Reply #191 on: April 11, 2009, 02:09:25 am »
Celtic III doesn't work fine on the Nspire? O.O Does it includes any of the xLIB backward compatible functions? I remember xlib working pretty well on the Nspire

As far as I can remember (I dunno if I fixed it), it would've been xLIB's box drawing routine. Somewhere in the code, it uses undocumented opcodes if you try to draw a box that clipped within the same byte. Otherwise, it would work as "normal". Other than that, Celtic III should work just fine. I just want to discourage use on the Nspire because one may forget about that problem. It's really easy to forget stuff like that.
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Offline tifreak

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Re: Pokemon Purple
« Reply #192 on: April 11, 2009, 08:31:49 pm »
Well, it has been pointed out where I could find the text entry for each and every one of the pokemon in the pokedex. It would be simple to add that functionality to the game. This is something that would be done after the variables are fixed, and would allow the user a bit closer port of the game. The data would remain hidden in the Archive, since it would only need to be recalled when that particular function of the pokedex be accessed, and celtic2 would just be able to read that data straight from archive anyways.

It would also require me to come up with a different way to display the pokemon and text. If I do do this, I would not include the height/weight stuff, if that was even in the originals, I don't know. I will have to fire up a copy and see.

Thoughts?
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Offline simplethinker

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Re: Pokemon Purple
« Reply #193 on: April 11, 2009, 08:40:59 pm »
It would also require me to come up with a different way to display the pokemon and text. If I do do this, I would not include the height/weight stuff, if that was even in the originals, I don't know. I will have to fire up a copy and see.

Thoughts?
The originals had the height/weight stuff, but was completely useless (like in all subsequent versions).  I'd say get rid of height/weight and add in the text entry, which would make it closer to the original (at least the cool parts of the original ;)).  But, as you said, you would have to redesign the Pokedex display, which (I think) is one of the most complete aspects of PP so far.
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Offline tifreak

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Re: Pokemon Purple
« Reply #194 on: April 12, 2009, 09:18:50 pm »
The only real display change is the screen where the picture is shown. If you look at that screen.. I could move the whole thing up, remove the POKEDEX at the top, and add something to the bottom for the info to be displayed in..

Thoughts?
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