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Pokemon Red / Re: Pokemon Red
« on: June 24, 2010, 04:19:04 pm »
I guess the more important question then, is how do I access them?
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Pokemon Red / Re: Pokemon Red« on: June 24, 2010, 04:19:04 pm »
I guess the more important question then, is how do I access them?
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Pokemon Red / Pokedex Map« on: June 24, 2010, 04:14:43 pm »The challenge is to get a decent looking version of that map onto the calculator screen. Or come up with a nice way to present a full sized version of it. Any takers? 243
Pokemon Red / Re: Pokemon Red« 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. 244
Pokemon Red / Re: Pokemon Red« on: June 23, 2010, 05:26:21 pm »
Thanks to calc84maniac for the new gray routine
EDIT: if you tried it on real hardware, try again, the lcd stuff should be fixed 245
Pokemon Red / Re: Pokemon Red« on: June 23, 2010, 04:59:18 pm »what os on my ti-84 do i need?Your favorite one. Preferably one made by TI 246
Pokemon Red / Re: Pokemon Red« on: June 23, 2010, 04:43:27 pm »Is this supposed to happen?Yes, i was trying to get the opening sequence to work, but my NPC code just plain sucks. 247
Pokemon Red / Re: Pokemon Red« on: June 23, 2010, 04:36:01 pm »Nice to see this progressing ^^Unfortunately yes. I'm too lazy to fix my aligned sprite routine. :| 250
Pokemon Red / Re: Pokemon Red« on: June 22, 2010, 12:12:45 am »Awww...Yes but you wont be able to access the new maps until you finish everything in between them What do you need to redo in particular with NPCs?I need to make it so that they don't suck from the programming side of things. The code for them is horrible. As for NPCs not scrolling in with the map, that is actually the same thing that happens in the original. I could fix but it would be a lot of extra work I don't want to do 251
Pokemon Red / Re: Pokemon Red« on: June 21, 2010, 08:06:28 pm »
Right now there is plenty of room for sound. Pokemon is not very processor intensive. I could probably run it at 6 MHz no problem. Its set to a steady 60 fps anyway, it wouldnt make much of a difference.
Bad news though, I need to redo NPCs. I was trying to redo the opening scene with Oak and its just not happening. So it could be a couple days before this is back up and working. 252
Pokemon Red / Re: Pokemon Red« on: June 21, 2010, 01:25:31 am »
Still faster for them to find a new Nspire exploit then me trying to finish this
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Pokemon Red / Re: Pokemon Red« on: June 21, 2010, 01:13:36 am »
Or you could just use calc84's gbc emulator and play the original in all its pride and glory immediately rather than waiting for another year while I finish this
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Pokemon Red / Re: Pokemon Red Help« on: June 20, 2010, 09:58:46 pm »
Sircmpwn if you could please rip the tiles from here that have the pokeballs on the cart thing (not the monitor, since thats not visible from the counter ) and add them to the tileset, then i can add that animation
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Pokemon Red / Re: Pokemon Red« on: June 20, 2010, 04:46:47 pm »
The version I originally posted was signed. If you're sending using Ti connect, just keep trying. It sucks at sending large apps
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