Author Topic: Pokemon Red  (Read 132746 times)

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Offline DJ Omnimaga

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Re: Pokemon Red
« Reply #180 on: June 23, 2010, 11:35:29 pm »
Would it even fit on a 83+ when it's finished, though? I wonder if he can fit Pokémon in 10 pages considering the original was like 512 or 1024 KB

Offline Raylin

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Re: Pokemon Red
« Reply #181 on: June 24, 2010, 12:14:18 am »
Prof. Oak triplication FTW.
Bug me about my book.

Sarah: TI-83 Plus Silver Edition [OS 1.19]
Cassie: TI-86 [OS 1.XX]
Elizabeth: TI-81 [OS 1.XX]
Jehuty: TI-83 Plus Silver Edition [OS 1.19]
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Offline BuckeyeDude

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Re: Pokemon Red
« Reply #182 on: June 24, 2010, 12:35:31 am »
Would it actually be possible to make it work on the 83+? I heard you have lots of processing time left, and the thing breaking compatibility was the crystal timers. Would you be able to use timer1 or timer2 instead, so it will work on 83+ and TI-Nspire?
I didn't know there was any sort of timer function on the 83+. I was expecting to try and rework the gray code to run based off interrupt timing and release a separate version for the 83+. Its definitely not out of the question, just wont look as good as the crystal timer version

As for fitting it in to 10 pages...maybe. Its already at 7 and i need another page just for back sprites. I'm guessing at least another page for maps, and hopefully all the strings will fit into my spare page. I'll definitely have to work out an awesome compression algorithm and see how much space can be saved.
« Last Edit: June 24, 2010, 12:37:38 am by BuckeyeDude »

_player1537

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Re: Pokemon Red
« Reply #183 on: June 24, 2010, 12:52:46 am »
iirc, the timers on the 83+ are based on the battery level, like resistor+capacitor type thing.  So they won't always be constant, the higher the batteries the faster they'll come.  someone else might want to confirm this

Offline calcdude84se

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Re: Pokemon Red
« Reply #184 on: June 24, 2010, 04:17:49 pm »
I remember knowing the same thing. They aren't perfect, and are somewhat inconsistent, especially on different battery levels. They are relative to the CPU speed, actually. (Which indeed becomes faster w/more battery power)
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Offline BuckeyeDude

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Re: Pokemon Red
« Reply #185 on: June 24, 2010, 04:19:04 pm »
I guess the more important question then, is how do I access them?

Offline yoman82

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Re: Pokemon Red
« Reply #186 on: June 24, 2010, 04:19:41 pm »
Wouldn't it be better to finish the version at hand first?

Offline DJ Omnimaga

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Re: Pokemon Red
« Reply #187 on: June 24, 2010, 04:34:51 pm »
Well, one thing that would be good to check at one point is if a 83+ version would be small enough to fix. That way, no time is wasted figuring out how to make the game run at decent speed on regular 83+.

Offline calcdude84se

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Re: Pokemon Red
« Reply #188 on: June 24, 2010, 05:13:59 pm »
Port 04h is the one to be interested in, as it allows you to set the hardware timer speed (bits 1 and 2, with 00 being the slowest, 11 the fastest)
Port 03h for saying what generates interrupts, as always.
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Offline BuckeyeDude

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Re: Pokemon Red
« Reply #189 on: June 24, 2010, 05:21:53 pm »
Ok that's just the normal interrupt frequency adjustment. I know how to do that, thats was my plan for doing it originally.

Offline BuckeyeDude

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Re: Pokemon Red
« Reply #190 on: June 24, 2010, 06:37:40 pm »
nspire and 83Plus peoples please try this. I have not tested on actual hardware as I don't have either, so let me know how it looks.

I know there is a slight delay while scrolling, I'll work it out at some point. I think thats just the my key repeat checker
« Last Edit: August 01, 2010, 11:55:33 pm by BuckeyeDude »

Offline DJ Omnimaga

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Re: Pokemon Red
« Reply #191 on: June 24, 2010, 08:15:49 pm »
Darn, now if only my calc wasn't full x.x I would test right away

Offline Ancient Power

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Re: Pokemon Red
« Reply #192 on: June 24, 2010, 11:49:43 pm »
I actually just saw this project and wanted to say that it looks really nice. If it's possible, you should add grayscale shadow to the menu fonts, it would make them look a lot better. Also, not sure if it's a bug or not, but when you jump off a ledge, it looks like Red is bouncing multiple times, but in the original, it was one fluid jump over the edge. Other than that though, the game looks really nice and I'm looking forward to seeing it finished.

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Re: Pokemon Red
« Reply #193 on: June 24, 2010, 11:59:47 pm »
I think I found a replicatable bug, unzip all this, send it to an emu/real calc, run DCS7 with xlib/celtic support, run prgmA12, press clear, run pokemon, jump of ledge.  Tell me if it errors up and makes watery tiles everywhere :)

Edit: run A12 from the homescreen
« Last Edit: June 25, 2010, 12:00:15 am by _player1537 »

Offline DJ Omnimaga

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Re: Pokemon Red
« Reply #194 on: June 25, 2010, 12:35:21 am »
Mhmm there is no prgmA12 in there, but I tried recreating the error with what you had and it only happened once. The next time I was unable to recreate it, thus, unable to screenshot it.