Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI 68K => Topic started by: Torio on January 25, 2012, 08:09:21 am
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POKEMON TI-89
Hello everybody,
I'm glad to announce that I have recently finished a port for TI-89 of Pokemon (equivalent to the 1rst generation : Pokemon Blue, Red and Yellow) !!
I started to develop it in C (with the TIGCC compiler-IDE, which I recommend to you) one year ago. At that time, I just realised that my project of Pokemon for TI-83+ in TI-Basic was unrealisable, due to the lack of memory of this calculator. So I decided to upgrade both calculators and programming language, and one year after the game is here !
I don't want to make a copy of the GameBoy version, but at least a playable version, in which you can recognize the game we all played when we were chlidren.
Currently the game has 95 Pokemons, 127 Moves and 11 Objects but it is not finished yet ! My main objective is to finish all the maps in the game as soon as possible and to create the Pokemon League. And then I will add new Pokemons, new Objects, and new things such as TM/HM, Pokemon Exchange,...
The game is in French, sorry, but if someone wants to translate the game for me, I will be very pleased. If your are lost at the beginning, Professeur Chen is actually Prof. Oak !
How to install ?
1) - Download files here : English Version (http://www.mediafire.com/?2j5zj17bdkru99j) | French Version (http://www.mediafire.com/?p24h96rd6js93dj)
2) - Transfer all files beginning with "pokemon" to your calculator. You will have a folder POKEMON created automatically.
3) - Archive all files in POKEMON folder.
4) - Transfer "pokemon.89z" to your calculator (you can decide whether to archive it or not.)
5) - Launch pokemon() !
If you have problem with installation, just MP me.
Commands
ENTER - Action, OK (A Button)
ESC - Return, Abort (B Button) and quit game when walking
HOME - Menu (Start Button)
ARROWS to walk
Here are some screenshots for those who don't own a TI-89 (don't forget the emulators, though !) :
(http://img15.hostingpics.net/pics/141676screen1.jpg) (http://www.hostingpics.net/viewer.php?id=141676screen1.jpg) (http://img15.hostingpics.net/pics/332480screen2.jpg) (http://www.hostingpics.net/viewer.php?id=332480screen2.jpg)
(http://img15.hostingpics.net/pics/925490screen3.jpg) (http://www.hostingpics.net/viewer.php?id=925490screen3.jpg) (http://img15.hostingpics.net/pics/986703screen4.jpg) (http://www.hostingpics.net/viewer.php?id=986703screen4.jpg)
Changelog :
27/08/2012 : Version 1.0
- New Pokemon, New Moves, New Objects.
- New Maps (to the Pokemon League)
- The game is finishable (but not finished !)
- Smooth scrolling on the map.
- System of TM
- New Pokemon sprites.
15/06/2012 : Version 0.6
- English Version !
- New Maps (you can now obtain up to 6 badges !)
- New Objects (revive, and better balls and potions)
- New Sprites for Pokemon (beautiful !)
- You can now quit the game while fighting by pressing ESC when you choose between Attack, Item, Pokemon and Flee. It won't save the game.
- Save file are now archived.
Old Downloads :
- Version 0.6 : English Version (http://www.mediafire.com/?so633ivow7u109r) | French Version (http://www.mediafire.com/?b69if0c9h2wcwz6)
I cannot be held responsible if any dommage is caused to your calculator :evillaugh:, but normally it should be fine!
Torio
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Good job! Though there is GB emulator on TI-89, this one is better!
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If you want to make some sprites for me, or to translate the game in English or any other language, feel free to ask me !
I haven't a TI-89, but isn't the game in English (I believe I can traduce it in English) ?
EDIT : oh yeah, it's in French ;D I'm French so I can traduce it if you agree.
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Thank you very much, I'm glad you enjoy playing the game !
@matrefeytontias : Tu parles très bien anglais ? Si oui je veux bien te donner une liste de tous les textes à traduire, si tu es d'accord.
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Very nice work so far! It works rather well. I found a few bugs I may be able to help you with, none of which made the game crash or anything like that. I liked the installation program you made, it ran quickly and seems like a good solution for keeping the install stuff together. I speak french so I was able to understand it just fine, it's actually kind of interesting to read the differences in the way they named things and stuff like that in the french version.
If you would like my help figuring out some stuff, I'd be glad to help as much as I can, time permitting. I'm very busy these days, so it won't be a ton too often, just letting you know I might not get back to you right away, but I will try my best.
In any case, what you've got so far is very impressive. Nicely done.
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Thank you very much, I'm glad you enjoy playing the game !
@matrefeytontias : Tu parles très bien anglais ? Si oui je veux bien te donner une liste de tous les textes à traduire, si tu es d'accord.
Je pense "très" bien parler Anglais, je veux bien la liste :) envoie-la moi ou joins-la à un post
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here's the list of pokemon translated to english, you might have a look at farfetch'd since i don't know if that accent is supported, if not just remove it..
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Bwaaaaaah, project stealer !
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Bwaaaaaah, project stealer !
euh, ok i'll delete it then xs i just wanted to help, but if you want to do it all alone, i'm fine with that.. ???
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No no, that's just I said I was able to do that, but if you did it it's ok :P
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i think there are tons of other things to translate, rather than just the pokemon.. you'll have your work
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Yes, I'm still waiting them ;D Hurry Torio ! :w00t:
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Hey Nick, your Pokemon list in English is awesome !
You can do it with Moves if you have time ("atkdata.89t") !
@ Matrefeytontias : I'm preparing the list of texts to translate, be patient !
Don't worry, your both names will appear in the credits ;D
Torio
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i'm not doing it for the credits, just because i know it's nice to have some help in those huge projects :)
oh, and thanks
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Ok Matrefeytontias, I have sent you the list to translate by PM.
@AaroneusTheGreat : Thank you very much for your comment, and your help is of course also welcome ! If you want you can do sprites, but take your time I'm not in a rush to finish the game. And by the way, the bugs you found might be interesting, could you tell me what they are ?
Here is the Pokemon sprites you can make (by order of priority) :
- Onix
- Miaouss/Meowth
- Akwakwak/Golduck
- Ferosinge/Mankey
- Ptitard/Poliwag
- Abra
- Machoc/Machop
Size 48x48 and monochrome only.
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Awww, the names sound so cuutte! Also, I cannot wait to try it! I cannot draw sprites well, but what size should they be?
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Oh it seems that if you lose, when it prints out GAME OVER, in the fontSetSys(8x10) font, but it seems you didn't call fontSetSys again when you exited that code, so if you lose in professor oak's lab, the first battle, all the text that is put on the screen is in the 8x10 font instead of what looked like the 4x6 I believe for everything else.
EDIT:
It also seems that if you lose in professor oak's lab, you don't start the game over, which makes sense like in the original, but that's when the text goes crazy.
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Oh yes, you are right !
Actually, after a Game Over you normally quit the game, and I don't have to restore the small font. But if you lose in Prof Oak's lab, you don't quit. I thought nobody would lose the first fight but in fact, yes... ;D
I can fix it by restoring the small font after the Game Over. (And to restore the small font, go see the stats of your Pokemon, it will call FontSetSys ^^)
The size of the sprites should be 48x48, and monochrome only. I have completely forgotten, sorry.
@xeda : You can, or you cannot draw sprites well ?? ::)
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Okay :) Also, I cannot draw sprites well XD However, there are people here who are very good and who have made Pokémon sprites before :)
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New TI-68k projects, especially in C/ASM, are quite infrequent, so I've created a topic on TI-Planet, the leading site of the French community: http://tiplanet.org/forum/viewtopic.php?f=4&t=8710 :)
I'm curious: why did you use external text files ? Maybe because you were getting closer to the 64 KB size limit ? If you are getting close to the limit, then the information in S1P9, available from http://tict.ticalc.org/projects.html#ref_tutorials , may be of some interest to you: in some circumstances, tweaking the compiler & linker options, plus a bit of optimization work on the code itself, can save 10+KB out of ~60 :)
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Thank you Lionel Debroux, to advertise my project on Tiplanet. I'm French and I haven't heard about this site before, shame on me !
To answer you about the texts files, it is not to save space in a range of 10/20 KB, but rather of 60/70 KB ! I was obliged to separate the installation (map/sprites) from the datas (pokemons/moves/objects), because the installation program itself (!!!) reached the 64 KB limit !
If I put all the datas into the main program, it would be about 120 KB large, and I don't think I can optimize so far...
Otherwise, I will look carefully on the optimization tutorial you advised me to read, it might be very interesting.
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And another bit of curiosity: why do you need an installation program for a TI-68k C Pokemon ?
I'm not criticizing, I'm just trying to understand which areas of optimization - if any - could be applied on the program, so as to make its growth easier :)
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/me is playing and it is nice :D
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I made an installation program so that it creates the POKEMON folder, and writes text files in it, because there are about 40 map files. I want the user to do as few things as possible to get the game working.
Do you want the source, to see how I coded it ?
Thank you Xeda, tell me when you beat Ondine, she is quite tought, I think :banghead:
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Hey ! Another Pokemon porter :D
This seems very nice. I think I am going to steal one of my friends' TI-89, or advertise until they install it so I can play on their calc :P
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I wonder, can you make an option to auto-save when you exit?
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I wonder, can you make an option to auto-save when you exit?
Or a special key, because if you lost a match, you may not want to save your progress :P
But yeah, that would be a good idea :)
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And maybe a quick save key? Like using → to save, [home] to quit with saving, [ESC] to quit without saving? It is so cool that it designed for the calc! I like how you made name input at the beginning :)
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Do you want the source, to see how I coded it ?
Sure :)
Please send to the e-mail address in my profile.
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I can also help translate/proofread if Matrefeytontias decides they want help. Or if you want a Spanish version, i could help with that too ;)
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Thank you very much, chickendude, but Matrefeytontias is doing a great job. Feel free to post your comments to improve the traduction when I will release the English version.
For the Spanish version, I don't think it is useful for now except if there is a lot of demands.
About the auto-save command, I could perhaps make a special key to save (let's say F1), because if I haven't misunderstood, you find it long to open the menu and to save ? To save and quit quickly, you'll have to press F1 then help.
For the name input, it is just a basic scanf() ;D !!
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Yay, more 68k activity!
:)
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THat looks pretty great and I'M happy to see more 68K games in the works. A while ago there was a Pokémon game in the works by MathStuf on TI-Freakware (around 2005-06) but then he vanished. Good luck finishing this one. :)
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Thank you very much !
Anyone interested in making sprites ?
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Thank you very much !
Anyone interested in making sprites ?
What type of sprites do you need (Pokemons in battle, tiles, ...) ?
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Rather Pokemon in battle, I will edit the first post to show the sprites needed
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For my game, I used the Pokemon sprites that are found in this program (http://www.ticalc.org/archives/files/fileinfo/389/38997.html). I had to make screenshots, edit the image to only get the Pokemon and all, but no spriting work needed :P
(I had the permission of the author)
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But they are 32x32, so they would look pretty small in my game...
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Hey this looks quite nice! I'll have to try it out. :) It's nice to see more 68k activity recently. :D
Also, I'd recommend changing the key layout. You currently have it set as:
ENTER - Action, OK (A Button)
ESC - Return, Abort (B Button) and quit game when walking
I'd change it to:
2nd - Action, OK (A Button)
Diamond - Return, Abort (B Button)
This is a more standard layout for calculator games, and more people are familiar with it. It's much more natural feeling and more similar to how it would play on the gameboy (in my opinon).
As far as Sprites go I'll scale some of the originals and convert them to Black and White if that's ok. ;)
*Edit* It would be nice to see the sprites you already have done so the style can be kept consistent.
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Heres a quick mock-up of Miaouss/Meowth:(Double sized). Left is the original. :)
*Edit* added Onix
*Edit2* added Akwakwak/Golduck
*Edi3* added Ferosinge/Mankey (ugh, my wifi is acting up tonight! x.x)
*Edit4* added Ptitard/Poliwag
*Edit5* added Abra
*Edit6* added Machoc/Machop
Let me know what you think. If you like them, I'll upload a zip file with all of them at the proper size. =)
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wOw, amazing work on those.. they look like real
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Thanks! These sprites are from the Original Pokemon Red game, they are not my original works. They have just been re-sized and re-worked(if needed) and converted to black and white by hand.
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I will say that I rather like the key layout .__. It seems more natural because Enter is used to select everything normally and ESC seems like escape.
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Your sprites look very good, Art_of_Camelot, that's a great job you made here !!
Could you, please, use this software : SpriteED (http://www.ticalc.org/pub/win/graphics/sprited10.zip) to convert your sprites into C data arrays and then send it to my mailbox, it would save me a lot of time !
I would also recommend to use gold/silver sprites (here (http://www.spriters-resource.com/gameboy/pokegs/sheet/20120), for example), because they are generally more beautiful and easier to convert in black and white.
If you have time, here is the list of the next sprites to draw :
- Carabaffe/Wartortle
- Reptincel/Charmeleon
- Roucoups/Pidgeotto
- Nidorino
- Nidorina
- Chetiflor/Bellsprout
- Ramoloss/Slowpoke
- Magneti/Magnemite
About the key layout, I wish I could use the [2nd] and [Diamond] keys but it is not possible to use them. Actually, the getkey doesn't work like on TI-83+, where each key has a code. On TI-89, you can press [2nd] and then press a key, it will not send a code when pressing [2nd], and different code (from the one you would have had if you hadn't pressed [2nd]) when you press the other key.
So I don't think I will change the key layout, because it seems to me that it is the best solution and the most natural.
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Okay, glad you like them! I'll see if I can get work on some more of them done. If I had know you preferred the style of gold/silver sprites I'd have started with those, ;) but I thought this game was meant to be more similar to red/blue.
I didn't know about key detection issues with the TI-89, I guess it's okay as is. :)
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I was pretty sure there were two ways to access the keys in C for the TI-89 (three ways for ASM). One of them probably doesn't have a delay (but I am not sure).
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Why not make the keys user-configurable?
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Why not make the keys user-configurable?
Maybe he'll do that In the long term (I can't speak for him :) ), but in the short term, it slows down progress of the game.
FWIW, few authors do provide user-configurable keys, because it takes some work.
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Is it due to the fact the game is written in C? Because from what I remember, user-configurable keys were very easy to implement in TI-BASIC and for non-direct-input-related key detection it was also easy in Axe, since all you needed to do is something like this:
<code to let the user choose which key is used to confirm>
<key number>-><variable/list name and element ID>
And when you need to check if the user pressed the key:
Getkey->K
If K=<variable/list name and element ID>
<do something>
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Indeed, as you describe, it's not very hard, either in TI-BASIC or in C. The C code could be pretty similar to the TI-BASIC code you posted :)
But I meant to indicate that few people take the time to do it, and that he might prefer working on something else for now. We'll see what he thinks when he posts back :)
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That's a good idea to make user-configurable keys, but as Lionel said I prefer to focus on getting the project finished and after that I will change minor details. But I don't think it is hard to make user-configurable keys, it is just long to code, and coders are lazy...
EDIT : I have just finished the sprite of Carabaffe/Wartortle so you don't need to do it anymore.
EDIT 2 : Finished Nidorino
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Awesome! So will there be an in-game way to change language? I know that would make a lot more data, though...
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^^ I won't go this far I think. Because two languages in one game make a very large program, and I'm close to the limit.
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Indeed, compatibility between different calculator models (89 / 89T vs. 92+ / V200) in the same binary, or different languages in the same binary, cost lots of room...
Among others, TICT programs use different binaries for different calculator models (otherwise the uncompressed binary of TI-Chess would be, at the very least, 10 KB larger !) and languages (ditto, as far as TI-Chess and TICT-Explorer are concerned).
TICT programs use C preprocessor defines to choose between translations; the slightly more elaborate http://www.jimrandomh.org/sgt/ scheme might be worth considering.
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I'd first like to say that I congratulate you on your process in the development of this revolutionary game. This will satisfy my gaming addiction through the many long and boring math classes that I am required to take. Thank you for creating this but, I do have a couple of questions and suggestions.
First off: Action Keys
As a player I find it very awkward to use both the Enter and Esc keys as they are located on the opposite side of the TI-89 calculator. I know people have already recommended using the 2nd and Alpha key but if you don't want to implement those I suggest the F1 and F2 keys on the calculator. Maybe F5 for quick escape, F3 for start, or F4 for select. I find this keys a lot easier to use then the arrangement you have at the moment. You may have seen this arrangement used in the popular Advance Wars spin off CalcWars.
Secondly: English Version
French is such a beautiful language to read but for a majority of people English is their primary language. I think this would also help the game reach a larger audience. I understand that the coding of the original French version is hard enough but it would be nice have a download to the even partially finished English Version.
P.S.For I am English and the world obviously revolves around me. :angel:
Thirdly: Game Over Screen
As I see right now the Game Over screen takes you directly out of the game. I find this very inconvenient when I am wanting to play your game. I would suggest just taking it back to the title screen. But that is just me because I'm lazy. A lot of people probably don't mind.
In conclusion, I commend you for remaking this extraordinary game and from what I see the code seems to be very well written. Keep up the good work and I hope you'll be able to finish it. If you need any testing help feel free to ask. I can also proof read the English translation if the translator isn't a native speaker. :love:
Sincerely
MM
P.s.s. I made an account just to make this comment XD
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Thank you very much for your thoughtful comment MrMontone !
First off: Action Keys
As a player I find it very awkward to use both the Enter and Esc keys as they are located on the opposite side of the TI-89 calculator. I know people have already recommended using the 2nd and Alpha key but if you don't want to implement those I suggest the F1 and F2 keys on the calculator. Maybe F5 for quick escape, F3 for start, or F4 for select. I find this keys a lot easier to use then the arrangement you have at the moment. You may have seen this arrangement used in the popular Advance Wars spin off CalcWars.
Ok, I'll see what I can do, but probably the FX keys will be the best solution for instance.
Secondly: English Version
French is such a beautiful language to read but for a majority of people English is their primary language. I think this would also help the game reach a larger audience. I understand that the coding of the original French version is hard enough but it would be nice have a download to the even partially finished English Version.
English language is right at the top of my to-do list. I promise the next release of Pokemon will feature an English version.
If you want to accelerate things, you can help me translating Attack Names by editing the text file in attachement. Just open it with Notepad and change all the French Names.
Thirdly: Game Over Screen
As I see right now the Game Over screen takes you directly out of the game. I find this very inconvenient when I am wanting to play your game. I would suggest just taking it back to the title screen. But that is just me because I'm lazy. A lot of people probably don't mind.
It is so simple to implement that it is already done ;D
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I would love to but I'm sorry I don't know a lot of French. Someone else would probably be better at this. I wouldn't mind proofreading the text though. If someone already translates it I can proofread it. :D
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Heya MrMonotone. Welcome here. :D
Also I agree an english version would be nice. Probably once the entire game is finished, though, so he doesn't have to develop two versions at once, halving his progress rate. As for action keys it's usually recommend to use 2nd or something like that, as it's kinda the standard on calcs. By reflex people usually try 2nd and if it doesn't work, Enter. Otherwise then they have to figure out themselves what are the controls if they happen to not have the readme (for example if somebody sent them the game at school)
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it is a very good game :) ! you've stopped programming or continues to work on it ?
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Hmm I am curious if this is still being worked on. I hope it is (also I think the author still frequents the forums).
By the way welcome here Killbox. :)
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thanks :)
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is it possible to get the file pokespr.89e Updated ? :'(
anyway, this is better than the gb emulator PROGRM for 68k ! :thumbsup:
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Hello killbox,
Thank you for your compliments !
I've been busy with the TI-Concours (started in march) so I've not posted any update since then.
But this project is still alive, I will try to publish a release after the end of my contest (in june).
Be patient, it will come very soon.
Torio
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UPDATE - Version 0.6 (Download on first post)
I added a lot of new maps, so that you can obtain up to 6 badges ! I think you could finish the game in more than 5 hours now.
An English version is now available ! If you notice any error of translation, please tell me how to correct it, thank you !
Also featuring in this version : new objects (better potions and balls, and revive), new sprites for Pokemon.
Have fun !
Torio
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Wasn't the 89 version where the moon cave is bugged, and fighting wild pokémon give us money?
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Not at all, you must have mistaken.
Try it and you'll see ;)
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I don't have any 89. See my sig
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This is a nice game! Thanks for your work! :)
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UPDATE - Version 1.0 (Download on first post)
The League is now available ! Try to become the master of the Pokemon League !
The 151 Pokemons are now completely encoded but you cannot catch them all yet. Moltres and Articuno are catchable at level 50.
Added a few sprites for Caninos, Meowth and Psyduck.
You can now use TM, but all of them are not encoded. The system is here, though, and I will add more TM very soon.
Have fun !
Torio
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caninos?
and this sounds fantastic =D
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@shmibs: It's a french name, it appears to be for Growlithe. :)
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Hi, I see this is still alive. Good and congratz to Torio! I would like to test the game but i have a problem. Is there any archive utility that archives all data files in the in POKEMON folder in one go? They are so many and is really a pita to do it one by one. Sorry if this is a noob question. Thanks.
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If I remember correctly from when I last used my TI-89, you can go to the program list and press F4 to put check marks by multiple files, then archive them all at once.
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It was a noob question indeed :(. Thank you!
PS: And just by coincidence this was my hundredth post, not bad eh?
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Hi, I see this is still alive. Good and congratz to Torio!
Thank you very much ! If you like this game, share it with your friends ! :thumbsup:
I would like to test the game but i have a problem. Is there any archive utility that archives all data files in the in POKEMON folder in one go? They are so many and is really a pita to do it one by one. Sorry if this is a noob question. Thanks.
You can put check marks on multiple files with F4 as calc84maniac said and you can also press F4 when the cursor is on the POKEMON folder : it will put check marks on all files in POKEMON folder and you won't have to press F4 for one file at a time !
If you have any suggestion or any bug to report while testing the game, feel free to post it here !
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Wow, I have to download this :D I downloaded an older version a while ago, so I am glad to see the progress!
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Wow, I have to download this I downloaded an older version a while ago, so I am glad to see the progress!
Yes, a lot of progress has been made since the first public version (0.2, I think this is the one you downloaded before) !
Thank you for your comment and I hope you will still enjoy it ! Try to spot a bug if there is one !
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Awesome job!!! Wow this is amazing. Very nicely done.
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I have spotted numerous typos / things that could be better stated in the english translation. If you would release / PM me a copy of the source, I would clean up the text for you.
Also, other than that, it's a great game! Well done!
I do think that the walking code could be vastly improved though.