Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
Major Community Projects
»
Pokémon Purple
(Moderator:
tifreak
) »
Pokemon Sprites
« previous
next »
Print
Pages:
1
...
6
7
[
8
]
Go Down
Author
Topic: Pokemon Sprites (Read 48236 times)
0 Members and 1 Guest are viewing this topic.
tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Pokemon Sprites
«
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.
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.
Logged
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Dragon__lance
Guest
Pokemon Sprites
«
Reply #106 on:
August 10, 2006, 03:16:00 pm »
sweet,i'll be waiting
Logged
tenniskid493
Guest
Pokemon Sprites
«
Reply #107 on:
August 10, 2006, 04:57:00 pm »
Very cool work tifreak8x...keep it up!!!
Logged
tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Pokemon Sprites
«
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
Logged
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Pokemon Sprites
«
Reply #109 on:
August 13, 2006, 10:29:00 am »
great I'll check soon when I have time
Logged
Dragon__lance
Guest
Pokemon Sprites
«
Reply #110 on:
August 13, 2006, 04:32:00 pm »
updated on revsoft,but not here,aahhhh
/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
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Pokemon Sprites
«
Reply #111 on:
August 14, 2006, 03:50:00 am »
I dont check other forums much anymore >.<
Logged
tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Pokemon Sprites
«
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
/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
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...
Logged
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Dragon__lance
Guest
Pokemon Sprites
«
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
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 7
Pxl-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
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Pokemon Sprites
«
Reply #114 on:
August 14, 2006, 06:03:00 am »
i tried it awesome sprites, i hope you can get it faster tho
Logged
tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Pokemon Sprites
«
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
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 7
Pxl-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
Thanks, I will plug it in and see what happens.
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:
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
Logged
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Dragon__lance
Guest
Pokemon Sprites
«
Reply #116 on:
August 14, 2006, 02:44:00 pm »
I can't wait to see more progress!
Have you ran the code by weregoose yet?
Logged
tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Pokemon Sprites
«
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.
Logged
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Pokemon Sprites
«
Reply #118 on:
August 15, 2006, 09:59:00 am »
*
xlibman
Logged
Print
Pages:
1
...
6
7
[
8
]
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
Major Community Projects
»
Pokémon Purple
(Moderator:
tifreak
) »
Pokemon Sprites