Author Topic: Pokemon TI  (Read 44013 times)

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Offline FinaleTI

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Re: Pokemon TI
« Reply #150 on: December 17, 2010, 09:15:23 pm »
It draws every two rows, which is fast enough on my calc to be barely noticeable.
If anyone wants to optimize or help me rewrite my code to get around this, feel free.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

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My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

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I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline Runer112

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Re: Pokemon TI
« Reply #151 on: December 17, 2010, 09:21:10 pm »
Did someone say optimize? ;D

Offline DJ Omnimaga

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Re: Pokemon TI
« Reply #152 on: December 17, 2010, 09:23:45 pm »
It draws every two rows, which is fast enough on my calc to be barely noticeable.
If anyone wants to optimize or help me rewrite my code to get around this, feel free.
Ah ok so that explains it. I don't mind, though. Many computer games do that when they have Vsync disabled and the effect in your game makes it look like a MSX or PC88 port of Pokémon. ;D

EDIT: Actually in PC-8801 case it was by columns, not by row.
« Last Edit: December 17, 2010, 09:25:24 pm by DJ Omnimaga »

Offline Deep Toaster

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Re: Pokemon TI
« Reply #153 on: December 17, 2010, 11:52:25 pm »
First download ;D Looks nice! Tiles seem to be really different from what you have in the screenshot, though... But then I suck at using emus.

What does the installer do, by the way?

EDIT: Weird, when I restarted Wabbit, the tiles seemed to turn normal again, like the ones you had in your shot ???
« Last Edit: December 17, 2010, 11:54:16 pm by Deep Thought »




Offline ztrumpet

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Re: Pokemon TI
« Reply #154 on: December 18, 2010, 11:44:01 am »
That's great!  I really like it with the music, but why does the music restart when I change rooms?

Also, it seems a little flickery.  I think I blame Wabbit.  >B)

Wonderful job Finale!  :w00t:

Offline FinaleTI

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Re: Pokemon TI
« Reply #155 on: December 18, 2010, 05:23:14 pm »
The music restarting thing I can easily fix, as I know exactly where in my code that's happening, so it shouldn't be too hard to fix.  I'm also contemplating how to do the map transition animation, like when going through a door, or up or down stairs, the screen fades to black, then back. I know I can do this with contrast manipulation, but I just have to find the right values.

I'm also working on the intro. I managed to start implementing special values into the text routine, like what squidgetx is doing for Ash: Phoenix. Currently, a value of [01] displays the player's name and and a value [02] displays the rival's name. I'll implement other ones later, but it's a start. I'm also trying to work out a name input routine like the one in the original game. I have to try and dig up my old PicArc archive (hopefully I still have a copy) of the GUI it used in my old Celtic III build of the intro.
« Last Edit: December 20, 2010, 05:47:27 pm by squidgetx »


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline shmibs

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Re: Pokemon TI
« Reply #156 on: December 18, 2010, 06:24:32 pm »
how are you managing room linking in a quick/concise fashion? things like that tend to get tricky when there are four+ different link tiles on the same map.

Offline FinaleTI

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Re: Pokemon TI
« Reply #157 on: December 18, 2010, 06:27:14 pm »
how are you managing room linking in a quick/concise fashion? things like that tend to get tricky when there are four+ different link tiles on the same map.
Eventually, I'll have it looping through a list of data whenever a non-zero tile in the collision layer is stepped on in order to find where it links to. For the purposes of this test, it only supports one link. The collision layer is actually how I handle collision and object interaction, and eventually, NPCs.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline DJ Omnimaga

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Re: Pokemon TI
« Reply #158 on: December 18, 2010, 07:10:35 pm »
The music restarting thing I can easily fix, as I know exactly where in my code that's happening, so it shouldn't be too hard to fix.  I'm also contemplating how to do the map transition animation, like when going through a door, or up or down stairs, the screen fades to black, then back. I know I can do this with contrast manipulation, but I just have to find the right values.

I'm also working on the intro. I managed to start implementing special values into the text routine, like what squidgetx is doing for Ash: Pheonix. Currently, a value of [01] displays the player's name and and a value [02] displays the rival's name. I'll implement other ones later, but it's a start. I'm also trying to work out a name input routine like the one in the original game. I have to try and dig up my old PicArc archive (hopefully I still have a copy) of the GUI it used in my old Celtic III build of the intro.
I remember early NES games had the music restart completely when switching rooms. I even saw in-game menus using a totally different song to reduce the annoyingness of this. It seemed like back then, they couldn't figure out how to get around this. Later, some games actually continued the song where it left off the previous room, but there was usually some lag or the music stopped for half a second. I guess it has to do with how when switching from a room to another, sometimes the music is the same and other times it isn't.

Offline shmibs

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Re: Pokemon TI
« Reply #159 on: December 18, 2010, 07:44:22 pm »
Quote from: finale
Eventually, I'll have it looping through a list of data whenever a non-zero tile in the collision layer is stepped on in order to find where it links to. For the purposes of this test, it only supports one link. The collision layer is actually how I handle collision and object interaction, and eventually, NPCs.
i had a brainthought:

when a tile is stepped on you could have a parser run through the map data left to right, top to bottom from the beginning of your collision layer, adding one to a counter every time a link tile is encountered, and then append the map number to which the player should be directed(as well as the link tile number on that map where he will be appearing) to the end of the map data. it might be a little slow, but it's very small as well and could deal with 256 maps/link tiles per map =D.

Offline kindermoumoute

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Re: Pokemon TI
« Reply #160 on: December 20, 2010, 01:28:14 pm »
 O.O
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline jnesselr

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Re: Pokemon TI
« Reply #161 on: December 20, 2010, 01:30:01 pm »
Quote from: finale
Eventually, I'll have it looping through a list of data whenever a non-zero tile in the collision layer is stepped on in order to find where it links to. For the purposes of this test, it only supports one link. The collision layer is actually how I handle collision and object interaction, and eventually, NPCs.
i had a brainthought:

when a tile is stepped on you could have a parser run through the map data left to right, top to bottom from the beginning of your collision layer, adding one to a counter every time a link tile is encountered, and then append the map number to which the player should be directed(as well as the link tile number on that map where he will be appearing) to the end of the map data. it might be a little slow, but it's very small as well and could deal with 256 maps/link tiles per map =D.
Could you explain this a little more, or give an example program. I need something like this for one of my projects.

Offline kindermoumoute

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Re: Pokemon TI
« Reply #162 on: December 20, 2010, 01:44:51 pm »
Finale TI, can I take a screen of your pokemon game to introduce my french tutorial about Axe Parser ?
This screen :
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline yunhua98

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Re: Pokemon TI
« Reply #163 on: December 20, 2010, 04:06:59 pm »
Am I missing something?  I thought this was in Hybrid Basic? ???
that said, that lookS AMAZING!  :o

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Offline FinaleTI

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Re: Pokemon TI
« Reply #164 on: December 20, 2010, 05:44:51 pm »
Finale TI, can I take a screen of your pokemon game to introduce my french tutorial about Axe Parser ?
This screen :
Sure! Just accredit it to me, of course.

Am I missing something?  I thought this was in Hybrid Basic? ???
that said, that lookS AMAZING!  :o
Well, actually, most of it is gonna be made in Axe now, and currently it'll use a BASIC launcher, but if I can squish small enough, I may try to have it launch from an app.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.