ec1 Program
O_O wow thats optimising madness, did u used some kind of compression or something?
I, uh, went out side the box and created my own method of compression. :D
Wasn't there something about replacing a row of zeros with one char?
yes, 8 0's with the letter G. made a huge dent in the size of the file, that and removing all the 0's at the end of the sprite.
Awesome! :w00t:
14Kb of saved memory is amazing with that one simple trick! Do you have anymore tricks up your sleeve?
Keep up the great work! :king:
tricks? what tricks? :D :angel:
lol, I am working on it. :) I will try my hardests to pull things like that off in the future... :)
how fast does it uncompress now?
Well, it isn't so much a compression, as it was just a new way of interpreting the hex. now when it sees the "G" character, it knows to skip a row, speeding things up considerably.
^.^
great work, i can't wait to see the new sprite displayer engine! :thumbup: This has been such an amazing project, nvr give up!
Are you planning on including all the orignial towns/gym leaders? By the way: Just to let everyone know: In the original games, to get into Sapphron city, you have to give the guards something to drink. This literally took me AGES to figure out. Give me a break though, I was like, 8 :banghead:
lol :P
Yes, the maps will be all there, though in ascii, and all the trainers should also be in it. (Did you see the pic of Ash's ID card? look around, I am sure I have it in one of my topics, if not, will repost it, or you could look in on the projects section of UTI.)
how much map done btw?
I am guessing high when I say this, but I guess some where around 5% of the maps are done.
Well, better than 4% I guess ^_^
Maps can be a pain cause it gets so repetitive to make them. Make sure to work on it for not too long, or you'll end screaming at the wall for nothing but annoyance like I once did. Creeped my mom out.
meh, the maps I actually look forward to, because they will be easy compared to the battle system, the equations for the Pokemon, and last but not least, the events system... <.<
:P Well, good luck on this. :) This is looking great so far :king:
Thanks.
Right now, I am ironing out bugs in the items display system, and if I can get it fixed with in the next short bit, I will see about making a screenshot, and releasing the programs for those that would like to see how it performs on calc.
I hope you can fix it ;)
Well, PTI is being an a**, so here is a link to the actual programs.
http://www.tifreakware.calcgames.org/pokemon/itemsdemo.zip
Enjoy! :)
cool :) . i will check it out in a sec
oh great demo! I'll try whenI get some time
It is not a demo for the game, just for the items system. :)
Edit:

the numbers on the bottom were for debugging purposes, and will be removed from the final version.
I'm not trying any demos until its all finished. I'll just look at the screenshots. So, criticism time! I suggest not making PokeFlute a Key Item. Instant Awakening whenever you want broke the game. It made your rival's Exxegutor (however it's spelled) near worthless. Or you can just make it work on the Snorlax only. Exp.All isn't a key item.
Some other things: How will you get trade evolutions to work? Kadabra->Alakazam, Haunter->Gengar? Will you have some NPCs trading those, like Yellow did with that Machoke?
That's all for now, I'll be back with more.
wow cool! I really cant wait, does it work properly now?
beautious. is that running on a normal 83+?
according to the look of the screenshot it seems to be a PTI screenshot scaled up 2x size, and it seems to not be speeded up
QuoteBegin-xlibman+29 Aug, 2006, 16:27-->QUOTE (xlibman @ 29 Aug, 2006, 16:27) | according to the look of the screenshot it seems to be a PTI screenshot scaled up 2x size, and it seems to not be speeded up |
It looks like it is VTI + Calc Capture, he was having problems with the OS he was using with PTI I guess (1.12 not 1.19)? With the special chars.
no i think its PTI, I can recognise the grid effect PTI has, VTI had no grid effects, neither tilem and flash def***er
then if thats normal speed I cant wait to see it on my 84+SE :D
QUOTE | I'm not trying any demos until its all finished. I'll just look at the screenshots. So, criticism time! I suggest not making PokeFlute a Key Item. Instant Awakening whenever you want broke the game. It made your rival's Exxegutor (however it's spelled) near worthless. Or you can just make it work on the Snorlax only. Exp.All isn't a key item.
Some other things: How will you get trade evolutions to work? Kadabra->Alakazam, Haunter->Gengar? Will you have some NPCs trading those, like Yellow did with that Machoke?
That's all for now, I'll be back with more. |
Pokeflute: Well it is in the original game, so I will put it on here, besides, you cannot advance if you do not have it so...
Exp All: Oops, oh well, I will just have to leave it where it is at, because it would require a ton of work to move it...
I plan on getting a decent link protocol for it. That way, you can trade with other players. We just have to see how things work out.
QuoteBegin -->QUOTE | wow cool! I really cant wait, does it work properly now? |
Everything besides the selection of the items do.
QuoteBegin -->QUOTE | beautious. is that running on a normal 83+? |
QuoteBegin -->QUOTE | according to the look of the screenshot it seems to be a PTI screenshot scaled up 2x size, and it seems to not be speeded up |
QuoteBegin -->QUOTE | It looks like it is VTI + Calc Capture, he was having problems with the OS he was using with PTI I guess (1.12 not 1.19)? With the special chars. |
QuoteBegin -->QUOTE | no i think its PTI, I can recognise the grid effect PTI has, VTI had no grid effects, neither tilem and flash def***er |
Meh, lots of quotes to cover :P  Yes, this is on PTI, running OS 1.19. OS 1.12 will not handle it, so I guess I will have to make sure I include that in the readme. I also used Calccapture, 1) since I don't like PTI's small screenshots and 2) I made one with PTI and could not locate it. And yes, I checked all folders and everything, it was not there. QuoteBegin -->QUOTE | then if thats normal speed I cant wait to see it on my 84+SE |
brb...
lol this reminds me the quote war topic
QUOTE | QUOTE | QUOTE
QUOTE | I plan on getting a decent link protocol for it. That way, you can trade with other players. We just have to see how things work out. |
O_O  :gah:  :psychedelic:  %)  :w00t:  you just pwnd the world.
ROFL. Well, I do plan on this pwning all BASIC RPGs out there... :) We shall just have to see though. I hope to be able to make the rest of this game without any more asm programs, or at the very least, the link program will have to be asm, but otherwise...
sweetness Tifreak8x! This is really pushing the limits of BASIC! Keep up the great work! :thumbup:
QuoteBegin-tifreak8x+30 Aug, 2006, 17:06-->QUOTE (tifreak8x @ 30 Aug, 2006, 17:06) | Well, I do plan on this pwning all BASIC RPGs out there... |
O_O  eeeevil tifreak8x :D  I look forward to it. :thumbup:  /mental note to self: play less SilkRoad... need to program... 28h in 3 days is toomuch ._.
QuoteBegin-tifreak8x+30 Aug, 2006, 10:06-->QUOTE (tifreak8x @ 30 Aug, 2006, 10:06) | ROFL. Well, I do plan on this pwning all BASIC RPGs out there... :) We shall just have to see though. I hope to be able to make the rest of this game without any more asm programs, or at the very least, the link program will have to be asm, but otherwise... |
if you plan on doing an Asm linking program, is it gonna have to be one that can connect with the 68k's for pokemodr?
We are hoping so, yes. :) Mathstuf has said once I get all that set in stone, it would be a matter of creating a program to convert the data from the 83+ to the 89 and vice versa.
QuoteBegin-tifreak8x+1 Sep, 2006, 10:09-->QUOTE (tifreak8x @ 1 Sep, 2006, 10:09) | We are hoping so, yes. :) Mathstuf has said once I get all that set in stone, it would be a matter of creating a program to convert the data from the 83+ to the 89 and vice versa. |
and communicating between them. perhaps a basic lib that can hook into XLink.
Well, I have taken this back up, I am currently working on making the signs actually contain data.
That doesn't sound too hard. (compared to everything else you'll be doing in this)
Sweet, can't wait to hear more :thumbup:
^.^
Well, thought you might like to know what is on the to-do list...Battle system Equations for the stats of the pokemon to be put in Interior rooms of at least the first three towns World map up to Mt Moon (Cave) Sign text needs added NPC text needs added Events need to be added PC system to store items and pokemon need to be created Need to convert the 8 badges to black and white, and add them to the game Finish the Item system Create "Party Pokemon" screen and incorporate the interactions/menus I think that is it... There may be more for the next demo though that I am forgetting... :S :evil:
Text storing will be easy, even I can do that. The battle system... a major chore, but its documented to death and should be no problem. The only thing there I see that would be a programming challenge is the event system, but that can be simplified to a huge If Then End list.
And with your last sentence in mind, you are planning all that for the next demo??!?wtf!!1lol??
I wish I imported DP while I wait for this (came out on 28th)...
wow lot of stuff! Good luck on all this :)
@Radical_Pi what is DP?
Thanks. I don't think any of this will be too difficult to program, just time consuming... :/
Boy, do I understand when you say it is time consuming. ;)
Keep up the good work tifreak!
true, keep it up tifreak8x ^^
QuoteBegin-xlibman+4 Oct, 2006, 16:52-->QUOTE (xlibman @ 4 Oct, 2006, 16:52) | wow lot of stuff! Good luck on all this :)
@Radical_Pi what is DP? |
Pocket Monsters Diamond and Pearl versions, hit Japan last week.
Diamond and Pearl made it out? I wonder how much longer until it makes it over here. I want to see what kind of improvements have been made to the overall game...
wow another version, is it for DS or GBA?
DS, like the rest of the series now. The official rumor for US release is Spring 07, but people are still wishing for a holiday release.
Improvements to the game? Well, besides 493 species now, its mostly the same game. Except now they finally created a http://en.wikipedia.org/wiki/Aruseus guy.
looks interesting, definitely a game that I plan on getting. :) (especially since the only ones that I have been even mildly interested in have been new mario bros and mario kart... :/ )
NSMB... ownage on a game card. I'll need to work on my version; after TTT is done. Doing AI.
Which brings me back once again: will you be doing monster AI for this? Some people (basing this off Netbattle) can get to unpossibly great skill levels. If your adding stuff into this game, you'd better add in a Battle Tower with skills to match. :P
lol, yeah right. I am hoping to be able to have enough memory for all the data that I need to put in first, then cheat/special items/places later.
Go to Ebay and look up Pokemon Diamond... O_O 62 games...
wow O_O alerady.
I wonder if the DS version is 3d or just 2d like the original pokemon
Well, tonight's agenda is to get the remaining 4 badges drawn out, converted to hex, and put into the program, and then take a couple screenshots and post on the web. :D
After that, back to the interior rooms...
Sweet! Can't wait to hear more :thumbup:
Nice B)
tifreak, your work is amazing. It seems like your always working at something, and i'm sure this will turn out great.
QuoteBegin-xlibman+6 Oct, 2006, 21:07-->QUOTE (xlibman @ 6 Oct, 2006, 21:07) | wow O_O alerady.
I wonder if the DS version is 3d or just 2d like the original pokemon |
2.5D. Look at some screenshots. Still 4-way only walking. ...I guess I'm the only competitive player here? Anyway, I'll love this when its done. :king: 
wow I'll check asap!
*xlibman
Well, obviously, I totally missed my deadline. I have all of the badges on paper, though only 3 of them are converted to hex. I will try to finish that up during lunch today, and will hopefully have those screenies up tonight, as long as real life stuff doesn't interfere...
cool stuff! Can't wait to see the awesome sprites!
And here are the screenshots:
This has 3 badges earned:

This has 5 badges earned:

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Nice screenies ^_^
Keep up the good work. :thumbup:
wow great stuff, looking great as well! Keep up the progress :)
(I hate deadlines, I never meet them, hence why i never use them anymore x.x)
w0w, I have to say that looks really great! You are definitly able to press out a LOT out of pure basic...
keep it up! :thumbup:
Great progress? Are you kidding me? Have any of you checked tifreak8x's signature? ;)
Yes, it looked just like that before I left in June. :P Anyway since I didn't say it before, great work on the Badge sprites! They definitely remind me of the originals.
Yeah, the badges do look pretty good. B)
Well, work continues on Pokemon Purple... I have been giving considerable thought to making the text display faster when a key is pressed, and so far, the only thing I have gotten to work totally is making the program think that it is set to "fast" text display until it hits the pause, where it resumes its normal speed.
I am toying with an idea on displaying whole lines at a time, but of course, that is being a pain in my shorts and is not cooperating with me... >.<
I shall continue playing around with it for a while, and if nothing else, will leave it with the newer set up.
hmm interesting, do u have a screenie of this?
Whole lines would be the fastest you can go, unless you switch to Output. The way it is already is fine. I don't think anyone would have the text on any option other than fast. :P
welcome back radical_pi i noticed you were kinda gone for a bit (or maybe I missed some of your posts) x.x
Well, partial success!! It now searches the string and goes to the next line when it sees a "/". Now to make it pause and clear with the "+"...
cool, so it work like my OSR from back in 2004 and Spelli's?
huh?? I already have one that does that, remember? What I am doing now is having it start were it left off in the string and search for the next "/", and display that line, then go to the next line, until it hits a "+", this way, it will make the display time a hundred times faster, if the person does not wish to wait for the text post itself on the screen. :) So if you forget to change the text speed, you can simply hit a button and it will automatically display the lines, instead of the letters one at a time. :)
I will endeavor to have that part of the program done sometime today.
QuoteBegin-tifreak8x+4 Dec, 2006, 16:28-->QUOTE (tifreak8x @ 4 Dec, 2006, 16:28) | So if you forget to change the text speed, you can simply hit a button and it will automatically display the lines, instead of the letters one at a time. :) |
pwnage! :thumbup:  I'd like to see that at decent speed. :)  I tried it with TDCoder, but it always turned out too slow for my taste. Well, I only have a 83+... on an SE or 84 it'd be a lot faster.
Well, the only slowness will be the InString command, and by what I can tell, that is a fairly fast command anyways. :)
But yea, it is pretty quick for what I am doing. :)
i forgot you had a routine like this before O_O
I've been here xlibman, lurking in the online list but not posting.
tifreak, did you do it by making the length argument of the sub() with length-instring(/)? See I no what the formula includes, but I can't tell what it exactly is without 2 or 3 hours guessing oncalc. :lol:
If you need to get rid of something to fit the actual game, the first thing to X are the text speeds Slow and Medium. Anyone not on Fast is crazy. They can wait to continue and read anyway...
Well, the text speeds were set up like that to stay as true to the originals as possible, to prove basic can provide many of the same options that asm games can.
I have an idea on the rest of it, integrating it into the original program, and making things work, I just have to take the time to implement it tonight.
QuoteBegin-tifreak8x+4 Dec, 2006, 16:02-->QUOTE (tifreak8x @ 4 Dec, 2006, 16:02) | I have an idea on the rest of it |
Porn?
No but seriously I wonder if you have a small idea on how many % are done now on Pokepurple? Like, 5%-6%?
Oh, I think it is at 7% completed now.
Last night, I was stuck in the tow trucks, so I didn't get to program... :'(
On the plus side, I believe I have a better system to integrate for detection of next line/pause for the text display system when pressing a key. :)
I will try to put this in sometime today.
Ok, I managed to get it to register "+" as a pause, and now I just have to figure out how to make it stop when it reaches the "*". And yes, I know how to do it, I just have to make it do so :P
sound cool, that reminds me my routine, i wish mine ran fast enough tho :(
It wasn't about speed, it was about size :)
Anyways, I got the program to display everything... Now I need to change the while loop to be W=1 or whatever, so I can make sure I can get it to stop without the assistance of the loop that is already in place. Should be cake. ;)
K here you go:

Please note 2 things:
There are no errors when being used on-calc.
The speed is fairly smooth on the 83+SE, which is what this game is being built on.
wow nice, i like how you make the text appear quicker when (I guess) a key is pressed or something like that :)
Yes, I would let it go a short ways, then press a key, and then show it just starting at a random place, and doing what it should. :)
Since people were getting confused with the text system, here is a deeper explanation of the text display program (prgmZTD):
The program loads a string to Str0, and then runs prgmZTD. prgmZTD then, as default, will display a character one at a time until it reaches a "/" symbol, and will skip that symbol, and go to the next line (X+6->X:4->Y I believe) It continues to do this until it reaches the "+" symbol. This symbol simply runs Repeat getKey:End and then erases the text. Pressing any key will leave the pause, reset where the text should start writing at, and then start writing again.
It quits the program when it sees the "*" symbol after that "+". You might say something about just having a loop go until it reaches Length(Str0, but because of adding the new system (Press a key while the text is displaying, and it will go to the second half of the program) I use my While loop idea, where it has a main loop, and sub-loops that it has to go through.
Now, when you press a key to speed up the text displaying like the original game boy version does, it goes to a spot where While W=4 I think. The first thing it does is search for the nearest instances of "/", "+", and "*" and starts comparing. It will then go through, and do line by line displaying, instead of character by character. It checks to see if the "/" symbol is closer to C than the "+" character is, and keeps checking until the "+" symbol is closer than the "/" symbol. It also keeps track of where the "*" symbol is, and if the variable storing the location of the "/" symbol equals 0, then it knows that there is a "*" at the end, and it will need to exit.
The program is fully dynamic in that regard... Would you like me to release a test program using that for you guys to look at and run the code through??
sound cool, it should be ok for me though, as i have an idea of how it works, since i did a similar program before ;)
Heh, well, I decided to go ahead with a release, I just have to see about getting a decent readme for it going...
you mean a demo of the entire game , or just the text program?
*Super Speler
Well, moving forward with pokemon, I am working on the actual borders of the pokedex. I only have 8 lines left to put in, and then I will see about making it draw the pokemon in the picture that Spellshaper provided. Screenshot sometime by thursday!
cool, nice to hear!
Oh, I have a request for you, tifreak. Could you put Wobuffet in the game? He's just the coolest pokemon in the world. Seriously.
http://www.deviantart.com/deviation/33859767/
that would be cool if there was a secret 152th pokemon %)
QuoteBegin-xlibman+19 Dec, 2006, 9:47-->QUOTE (xlibman @ 19 Dec, 2006, 9:47) | that would be cool if there was a secret 152th pokemon %) |
*cough* togepi *cough*
@JC: hahahahaha, Woba Fett ++
If you have to add a secret one make it Agumon! :D
QuoteBegin-Jc+19 Dec, 2006, 14:43-->QUOTE (Jc @ 19 Dec, 2006, 14:43) | Oh, I have a request for you, tifreak. Could you put Wobuffet in the game? He's just the coolest pokemon in the world. Seriously.
http://www.deviantart.com/deviation/33859767/ |
LOL, That is amusing. :P  As to a secret pokemon, I might implement that, AFTER the game is done. Lots of stuff to do for the game still, you know... :P 
as long as the game isnt modified so you fight team rocket every 2 steps in the game like in the anime series I'm fine :P
hehe, that isn't hard. The only problem is, in the game, while walking in the grass, you may go a long time without fighting, and then suddenly you are in a battle every step... :( I will have to get with Mathstuf and see if there was some sort of order to it all, or if it was just randmon number stuff.
IIRC it was all random. Although I've never had battles four steps in a row, or lack of battles for an extended amount of time. What you could do, if you thought it was a big enough problem, is have a variable for counting steps until next 'random battle' by doing a randInt(5,50 or something when one battle ends, then decrement the var when sub(Str,your_position,1)=grass. Get all that? :)
On a semi-related note, the new D/P have an official American release date: April 22 2007.
that would be a good idea, I did that with Illusiat series from I6 to I12 (except I8). You had to walk at least 10 steps to get a battle, and you couldnt walk more than 50 to get a battle either
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