Pokemon Red and Blue Ports

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thegamefreak0134
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Post by thegamefreak0134 »

Couldn't be that hard. After all, once I have the engine down and all adding the extra pokemon will be easy. (just tag on to the end.) Time can be solved by the clock on the 84+, although it will be easy to cheat by resetting the clock in the mode menu. Ah well, right?

Baby steps though. I want to get Red and Blue done first. Then we'll talk of expansion. I'm worried that Red and Blue will be big enough...

-gamefreak0134

PS: This should give you a fair idea of what i've been working on lately:

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Area mapping is so fun... However, I seem to be making good progress with my methods so far. The hardest part will be re-sizing the maps to calc size (mainly to avoid getting lost due to limited sight) withoug losing any detail. However, I'm sure I can get it accomplished.

New Concept Screenshots:

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Post by DarkAuron »

Simply awesome.
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Post by Loki »

Very very nice. Cant wait for this to come out =P
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tifreak8x
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Post by tifreak8x »

Definitely nice. :)
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kalan_vod
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Post by kalan_vod »

Could you please help me? I seem to have lost my jaw.
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Post by CompWiz »

kalan_vod wrote:Could you please help me? I seem to have lost my jaw.
Lucky you. My eyes popped out. :x Kind of hard to look for them while I'm blinded. :lol: (good thing I can touch type :D )

That looks(or looked, while my eyes were still in my head)phenomenal. If I didn't know better, I'd say those were Gamboy screenshots. Just curious, how much of the map do you have programmed in?
Last edited by CompWiz on Fri 17 Feb, 2006 1:34 am, edited 1 time in total.
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DJ_O
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Post by DJ_O »

O_

I lost an eye :x


awesome job I wish I was comfortable with asm :(
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tifreak8x
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Post by tifreak8x »

Yeah, same here...

My project is doomed... :cry:
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Post by CompWiz »

tifreak8x wrote:Yeah, same here...

My project is doomed... :cry:
Maybe you can be like the X-Box 360. Have your program come out first and everyone will get it because the other version isn't out yet. :lol:

But seriously, you said to begin with that your pokemon is just an example of what the RPG starter kit is capable of doing. This would still be a great demonstration of that. Most people will not learn assembly just so they can make a game on the calc, and a kit that helps them would definitely encourage new people to start making programs. In fact I was working on a adventure game maker with an example program a little while ago. Unfortunately, it didn't work out. Hopefully yours does better than mine. :)
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Post by currahee »

Holy f00x0r! :shock: do you really think you'll be able to fit it on some 160KB of FlashROM?
Keep the ratio 1:1. The concept screenshot looks fine though it'll look huge on the TI-83+.
I have an idea for the area problem. Have the user press and hold a key and then use arrow keys to navigate the loaded map in memory to view what's there. Then when he/she releases the key, it reverts back to the player's position. Just like in Super Mario World for the SNES.
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Post by Liazon »

currahee wrote:Holy f00x0r! :shock: do you really think you'll be able to fit it on some 160KB of FlashROM?
Keep the ratio 1:1. The concept screenshot looks fine though it'll look huge on the TI-83+.
I have an idea for the area problem. Have the user press and hold a key and then use arrow keys to navigate the loaded map in memory to view what's there. Then when he/she releases the key, it reverts back to the player's position. Just like in Super Mario World for the SNES.
or like blockdude.

Red and blue had time? night/day?
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CompWiz
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Post by CompWiz »

Liazon wrote:Red and blue had time? night/day?
I don't think so. I think he was referring to making the later versions of pokemon.
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Post by MathStuf »

Time was introduced in GSC. However, time played in a save game was in RBY.
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Post by necro »

In RBY, time wasn't based of a clock, it used a timer...why would the clac version be defferent?
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Post by tifreak8x »

Yeah, that shouldn't be too hard to implement in either asm or BASIC...


And thanks CompWiz. :)
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