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Omnimaga
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Pokémon
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Topic: Pokémon (Read 11305 times)
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Pokémon
«
on:
June 24, 2005, 02:46:00 pm »
Nerdy Productions is porting us Pok
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MathStuf
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Pokémon
«
Reply #1 on:
July 16, 2005, 03:26:00 pm »
Well, the Map Demo is now out. Map Packs are needed and can be found on my site in the 'Programs' section.
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greenorange
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Pokémon
«
Reply #2 on:
July 17, 2005, 02:59:00 am »
Dude, that looks awesome! >D
I can't wait till it's complete!
*
greenorange
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MathStuf
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Pokémon
«
Reply #3 on:
July 17, 2005, 03:29:00 am »
Although Map Pack 2 hass been completed, I'mgoing to wait a bit until it's distributed because there's a bug in the Launcher when there are too many files (the menu to choose the map doesn't scroll correctly) and I'm working on fixing that and getting some more tiles into the Launcher as well so that it shows some of the newer tiles used in the new maps.
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Pokémon
«
Reply #4 on:
July 17, 2005, 04:35:00 am »
cool, are tiles stored into each maps, I mean does each maps have their own tiles?
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MathStuf
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Pokémon
«
Reply #5 on:
July 17, 2005, 04:44:00 am »
No, that would make each one a little cumbersome to write. My "MapMaker" program that writes the external files just copies the map dimentions, its name that shows in the menu, and the huge array of tiles. The launcher uses the TileMap Engine that comes with ExtGraph and I must say that it works great, although I still haven't figured out how to get rid of the flickering when you scroll through the map. It's already double buffered, so I'm at a loss for why it would flicker that bad.
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Pokémon
«
Reply #6 on:
July 17, 2005, 08:20:00 am »
yeah, flickering can be quite a problem sometimes. On thew 83+ because of the crappy LCDs we need to blend the sprites together (create some kind of checkered pattern depending of how many GS level u use) as you can see in this screenshot (its written in TI-83+ BASIC with some ASM libs):
how many sprites do u think therer will be?
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MathStuf
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Pokémon
«
Reply #7 on:
July 17, 2005, 08:51:00 am »
There will probably be over 300 tiles (some of which are used very rarely, maybe once or twice) and over 100 sprites (they are the people and the objects that can change positions/disappear). If I can find a function in ExtGraph that will account for tranparent colors, I won't have to make masks for those 100+ sprites.
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Pokémon
«
Reply #8 on:
July 17, 2005, 08:54:00 am »
nice. Well sprite masking isnt always a big deal. Most of the time I need 2 sprite, one to erase the black pixels in the white area of my character and one to display the black area of the character. I assume in C there are more options though
thanks for the info about tiles/sprites I was always wondering what is the difference between both
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MathStuf
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Pokémon
«
Reply #9 on:
July 17, 2005, 01:11:00 pm »
Yeah, there are more options in TIGCC. ExtGraph really expands on that though too. The faster, better, and more useful graphic functions can really expand a game graphically. And after a little thought, I have come to the conclusion that masking will be needed (which means even more memory taken up). I don't want the character's face to show the grass in it.
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Pokémon
«
Reply #10 on:
July 17, 2005, 01:17:00 pm »
yeah I understand you. I guess you should be able to squish everything into the calc ram and archive since thew 89 has like over 180 KB of RAM and over 500 KB of archive. What is ExtGraph?
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arti
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Pokémon
«
Reply #11 on:
July 17, 2005, 03:21:00 pm »
QuoteBegin-Kevin+July 17, 2005, 20:17-->
QUOTE
(Kevin @ July 17, 2005, 20:17)
What is ExtGraph?
ExtGraph is a very powerful graphic library for use with TIGCC. It has lots of useful functions, and when you compile the program only the functions that you use in your program are added to the program (unlike for example ASM libs that you use with Basic programs).
The mapengine that comes with it is really nice, but I still need to learn more C in order to properly understand how it works
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Pokémon
«
Reply #12 on:
July 21, 2005, 03:00:00 pm »
uhm btw do u plan on using the original pokemon sprites because I noticed yours look different than the old ones?
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MathStuf
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Pokémon
«
Reply #13 on:
July 21, 2005, 03:46:00 pm »
That's what I've been doing the past few days (and why I've decided to stop making Map Packs. I have 2 and 3 done, but I don't want to type them in for nothing). I have all the people and their animations in Calc GS as I write this and I'm making their masks and then converting them to C using my Sprite Manipulator (the reason I made it). Umm...where did you get that program...I've been playing through the game ripping what sprites I could find so far...
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Pokémon
«
Reply #14 on:
July 22, 2005, 01:37:00 am »
I fdound that on Unitedti forums, it came from a sprite website. I dunno maybe the sprite were enhanced with more details
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