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Messages - squidgetx

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1081
TI Z80 / The Psyche
« on: January 07, 2011, 06:26:57 pm »
Originally I was just going to post this in the cage match topic, but then I realized that I want to talk about some other stuff as well.

Anyway, here is the fixed level editor that shouldn't freeze upon execution. look further down the thread for the actually-fixed editor

Also, I am looking into making a more official release within the next few weeks or so. So, 1) does anyone have any suggestions for blocks with special effects, and 2) does anyone feel like making some external levelpacks for me?

Thanks in advance :)

1082
Ash: Phoenix / Re: Ash: Phoenix
« on: January 07, 2011, 06:20:32 pm »
Development shall now continue.

To do list, sorted by priority:

  • Fix shop bug
  • Make walking speed faster/grayscale less crappy
  • Fix other minor bugs
  • Optimize a lot
  • Add scrolls to teach moves
  • Allow NPCs to check for certain items
  • Continue spriting and mapmaking

1083
Official Contest / Re: Cage Match #4: Puzzle with a Plot
« on: January 07, 2011, 06:08:27 pm »
The only problem I have is that the level editor freezes when I run it.

Yeah, I realized that today during school :x
I've fixed it; am I allowed to release? (Raylin)

If not, then to fix this temporarily, create an appvar that is 11*192+4 bytes large and fill it with zeros. Put 1337 into its first two bytes and 42 into the second. Then archive it; it will now show up on the level editor's list when you run it (and it won't freeze)

1084
TI Z80 / Re: Eitrix for TI-84 Plus
« on: January 07, 2011, 07:20:48 am »
One thing to remember is that the variable key detection will make the game a bit slower (and larger)

1085
Official Contest / Re: Cage Match #4: Puzzle with a Plot
« on: January 07, 2011, 07:14:49 am »
Lol, seems like Michael and I were both inspired by Pokemon :P

Yeah, I hated the level designing part. (although I like level 10 and 11). I was really worried about the difficulty; whether you guys would find it too hard or easy, but seems like I managed to get it close enough. This is also why I included a level editor.

1086
Official Contest / Re: [BULLETIN] Cage Matches
« on: January 06, 2011, 08:54:12 pm »
I emailed mine, since I couldn't figure out how to attach stuff in a pm :P

I managed to learn how the VAT works and add external level support along with a level editor in less than a day :D

1087
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 06, 2011, 07:22:54 pm »
Hmm, wonder what happened there.

I don't even know >.< I suspect that I am using a bad pointer somewhere, though I haven't been able to find it yet. I haven't been looking too hard though recently (cage match)
A question I have is, how hard would it be for you to compress some of the Appvars into one? So we don't need to fill up our appvar screen with them.

Easy, but only later on in development. The item and move database appvars for example, will definitely be merged together later, but I can't merge them now because I don't know how many more moves/items I will need to add. This pretty much could apply for every appvar-once I know for sure that I've finished entering ALL the data, I can (and will) attempt to merge them :)

1088
Gaming Discussion / Re: Another creepy Pokemon story
« on: January 06, 2011, 07:15:47 pm »
I haven't heard of the thing you said, Ashbad. I'll try it out.

It is also possible to encounter Prof. Oak with the Missigno or Ditto glitches. I've done it; he has a bunch of glitchy pokemon :P




1089
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 06, 2011, 07:13:15 pm »
Thanks for the feedback.
-Walking is very slow.  This could potentially be fixed by scrolling two pixels at a time, which would still look good and be much faster.  Are you running in Full mode, except when using DispGraphr?
I am not using Full, but he is walking at 2 px per frame. I am planning on changing it to 3 or 4 though to fix this.

-The quality of the opening images (and the map, too) could be drastically improved with 4 level grayscale, which would take up the exact same amount of memory.
Unfortunately I use pt-mask() for drawing almost all of my tiles so 4 lvl gray is not really an option. Also it is difficult for me to convert 4 lvl gray images to a format that I could use on my calc. Also, the added routine would take up some extra space in the app that I can't really afford. So unfortunately, we'r stuck with 3 lvl :P
-Every time I went to the shop my calculator turned completely off and cleared RAM.
>_>
-Once, when leaving a battle, the screen glitched and all the tiles were wrong.
This seems to happen fairly randomly. I am not sure why, but I'll try and look into it.
It's a great start, and I look forward to seeing what you do with this!
Thanks :)

1090
Gaming Discussion / Re: Another creepy Pokemon story
« on: January 06, 2011, 11:56:14 am »
Very nice!  I like it!  Great job! ;D
Nice story :D

Crap, sorry; I didn't write this :P Apparently it's been floating around on the internet for a while; it's harder to find now that
there's a real "Pokemon Black," but searching "pokemon black hack" will get you several different versions of the story.

Now my real question is, how close is gameboy z80 to 83/84+ z80? Are there free gb sdk/developer tools? I think it would really really cool if someone could actually create, if only a ROM to play on emulator, a real version of this. Now THAT would be really scary...

1091
Gaming Discussion / Another creepy Pokemon story
« on: January 05, 2011, 08:26:02 pm »
For this one too, play the Lavender town theme while reading:




"I’m what you could call a collector of bootleg Pokémon games. Pokémon Diamond & Jade, Chaos Black, etc. It’s amazing the frequency with which you can find them at pawnshops, Goodwill, flea markets, and such.

They’re generally fun; even if they are unplayable (which they often are), the mistranslations and poor quality make them unintentionally humorous.

I’ve been able to find most of the ones that I’ve played online, but there’s one that I haven’t seen any mention of. I bought it at a flea market about five years ago.



Unfortunately, when I moved two years ago, I lost the game, so I can’t provide you with screencaps. Sorry.

The game started with the familiar Nidorino and Gengar intro of Red and Blue version. However, the “press start” screen had been altered. Red was there, but the Pokémon did not cycle through. It also said “Black Version” under the Pokémon logo.

Upon selecting “New Game”, the game started the Professor Oak speech, and it quickly became evident that the game was essentially Pokémon Red Version.

After selecting your starter, if you looked at your Pokémon, you had in addition to Bulbasaur, Charmander, or Squirtle another Pokémon — “GHOST”.

The Pokémon was level 1. It had the sprite of the Ghosts that are encountered in Lavender Tower before obtaining the Sliph Scope. It had one attack — “Curse”. I know that there is a real move named curse, but the attack did not exist in Generation 1, so it appears it was hacked in.

Defending Pokémon were unable to attack Ghost — it would only say they were too scared to move. When the move “Curse” was used in battle, the screen would cut to black. The cry of the defending Pokémon would be heard, but it was distorted, played at a much lower pitch than normal. The battle screen would then reappear, and the defending Pokémon would be gone. If used in a battle against a trainer, when the Pokéballs representing their Pokemon would appear in the corner, they would have one fewer Pokéball.

The implication was that the Pokémon died.

What’s even stranger is that after defeating a trainer and seeing “Red received $200 for winning!”, the battle commands would appear again. If you selected “Run”, the battle would end as it normally does. You could also select Curse. If you did, upon returning to the overworld, the trainer’s sprite would be gone. After leaving and reentering the area, the spot [where] the trainer had been would be replaced with a tombstone like the ones at Lavender Tower.

The move “Curse” was not usable in all instances. It would fail against Ghost Pokémon. It would also fail if it was used against trainers that you would have to face again, such as your Rival or Giovanni. It was usable in your final battle against them, however.

I figured this was the gimmick of the game, allowing you to use the previously uncapturable Ghosts. And because Curse made the game so easy, I essentially used it throughout the whole adventure.

The game changed quite a bit after defeating the Elite Four. After viewing the Hall of Fame, which consisted of Ghost and a couple of very under leveled Pokémon, the screen cut to black. A box appeared with the words “Many years later…” It then cut to Lavender Tower. An old man was standing, looking at tombstones. You then realized this man was your character.

The man moved at only half of your normal walking speed. You no longer had any Pokémon with you, not even Ghost, who up to this point had been impossible to remove from your party through depositing in the PC. The overworld was entirely empty — there were no people at all. There were still the tombstones of the trainers that you used Curse on, however.

 

You could go pretty much anywhere in the overworld at this point, though your movement was limited by the fact that you had no Pokémon to use HMs. And regardless of where you went, the music of Lavender Town continued on an infinite loop. After wandering for a while, I found that if you go through Diglett’s Cave, one of the cuttable bushes that normally blocks the path on the other side is no longer there, allowing you to advance and return to Pallet Town.

Upon entering your house and going to the exact tile where you start the game, the screen would cut to black.

Then a sprite of a Caterpie appeared. It was the replaced by a Weedle, and then a Pidgey. I soon realized, as the Pokémon progressed from Rattata to Blastoise, that these were all of the Pokémon that I had used Curse on.

After the end of my Rival’s team, a Youngster appeared, and then a Bug Catcher. These were the trainers I had Cursed.

Throughout the sequence, the Lavender Town music was playing, but it was slowly decreasing in pitch. By the time your Rival appeared on screen, it was little more than a demonic rumble.

Another cut to black. A few moments later, the battle screen suddenly appeared — your trainer sprite was now that of an old man, the same one as the one who teaches you how to catch Pokémon in Viridian City.

Ghost appeared on the other side, along with the words “GHOST wants to fight!”.

You couldn’t use items, and you had no Pokémon. If you tried to run, you couldn’t escape. The only option was “FIGHT”.

Using fight would immediately cause you to use Struggle, which didn’t affect Ghost but did chip off a bit of your own HP. When it was Ghost’s turn to attack, it would simply say “…” Eventually, when your HP reached a critical point, Ghost would finally use Curse.

The screen cut to black a final time.

Regardless of the buttons you pressed, you were permanently stuck in this black screen. At this point, the only thing you could do was turn the Game Boy off. When you played again, “NEW GAME” was the only option — the game had erased the file.

I played through this hacked game many, many times, and every time the game ended with this sequence. Several times I didn’t use Ghost at all, though he was impossible to remove from the party. In these cases, it did not show any Pokémon or trainers and simply cut to the climactic “battle with Ghost.

I’m not sure what the motives were behind the creator of this hack. It wasn’t widely distributed, so it was presumably not for monetary gain. It was very well done for a bootleg.

It seems he was trying to convey a message; though it seems I am the sole receiver of this message. I’m not entirely sure what it was — the inevitability of death? The pointlessness of it? Perhaps he was simply trying to morbidly inject death and darkness into a children’s game. Regardless, this children’s game has made me think, and it has made me cry."

1092
Axe / Re: Help with movement.
« on: January 05, 2011, 07:12:27 am »
You could've done that in BASIC too: AsmPrgm: C7 then ran it from the homescreen with Asm()

1093
Axe / Re: Help with movement.
« on: January 04, 2011, 08:02:01 pm »
By movement, are you talking about simply moving around a sprite on the screen?

There's a thread around here talking about that...

edit: Here it is

1094
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 04, 2011, 07:43:47 pm »
Oddly enough, the time I tried the shop, it didn't crash at all, but after I finished the dialogue with the shopkeeper, there as a rectangle that got left on the screen that went away after I moved.
This is what *should* happen (although i don't know where that rectangle is coming from either...but it's quite a lot better than a RAM clear). Now I am twice as confused...why would it work on some calcs and not others?
Allow me to confuse you further.

After battling and going to the shop, crash.
After taking the dagger twice because of the NPC engine glitch and selling one in the shop, map glitches.
Sometimes randomly, though seemingly only after I take a weapon, go to the shop and talk to the guy, crash.

I hope this is somewhat helpful.

x.x

I'll take a closer look at this after the Cage Match is over, but it sounds like I must be using bad pointers in some routine somewhere...I'll have to print out the shop code and look at it closely <_<

1095
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: January 04, 2011, 07:32:28 pm »
You can still reuse lots of your tiles though, which is good. Good luck on this :) (Zelda-style clones seem infamously difficult for z80....)

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