Pokemon Purple

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tifreak8x
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Pokemon Purple

Post by tifreak8x »

The next project that I will be takin on to show what kind of games the RPG starter Kit is capable of creating. This will be a cross between the red and blue versions, allowing one to play through both in one game. The neat thing about this game, is the fct that mew will be catachable in one of the versions, in the place of mewtwo.

There is currently a demo at: http://www.ticalc.org/archives/files/fi ... 38297.html

Please note that I moved away from Codex, because I replaced it with Resource, which is a better program for archived files. This reduces the loading time of the maps considerably.

I am also working on an intro for the game, much like the originals. I do plan on making some changes, so it will be slightly humurous. :D

I would love to hear any opinions that you might have on the game. :)
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Post by thecheat »

"humerous" uh oh..... :lol:
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Post by tifreak8x »

I plan on adding some interesting dialogue, cause some of the things that are said, are kinda retarded...

Intro nearly complete, I decided to drop names of characters, it will be ASH and GARY, because I amgonna need the strings when it comes to the POKEMON... (I still have no clue how that will work... :()
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Post by kalan_vod »

The reason why the dialog was messed up is because it was translated into english, and they don't always get it right when they do :P.
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Post by tifreak8x »

That is why I am changing some of the text, so it doesn't sound so retarded...
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Post by tifreak8x »

Progress has been slow, as I am trying to figure out what characters I want to represent different 'tiles'. So far, everything is moving along nicely. I am hoping for a new demo of the game out by Feb 1.
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KermMartian
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Post by KermMartian »

And you're waiting for my sprite engine, too. :)
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Post by thegamefreak0134 »

You know, if you need a sprite engine to go off of for now, you might try "zsprite". (ticalc.org, TI-83 asm, misc) It lets you make the sprites on the computer and display them fairly easily in your programs. It's a little slower than ommnicalc, but it lets you package the sprites with the program rather than in a pic file. Of course, in the long run an original engine will be much better.
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Post by tifreak8x »

What I am doing for mine is storing the hex for the 16x16 sprites in a string, and gonna use Kerm's sprite routine to display it. This will be for the Battle system (I won't be using the back sides, to conserve memory), dialogues, and other misc things... :)

Once the sprite routine is complete, that will really move things along... I can start programming in some of the NPCs...
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thegamefreak0134
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Post by thegamefreak0134 »

I never thought of it that way. That sounds just darn useful. You could even create sprites on the fly if need be.
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KermMartian
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Post by KermMartian »

The problem now is that it works fine, but immediately after execution it completely dies. I checked the stack, and nothing is amiss there. Hmmm.... probably has something to do with one of the bcalls I'm using, AnsName.
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Post by tifreak8x »

And you are testing on calc, right? :lol: (Kerm should know the refernce :P)
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Post by KermMartian »

lol, of course I am. :)
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Post by tifreak8x »

I have 4 of the sprites down on paper, so I can easily reference them, with more on the way. :) I will hopefully have all available npc sprites through Veridian... I have made some headway with the inside of buildings, though I am trying to come up with something that resembles stairs...
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Post by tifreak8x »

If anyone is interested, I made a backup of my current progress for Pokemon, and decided to let anyone interested play around with it, to see what is new. smile.gif

http://tifreakware.net/tifreak8x/pokemon/pokepur.zip

What is keeping this as a non-public demo (Not uploaded to ticalc or calcgames):

Needs 16x16 sprite routine that Kerm was making (Not sure of current status)
Needs the rooms of all buildings created
Needs maps to Pewter made and coded.
Last edited by tifreak8x on Sat 16 Dec, 2006 9:27 pm, edited 1 time in total.
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