Author Topic: Pokemon Sprites  (Read 48245 times)

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Offline tifreak

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« Reply #105 on: August 10, 2006, 06:10:00 am »
I hit reply... I dunno, anyways, I have started in on the actual Pokedex code, and should have this done relatively soon. :Dbiggrin.gif Depending on how well it turns out, I might use the exact same routine/etc for the actual Pokedex on Pokemon Purple, thought with the "have you caught this yet?" checker.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Dragon__lance

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« Reply #106 on: August 10, 2006, 03:16:00 pm »
sweet,i'll be waiting :Dbiggrin.gif

tenniskid493

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« Reply #107 on: August 10, 2006, 04:57:00 pm »
Very cool work tifreak8x...keep it up!!! :Dbiggrin.gif

Offline tifreak

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« Reply #108 on: August 11, 2006, 04:19:00 am »
Thanks. ^_^

If you want to see the sprites for yourself, here you go:

http://www.tifreakware.calcgames.org/tifreak8x/pokemon/pokedexbasic.zip
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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« Reply #109 on: August 13, 2006, 10:29:00 am »
great I'll check soon when I have time

Dragon__lance

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« Reply #110 on: August 13, 2006, 04:32:00 pm »
updated on revsoft,but not here,aahhhh :Ptongue.gif
 /jk

So how's it goin? I really wish there was a way to speed the sprites up....i fear it's gonna be too slow on the normal 83+'s :(sad.gif

Offline DJ Omnimaga

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« Reply #111 on: August 14, 2006, 03:50:00 am »
I dont check other forums much anymore >.<

Offline tifreak

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« Reply #112 on: August 14, 2006, 04:17:00 am »
QuoteBegin-Dragon__lance+Aug 14 2006, 03:32 AM-->
QUOTE (Dragon__lance @ Aug 14 2006, 03:32 AM)
updated on revsoft,but not here,aahhhh :Ptongue.gif
 /jk

So how's it goin? I really wish there was a way to speed the sprites up....i fear it's gonna be too slow on the normal 83+'s :(sad.gif

 Well, I have started in on adding the equations, but that shouldn't take too long. Then on to integrating the Pokedex program into the actual game...

And yes, I wish there was a way, but I don't know of any... I thought about doing some compressing, but have not yet done anything yet...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Dragon__lance

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« Reply #113 on: August 14, 2006, 05:12:00 am »
After looking through the Hex->Sprite Program.I optimised it a little to shave off about 5 sec's when displaying the sprite :Dbiggrin.gif


c1-->
CODE
ec1If not(z:return
I->C:J->U
length(Str4
Ans/(2+2(Ans>16)+4(Ans>64->O
If min(Ans/={8,16,32
Then
"FFC3A59999A5C3FF->Str4
8->O
End
length(Str4->Z
C-4->C
For(B,1,Z
C+4->C
U+(C=I+O->U
If C=I+O:I->C
inString("123456789ABCDEF",sub(Str4,B,1
If not(Ans:End
If 7Pxl-On(U,C
If 3<8fPart(Ans/8
Pxl-On(U,C+1
If 1<4fPart(Ans/4
Pxl-On(U,C+2
Pxl-On(U,C+3
Endc2
ec2

Hope this helps! Another method of speeding things up is to use a token,say "/" to represent a 16 blank pixels,since i noticed that in your sprites,there is a lot of empty space. Then in your code, just add in:
:if sub(str4,b,1="/":U+16->U
The only downside is that you might have to go back and reedit all the hex for the sprites :(sad.gif

Offline DJ Omnimaga

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« Reply #114 on: August 14, 2006, 06:03:00 am »
i tried it awesome sprites, i hope you can get it faster tho :)smile.gif

Offline tifreak

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« Reply #115 on: August 14, 2006, 07:45:00 am »
QuoteBegin-Dragon__lance+Aug 14 2006, 04:12 PM-->
QUOTE (Dragon__lance @ Aug 14 2006, 04:12 PM)
After looking through the Hex->Sprite Program.I optimised it a little to shave off about 5 sec's when displaying the sprite :Dbiggrin.gif


c1-->
CODE
ec1If not(z:return
I->C:J->U
length(Str4
Ans/(2+2(Ans>16)+4(Ans>64->O
If min(Ans/={8,16,32
Then
"FFC3A59999A5C3FF->Str4
8->O
End
length(Str4->Z
C-4->C
For(B,1,Z
C+4->C
U+(C=I+O->U
If C=I+O:I->C
inString("123456789ABCDEF",sub(Str4,B,1
If not(Ans:End
If 7Pxl-On(U,C
If 3<8fPart(Ans/8
Pxl-On(U,C+1
If 1<4fPart(Ans/4
Pxl-On(U,C+2
Pxl-On(U,C+3
Endc2
ec2

Hope this helps! Another method of speeding things up is to use a token,say "/" to represent a 16 blank pixels,since i noticed that in your sprites,there is a lot of empty space. Then in your code, just add in:
:if sub(str4,b,1="/":U+16->U
The only downside is that you might have to go back and reedit all the hex for the sprites :(sad.gif

 Thanks, I will plug it in and see what happens. :)smile.gif

As to the 0's idea, I had planned on doing something like that already, thought it up last night. I was going to designate "G" for a row of 0's, which is... I don't have a clue per row.  :paf:tripaf.gif  The only problem I have with this is I wont be able to use the error detection... which I guess can be removed...


Thanks, xlibman. I am working on decreasing loading time :)smile.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Dragon__lance

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« Reply #116 on: August 14, 2006, 02:44:00 pm »
I can't wait to see more progress! :Dbiggrin.gif Have you ran the code by weregoose yet?

Offline tifreak

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« Reply #117 on: August 14, 2006, 04:22:00 pm »
heh, well I am working on it. Since the sprites are done, look in a diff topic. ;)wink.gif
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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« Reply #118 on: August 15, 2006, 09:59:00 am »
*xlibman