Author Topic: Pokemon Red Help  (Read 36760 times)

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SirCmpwn

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Re: Pokemon Red Help
« Reply #30 on: June 21, 2010, 01:32:48 pm »
Post please.  You will save me work ;)
I'm actually pretty backed up with tiles right now.  The current (unpublished) sprite sheet has something like 30 new tiles.

Offline Magic Banana

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Re: Pokemon Red Help
« Reply #31 on: June 22, 2010, 02:12:25 am »
Ok, well here it is. Also, you are missing the tiles for those small 'v' flowers. There are 2 of them.
I do sprites and stuff, so yeah.

Quote from: yunhua98
i'M NOT SURE WHAT A SWORD SKILL IS BUT HERE'S THE SWORD ANIMATION FROM THE TWO SPRITES ON PG 13

SirCmpwn

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Re: Pokemon Red Help
« Reply #32 on: June 22, 2010, 02:13:49 am »
Yeah, I have those v flowers done.  I'm backed up for sprites ATM, I don't want to release an incomplete set.

Offline Magic Banana

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Re: Pokemon Red Help
« Reply #33 on: June 22, 2010, 02:19:32 am »
Ah, alright. Are you having trouble finding them or does it just take a long time to get them together? If you want, I can rip all the tiles and separate them into bitmaps.
I do sprites and stuff, so yeah.

Quote from: yunhua98
i'M NOT SURE WHAT A SWORD SKILL IS BUT HERE'S THE SWORD ANIMATION FROM THE TWO SPRITES ON PG 13

SirCmpwn

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Re: Pokemon Red Help
« Reply #34 on: June 22, 2010, 11:21:07 am »
Naw, they are just hard to put together.  I have a lot of sprite requests.

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Re: Pokemon Red Help
« Reply #35 on: June 22, 2010, 01:33:00 pm »
how many total sprites does Pokémon Red have, btw?

SirCmpwn

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Re: Pokemon Red Help
« Reply #36 on: June 22, 2010, 01:33:43 pm »
Probably 151.  Its a port, not a clone, so the goal is to make it exactly the same.
This does not include Missing No, who is also planned to make an appearance.
« Last Edit: June 22, 2010, 01:34:04 pm by SirCmpwn »

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Re: Pokemon Red Help
« Reply #37 on: June 22, 2010, 01:34:56 pm »
woops, sorry for confusion. I also meant tiles as well

SirCmpwn

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Re: Pokemon Red Help
« Reply #38 on: June 22, 2010, 01:36:03 pm »
Ah.  Well at the moment there are upwards of 300 tiles, so probably a lot XD

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Re: Pokemon Red Help
« Reply #39 on: June 22, 2010, 01:36:26 pm »
Probably 151.  Its a port, not a clone, so the goal is to make it exactly the same.
This does not include Missing No, who is also planned to make an appearance.

Does this mean the glitchy block form of Missingno, or all of them (including the fossils from the Museum)?


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SirCmpwn

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Re: Pokemon Red Help
« Reply #40 on: June 22, 2010, 01:37:25 pm »
Well, I would hope that Buckeye implements the same glitch to include all sprites of Missing No.

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Re: Pokemon Red Help
« Reply #41 on: June 22, 2010, 02:43:05 pm »
Ah.  Well at the moment there are upwards of 300 tiles, so probably a lot XD
darn... that's sure a lot o.o. That's like 19200 bytes of tile data, assuming they're all 16x16 grayscale o.o (16x16 tile = 4 8x8 tile and 4 level grayscale = two tiles)

I'm glad it's easier than in 2002 to make Flash APPs now. When the SDK costed money it sucked x.x
« Last Edit: June 22, 2010, 02:43:40 pm by DJ Omnimaga »

SirCmpwn

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Re: Pokemon Red Help
« Reply #42 on: June 22, 2010, 02:46:17 pm »
Yeah, there are a lot of sprites.

Offline Ancient Power

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Re: Pokemon Red Help
« Reply #43 on: June 25, 2010, 04:29:27 pm »
I'll take Mt. Moon and Viridian Forest, but we need another tileset for both, it'd probably make sense to combine them

I can probably make the tileset(s) though, if nobody is doing it already
« Last Edit: June 25, 2010, 04:48:38 pm by Ancient Power »

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Re: Pokemon Red Help
« Reply #44 on: June 25, 2010, 06:33:23 pm »
Go for it. I just need the tile data, and tilesets keep me from stealing all the user's ram. And allow me to handle collision easier. And keep me from using 16 bit tile indexing