Pokemon Red and Blue Ports
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- thegamefreak0134
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I'm glad to see positive results from this.
The black spots for a couple of frames are mainly just a glitch that happens if you go too far to the left or top. Since my routine only decrements, if the map rolls over, the images run off into the neverlands. Not fun. Since it only reads fortunately, it wont crash or anything, but will look awfully odd. All of the maps will be designed to avoid this little error, but if I make a mistake in a map (or the engine) and you see something to this effect, that;s all it is.
As for the size, I intend to use slightly smaller sprites than that (28x28 for backs, 24x32 for fronts) and a heck of a lot of compression. I also have discovered (thanks to jim e. Wonderful person) that maps can be shrunk by a process known as sub-mapping, which is basically repeating common patterns. Since this is used a lot in the actual game, no reason why it shouldn't be used here as well.
Yes, the grey flickering is PindrTI. It looks really good on a real calc. If you run it in vti of course, the flickering goes away.
Thanks for the comments y'all! I'll try to get something a little more impressive (like a character, collision, and smooth scrolling) in as soon as possible. I kinda need to finish the map maker first though, as trying to do this all by hand is a bit of a pain. Will post again soon, as my project focus has turned seriously to this.
-gamefreak
PS: I will not give up. Even if it's 23 pages and only runs on a TI-84 Plus Silver edition, it still runs and is still a cool achievement. Have faith. For the record, I'm a senior in high school, and have been working on this project since the 7th grade. I'm not about to give up now!
The black spots for a couple of frames are mainly just a glitch that happens if you go too far to the left or top. Since my routine only decrements, if the map rolls over, the images run off into the neverlands. Not fun. Since it only reads fortunately, it wont crash or anything, but will look awfully odd. All of the maps will be designed to avoid this little error, but if I make a mistake in a map (or the engine) and you see something to this effect, that;s all it is.
As for the size, I intend to use slightly smaller sprites than that (28x28 for backs, 24x32 for fronts) and a heck of a lot of compression. I also have discovered (thanks to jim e. Wonderful person) that maps can be shrunk by a process known as sub-mapping, which is basically repeating common patterns. Since this is used a lot in the actual game, no reason why it shouldn't be used here as well.
Yes, the grey flickering is PindrTI. It looks really good on a real calc. If you run it in vti of course, the flickering goes away.
Thanks for the comments y'all! I'll try to get something a little more impressive (like a character, collision, and smooth scrolling) in as soon as possible. I kinda need to finish the map maker first though, as trying to do this all by hand is a bit of a pain. Will post again soon, as my project focus has turned seriously to this.
-gamefreak
PS: I will not give up. Even if it's 23 pages and only runs on a TI-84 Plus Silver edition, it still runs and is still a cool achievement. Have faith. For the record, I'm a senior in high school, and have been working on this project since the 7th grade. I'm not about to give up now!
Glad to hear it.thegamefreak0134 wrote: PS: I will not give up. Even if it's 23 pages and only runs on a TI-84 Plus Silver edition, it still runs and is still a cool achievement. Have faith. For the record, I'm a senior in high school, and have been working on this project since the 7th grade. I'm not about to give up now!
I can't wait to see your next round of screenshots.
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- thegamefreak0134
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I realized that I've been worrying a lot about the graphics and such. Would y'all have anything against me releasing a graphics-less text battle engine to get the stats and things working right? I think I could make it portable enough to add graphics when I was ready, but I need to go ahead and solidify the pokemon data and the moves and such...
-gamefreak
-gamefreak
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- thegamefreak0134
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Cool. I've already made the basic code map for it, so I should have something playable within a week or so. Since it's going to be mainly routine based, (this saves a lot of space for my implementation) it shouldn't be very hard to port to graphics anyway. However, getting the engine to behave like the original games, including all the weird things that arent really supposed to happen but do anyway, will be a bit of challenge. Thus, expect a couple of releases with different pokemon and possibly wrong movesets (or perhaps simply a way to change that before starting the battle) so I can test everything.
-gamefreak
-gamefreak
Good to see you coding on the game now!! Can't wait to try out the demo.
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- thegamefreak0134
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Nooooo! Not PC! This project is so far along!
My diet consists of nails, code-stealers, and HP fans.
Projects:
Robot War [TI-82, TI Flash App]
Sonic the Hedgehog [Multiplatform]
Projects:
Robot War [TI-82, TI Flash App]
Sonic the Hedgehog [Multiplatform]
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