Author Topic: Digimon Virtual Pet Idea  (Read 19782 times)

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Offline DJ Omnimaga

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Re: Digimon Virtual Pet Idea
« Reply #30 on: April 06, 2010, 10:46:26 pm »
on calc, I mean if you create your sprites using DRAW->Pen tool then storepic. On PC I mean if you create your sprites using Paint then convert using either Image Studio by Cullen Sauls or TI-Connect Screen Capture

Offline meishe91

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Re: Digimon Virtual Pet Idea
« Reply #31 on: April 06, 2010, 10:49:16 pm »
Why does the computer limit it so much?
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Offline DJ Omnimaga

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Re: Digimon Virtual Pet Idea
« Reply #32 on: April 06, 2010, 11:49:01 pm »
I have no clue. For some unknown reasons, when converting, Image Studio/Ti-Connect erases your column 96 x.x. Don't ask me why. I think what happened is that the authors thought that row could not be used in BASIC, even with the help of ASM, and despite the fact it can be stored in pics, they decided to strip it anyway >.>

Offline tensuke

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Re: Digimon Virtual Pet Idea
« Reply #33 on: April 06, 2010, 11:49:38 pm »
What a coincidence haha, I've been going over Axe so I could make a game like this. :P
I wrote a BASIC Digimon raising game about a year ago, it wasn't graphical but it had all of the digimon from the first digivice, and more or less the same evolutionary patterns. You could feed them, clean up after them, play with them, train them, and rest them. IIRC I had some simple attack/defend battle mechanics for the fights. I was almost done except for programming the linked battles, which is where I stopped, because I then decided to rewrite it using xLib and make it graphical. I got most of the sprites into my calculator, but never really got off the ground with it, which is why I've been studying Axe recently to try it out again. :)
Anyway, there was a site I used by a guy who was pretty into the digivices, he had a lot of good information about the way they worked. Unfortunately he seems to be doing some renovating of his site and he hasn't put any info back on yet. In any case, give him a ring if you ever need to know how something worked. His site is http://www.digimonpet.co.nr/, and he's fairly active at its forums. Also, WithTheWill could provide any other information you need. Good luck!

Offline meishe91

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Re: Digimon Virtual Pet Idea
« Reply #34 on: April 06, 2010, 11:51:01 pm »
Weird...do you know why that if you have pixels on the far left of the picture (like column 0) why they duplicate and shift everything over a pixel?
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Offline DJ Omnimaga

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Re: Digimon Virtual Pet Idea
« Reply #35 on: April 06, 2010, 11:53:13 pm »
Hi and welcome here tensuke. I am curious what ideas you are coming up with. Are you pretty active into calc programming?
* DJ Omnimaga wonders if this could eventually become some sort of collab project

Meishe: are you using Celtic III by chance now? I am starting to wonder if this isn't the bug I encountered in it with real(1. In some of my xLIB games, if I run them with Celtic III, some sprites seemed off by 1 pixel. I guess if it's the same thing, it might be the occasion to report this issue to Iambian on UTI Celtic III thread
« Last Edit: April 06, 2010, 11:54:59 pm by DJ Omnimaga »

Offline meishe91

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Re: Digimon Virtual Pet Idea
« Reply #36 on: April 07, 2010, 12:00:59 am »
No, it wasn't during execution of the program. It was while transferring that sprite sheet to the calc. I had the sprites (well the ones on the left) lined up with the edge and when I transferred to calc it all shifted one pixel and duplicated those pixels. I'll try to show what I mean.

Code: [Select]
Original Image:
_____
X____
XX___
X____
_____

Transferred Image:
______
XX____
XXX___
XX____
______
^
This row was added.

If that makes sense.

And ya, I saw that page while looking for some images. I was curious why there was a lack of information.
« Last Edit: April 07, 2010, 12:02:11 am by meishe91 »
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Offline DJ Omnimaga

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Re: Digimon Virtual Pet Idea
« Reply #37 on: April 07, 2010, 12:03:36 am »
Mhmm strange x.x

What is the dimension of your image file? Maybe it's being resized

Offline Builderboy

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Re: Digimon Virtual Pet Idea
« Reply #38 on: April 07, 2010, 12:05:51 am »
I have also had this problem when trying to transfer images to my calc.  I'm not sure what dimension will allow the image to be left alone tho, if it works at all, TiConnect might just suck :/

Offline meishe91

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Re: Digimon Virtual Pet Idea
« Reply #39 on: April 07, 2010, 12:09:09 am »
Well on that I'm pretty sure the overall image was 95x63 (0-94 and 0-62). Maybe if you change it to 96x62? Since that is what the screen really is?
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Offline DJ Omnimaga

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Re: Digimon Virtual Pet Idea
« Reply #40 on: April 07, 2010, 12:12:04 am »
Oh that's the problem then x.x

You need to set it 96x64.

Offline meishe91

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Re: Digimon Virtual Pet Idea
« Reply #41 on: April 07, 2010, 12:15:03 am »
Ah ok. Well in my defense I didn't know the screen was 96x64 :P Where is the 64th that isn't accessible?
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Offline Juju

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Re: Digimon Virtual Pet Idea
« Reply #42 on: April 07, 2010, 12:16:25 am »
I think it's for that (usually annoying) status bar on up right.

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Offline meishe91

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Re: Digimon Virtual Pet Idea
« Reply #43 on: April 07, 2010, 12:21:02 am »
Well the 64th row would be horizontal I believe and the status bar you're referring to (I think, I could be thinking of the wrong one) is vertical.
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Offline DJ Omnimaga

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Re: Digimon Virtual Pet Idea
« Reply #44 on: April 07, 2010, 12:47:39 am »
Ah ok. Well in my defense I didn't know the screen was 96x64 :P Where is the 64th that isn't accessible?
It's ok, the issue is that TI decided to be stupid and now allow the usage of row 64 at the bottom. For column 96 I think the issue was the busy indicator, though, but I still wish they allowed its usage by default.