Author Topic: Pokemon TI  (Read 44900 times)

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Offline Deep Toaster

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Re: Pokemon TI
« Reply #135 on: December 14, 2010, 02:27:36 pm »
This is ... EPIC!

Can't wait for a release ;D




Offline FinaleTI

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Re: Pokemon TI
« Reply #136 on: December 14, 2010, 08:16:02 pm »
Here are the new programs for the demo.

Boundary checking is still a tad off, but not by much, and I've already fixed it on my calc.

To run the demo, run Asm(prgmZPKINST) to create the programs that contain all the data the engine will need, then run Asm(prgmA66) to run the demo.
You only need to run prgmZPKINST once unless you delete the programs ZPKMAP, ZPKMUSIC, ZPKTILE1, and ZPKTILE2.

prgmPKMAP2 is the source for prgmA66.
prgmAAA is the source for prgmZPKINST. I had to make prgmZPKINST because TI-Connect hated ZPKTILE1 and ZPKTILE2 when I tried to take them off my calc. They sent, but they were invalid to emulators (and I tried with several builds of Wabbit and a build of PinderTI), so I made ZPKINST instead.

I'd have a video, but I still have to re-install CamStudio and I only just fixed Wabbit, so...

EDIT: WOW. I forgot the attach the zip. Fail.
« Last Edit: December 14, 2010, 08:16:37 pm by FinaleTI »


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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Offline shmibs

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Re: Pokemon TI
« Reply #137 on: December 14, 2010, 10:17:04 pm »
i hear a bit of lag still, but it's definitely much better than before(and walking is smoother as well!)

wabbit is deciding to corrupt the tiles, though...

Offline DJ Omnimaga

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Re: Pokemon TI
« Reply #138 on: December 15, 2010, 04:52:47 am »
Cool, I'll have to check this out too eventually. Glad this is still progressing. :)

Offline aeTIos

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Re: Pokemon TI
« Reply #139 on: December 15, 2010, 09:18:21 am »
nice job! but, (maybe it is because i used wabbit) i cant really see the difference between the tiles, maybe you could add a white/ light grey tile for the ground?
I'm not a nerd but I pretend:

Offline FinaleTI

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Re: Pokemon TI
« Reply #140 on: December 15, 2010, 03:17:50 pm »
I'm not sure exactly what you mean by that, as the floor is all the same tile. I won't be adding any tiles soon, because this is a port of Red and Blue, so I'm gonna be using the original graphics except where I would need modifications to make everything fit nicely on screen, like in the battle engine.

Update, though!
Boundary and collision checking have been fully implemented, and I believe I have interaction with objects working.
Now I have to cobble together the downstairs map, then work on map linking.
« Last Edit: December 15, 2010, 03:18:30 pm by FinaleTI »


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 #141 on: December 15, 2010, 03:18:31 pm »
More progress, YAY! :D

Offline aeTIos

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Re: Pokemon TI
« Reply #142 on: December 15, 2010, 03:18:38 pm »
I'm not sure exactly what you mean by that, as the floor is all the same tile. I won't be adding any tiles soon, because this is a port of Red and Blue, so I'm gonna be using the original graphics.

Update, though!
Boundary and collision checking have been fully implemented, and I believe I have interaction with objects working.
Now I have to cobble together the downstairs map, then work on map linking.
never mind, it doesnt matter, though
I'm not a nerd but I pretend:

Offline Hot_Dog

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Re: Pokemon TI
« Reply #143 on: December 15, 2010, 03:19:16 pm »
Nice job on the progress!

Offline ztrumpet

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Re: Pokemon TI
« Reply #144 on: December 15, 2010, 10:23:26 pm »
Woot!  Progress! :w00t:

Offline FinaleTI

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Re: Pokemon TI
« Reply #145 on: December 17, 2010, 02:50:33 pm »
Moar update (but no mudkipz right now...):

Map linking works near flawlessly, I just have to address a small issue with the character.
Then, onto NPCs!
« Last Edit: December 17, 2010, 02:50:41 pm by FinaleTI »


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 kindermoumoute

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Re: Pokemon TI
« Reply #146 on: December 17, 2010, 05:44:51 pm »
wow great, i can't wait !
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Offline DJ Omnimaga

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Re: Pokemon TI
« Reply #147 on: December 17, 2010, 05:56:27 pm »
Moar update (but no mudkipz right now...):

Map linking works near flawlessly, I just have to address a small issue with the character.
Then, onto NPCs!
Cool to hear! :D

Offline FinaleTI

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Re: Pokemon TI
« Reply #148 on: December 17, 2010, 08:55:41 pm »
Fixed!

So here's a download and a screenie for ya.


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 #149 on: December 17, 2010, 09:09:01 pm »
THis looks very great! I wonder, though: Do you draw the entire screen at once? In the screenshot, it seems to gradually update, like if you used DispGraphrr everytime a row of sprite was drawn. O.O Or is it a WabbitEmu screen updating issue?