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AuthorComment
Hydraliskisback
Wraith
avatar
Posted: 6 Oct 2008
20:35 GMT
Total Posts: 583
dude thats frekin awesome.
if i knew any asm i would offer some stuff like that =D

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Iff Hydralisk has posted the above, the above is stupid.
tifreak8x
Administrator
avatar
Posted: 7 Oct 2008
06:23 GMT
Total Posts: 419
Well, benryves is totally awesome. You too would know his glory if you joined us on IRC. :P



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Bringing you Pokemon, for your calculator.
Hydraliskisback
Wraith
avatar
Posted: 7 Oct 2008
17:48 GMT
Total Posts: 583
i would join you, but that one troll ruined the experience for me forever. :\

and zomg
that was AMAZING beyond all reason.

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Iff Hydralisk has posted the above, the above is stupid.
tifreak8x
Administrator
avatar
Posted: 7 Oct 2008
23:00 GMT
Total Posts: 419
Well, don't let one person ruin your experiences. tcpa can be a bit annoying sometimes, but on cemetech and tifreakware, it is generally calm. :) (Those being channels)

And thanks. I am looking at events system... This will be painful beyond all concepts, let me tell you...

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Bringing you Pokemon, for your calculator.
darksideprogramming
Guardian
avatar
Posted: 8 Oct 2008
04:27 GMT
Total Posts: 1005
^ This.

Lately #tcpa has had an influx of annoying people.
Hydraliskisback
Wraith
avatar
Posted: 8 Oct 2008
18:31 GMT
Total Posts: 583
ooooh event systems.
i just do a random, and then eventually i weigh it so that its all balanced.
but with under 200 different AI's and like four times as many combinations of abilities to handle, it does seem daunting.
hmmm.
you should inquire certain hackers in some ROM networks how the original AI works

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Iff Hydralisk has posted the above, the above is stupid.
tifreak8x
Administrator
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Posted: 9 Oct 2008
19:55 GMT
Total Posts: 419
Psh, takes all the fun out of things. :D



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Bringing you Pokemon, for your calculator.
tifreak8x
Administrator
avatar
Posted: 13 Oct 2008
07:10 GMT
Total Posts: 419


This is the new Event engine, it uses lists to tell the NPC and Char where to go. I could totally make the game out of just this... just let the players suffer through it playing all by itself... BWHAHAHAhahaha... *cough-hack*

Anyways..

These show that you can enter either of the two * and still make it to the door. I still have a couple things to add. Like 1, make it so that you don't force Prof. Oak up the front of his lab, and 2, see about adding in the door/stair detection at the end of the loop, so that it actually will see it.

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Bringing you Pokemon, for your calculator.
Hydraliskisback
Wraith
avatar
Posted: 13 Oct 2008
11:26 GMT
Total Posts: 583
lookin hott man! you're working hard man.

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Iff Hydralisk has posted the above, the above is stupid.
haveacalc
Guardian
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Posted: 13 Oct 2008
21:55 GMT
Total Posts: 1111
I see that you're still using your own sprite routine for non-Pokémon sprites.

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-quoted directly from most movies that don't exist (and some that do).
tifreak8x
Administrator
avatar
Posted: 16 Oct 2008
15:51 GMT
Total Posts: 419
Yeah, not going to get another asm to just display them, and I cannot use the asm one for it because it thinks that sprites either have a G for end of line, or are 32 pixels wide.

Besides, they are not that big, and don't take long to load.

Also have been improving on that engine of mine, once I get it to where you go inside, I will see about posting a screenshot.

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Bringing you Pokemon, for your calculator.
EddieInPink
Probe
avatar
Posted: 18 Oct 2008
13:28 GMT
Total Posts: 1
TI, I can't wait to see this thing in action. How soon do you think the full version will be out? I'm on tenterhooks!!! Keep up the great work!!!
-EddieInPink
tifreak8x
Administrator
avatar
Posted: 18 Oct 2008
23:28 GMT
Total Posts: 419
Full version? hopefully sometime next summer, if things go well with the rest of the routines. The next beta? hopefully Christmas. I have plans on working on this when I wake up sunday and give it some attention.

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Bringing you Pokemon, for your calculator.
Hydraliskisback
Wraith
avatar
Posted: 20 Oct 2008
10:37 GMT
Total Posts: 583
verrrry goood =3
did you figure out the going of inside yet?

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Iff Hydralisk has posted the above, the above is stupid.
tifreak8x
Administrator
avatar
Posted: 20 Oct 2008
20:42 GMT
Total Posts: 419
Yes, I did finally get that to work, I will place a screenshot of it up once I can make the changes to the gaming engine to allow you to move around in a defined area, that will cause events to happen, or just write up another engine specifically for that, I am not sure which way I will go yet.

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Bringing you Pokemon, for your calculator.
turtlbrdr
Marine
Posted: 28 Oct 2008
14:19 GMT
Total Posts: 39
How/what are you using to store and recall text, because I am in the process of making a game that is on a similar scale as this (as much Basic as possible w/asm utilities), and I have to say text seems awfully inefficient to store as is. Another question I have is how you account for items, after bought and when looking in your items bag? And I agree with you that Celtic2 is acting weird (not only from my other post), now I can't create programs through it anymore! But I love what your doing here it is the game I look forward most to(besides mine own.) Lastly could you tell us where we could find some of the asm utilities you're using? I have Celtic2, but you're using at least 3 and I feel that I could probably benefit from acquiring these. Thank you!

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Head, and only, programmer of StarAeritha Productions
tifreak8x
Administrator
avatar
Posted: 29 Oct 2008
13:22 GMT
Total Posts: 419
Well, Resource is on ticalc.org, just search for it in the archives. As to the others, I am unsure if they were released to the internet or not.

Also, are you talking about dialogue text, or map text, or what? For the most part, it is just text in a program stored to string variables. The items will be stored via lists. I plan on changing the current items system, because, well, it sucks. I will use a format, such as Item#.Qty per element. This *should* allow me to make the items movable in the list. But, that will wait until I get that far. ;)

As to celtic2 acting weird, that only happens when the values are not stored correctly, as if you are expecting something to stay the same but it does not. I have not had any major issues to date, once I got all bugs out of the programs.

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Bringing you Pokemon, for your calculator.
turtlbrdr
Marine
Posted: 29 Oct 2008
14:27 GMT
Total Posts: 39
Thank you.

As for text I was wondering about dialogue text.

As for Celtic2, whenever I try to use it to create a program, it doesn't and sends back the error "..P.IS.FN" it is totally strange

Anyway thanks once again and sorry for plugging up your forum!

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Head, and only, programmer of StarAeritha Productions
tifreak8x
Administrator
avatar
Posted: 29 Oct 2008
18:17 GMT
Total Posts: 419
It is no problem.

As to creating a program, make sure you have it set like this:

4->/theta/
"NAME->Str0

That will create a program. if it still screws up, maybe you should get the copy I have out of the beta I posted a bit back...

Progress:

I promise, I have not been super lame for the last bit. Here is a screenshot to prove it!



Working next on getting it to see the pokeballs...

This screenshot shows how that an NPC can be forced off screen and brought back with no trouble. :D life is good.

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Bringing you Pokemon, for your calculator.
welchlin
Probe
Posted: 9 Dec 2008
20:13 GMT
Total Posts: 6
hello, if you don't mind me asking. what app do you play these pokemon games on your calculator? (ie. mirage05) because i downloaded a few of these pokemon games but i cannot find out how to play it.

Thank you so much for your help.
Vectris
Ultralisk
avatar
Posted: 9 Dec 2008
20:22 GMT
Total Posts: 375
welchlin if you have a question like that, just make your own topic in the general forums. Go ahead and do that, then we'll help you out, no problem.
welchlin
Probe
Posted: 9 Dec 2008
20:28 GMT
Total Posts: 6
sorry, i haven't used the forums on this site before i just made my account.

Thank you. ill go ask in general questions forum. :-)
darksideprogramming
Guardian
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Posted: 11 Dec 2008
10:00 GMT
Total Posts: 1005
Hurry up and finish this game already. :P
tifreak8x
Administrator
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Posted: 13 Dec 2008
20:38 GMT
Total Posts: 419
lol, I should, shouldn't I? XD

Sadly, have had no drive what so ever the past week or so to even look at the code... I will see if I can't figure something out tomorrow..

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Bringing you Pokemon, for your calculator.
tifreak8x
Administrator
avatar
Posted: 18 Feb 2009
19:59 GMT
Total Posts: 419
WHHEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

I should start a new topic.. but meh.

Anyways, got tangled up in the variables, so I have been writing out the code so I can see about getting that all straightened out and optimized to the best of my ability.

also thinking about revamping the items system, to make it like the original system. Shouldn't take too long for that, honestly.

Umm.. I don't think I showed it here, but I also revamped the pokedex. I will have to look back and see if I ever posted a screenshot.. <<

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Bringing you Pokemon, for your calculator.
Zachary940
Wraith
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Posted: 11 Mar 2009
19:23 GMT
Total Posts: 713
So, is it done yet?

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It is much easier to suggest solutions when you know nothing about the problem.
tifreak8x
Administrator
avatar
Posted: 12 Mar 2009
16:35 GMT
Total Posts: 419
Don't I and everyone else wish.. -_-

Workin on it tho

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Bringing you Pokemon, for your calculator.
LukeH1610
Probe
Posted: 14 Mar 2009
16:07 GMT
Total Posts: 1
Woah, this project looks epic. How far along is it?
tifreak8x
Administrator
avatar
Posted: 16 Mar 2009
20:15 GMT
Total Posts: 419
It is currently sitting around 12% completed, I think, and is undergoing a variable rewrite so I can get a better handle on how things are done.

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Bringing you Pokemon, for your calculator.
Zachary940
Wraith
avatar
Posted: 19 Mar 2009
18:53 GMT
Total Posts: 713
You mean i have been here for almost 4 years now and it is only 12%. Anyway, your doing a great job. Keep up the good work. Any news on an updated demo?

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It is much easier to suggest solutions when you know nothing about the problem.
turtlbrdr
Marine
Posted: 26 Mar 2009
19:21 GMT
Total Posts: 39
Keep on working on it, everyone needs to remember that a hurried program could contain mistakes or such; so please take all the time you need, but just don't cancel it halfway through ;)

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Head, and only, programmer of StarAeritha Productions
darksideprogramming
Guardian
avatar
Posted: 27 Mar 2009
17:36 GMT
Total Posts: 1005
Don't listen to him, hurry up already. :P
tifreak8x
Administrator
avatar
Posted: 6 Apr 2009
12:38 GMT
Total Posts: 419
shush you <_<

And I do need to spend more time on it. bleh. Too many things to do right now, especially with the way the economy is going, got to do everything in my power to make as much money as possible to get rid of bills while I am able to.. =/

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Bringing you Pokemon, for your calculator.
tifreak8x
Administrator
avatar
Posted: 8 Apr 2009
10:31 GMT
Total Posts: 419
BASIC Pokedex is now updated to show the latest and greatest improvements made. =p

http://calcg.org/cgi-bin/files.cgi?id=1183

Anyways, back to the last 15 or so programs that need to be written out for progress to resume..

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Bringing you Pokemon, for your calculator.
haveacalc
Guardian
avatar
Posted: 8 Apr 2009
17:04 GMT
Total Posts: 1111
That's good.

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-quoted directly from most movies that don't exist (and some that do).
tifreak8x
Administrator
avatar
Posted: 28 Apr 2009
11:11 GMT
Total Posts: 419
I have been going through some of this code.. and realized that for just the starter program alone I had left chunks of unneeded code from previous versions. XD oh wow, it annoys me.

Also, in the game now, instead of having

"0
prgmZRS

I am simplifying those to

prgmZC1

Mainly because I call on that function of RESOURCE so often. =/ I figured it up, it would take 7 times to call prgmZC1 to make it worth the effort. prgmPOKEMON calls it 4 times by itself. So yeah, more savings of RAM.

for the border display program, using Ans as a list to store the values, and immediately call the program, where it will store from Ans to the correct variables. Same thing with prgmZSP, for the values on where the sprites are to go.

It is interesting to see, just in two programs I have worked on, how much blue pen ink I have used correcting things. XD

I also took the liberty to create the version as it is now as 0.1.7a, as a placeholder to know how much RAM/ROM is being used up. At this time, between pics and prgms, the game takes 89,659 bytes. I am eager to see what the changes I make to the game affect the amount of space it uses.

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Bringing you Pokemon, for your calculator.
tifreak8x
Administrator
avatar
Posted: 15 May 2009
20:58 GMT
Total Posts: 419
I have managed to redo the items system a bit better, as it will now scroll through the list of items so long as it is greater than 4. I plan on adding page turning, so to speak, to be a little quicker to get through the list, plus I need to add in the ability to move the items around in the list. Plus I have to devise a way to remove an item from the list once it is used up. Oh the fun..

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Bringing you Pokemon, for your calculator.
tifreak8x
Administrator
avatar
Posted: 24 May 2009
06:40 GMT
Total Posts: 419
And something for the masses:

Currently, only the scrolling and page by page turning is working. I still need to add:

X -the ability to move an item
X -the ability to toss an item
X -the ability to use an item

Using an item won't happen until I get it to where you can have a pokemon to use one on. That will be somewhat difficult, as each item does different things. I will also need to devise a dynamic routine for all the TMs and HMs, since they will all essentially do the same, and make it easier, but if the pokemon knows 4 moves already, it will have to replace the selected move with the TM/HM.

Oh what fun.. I think I will work on moving an item and tossing an item to at least get those out of the way. =]

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Bringing you Pokemon, for your calculator.
tifreak8x
Administrator
avatar
Posted: 29 Sep 2009
06:48 GMT
Total Posts: 419
Well, expect more progress on this now that I have an easy way of converting programs to appvars and back again. I probably will complete the celtic2 helper program at a later date.

Thanks to Kerm for making this program as quickly as he did. Hope it invigorates him into making some progress on DCS7 soon. ^^

So, next bit of work for me to do for the project is to convert the data programs to appvars and making the game engine recognize the data as such. From there, I have to figure out if the event system is still working. <<

Actually, I need to go through and see if the game itself still works, since that has not been tested since I did the massive bit of code clean up a while back. Let you know how that goes.

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Bringing you Pokemon, for your calculator.
tifreak8x
Administrator
avatar
Posted: 11 Oct 2009
06:15 GMT
Total Posts: 419
Have been running through and testing the game, Intro works beautifully, making some adjustments to the ingame menu, since it doesn't change borders if that was done. Also have a problem with the arrow starting too high up because the pokedex hadn't been given.. so yeah, small things, still working..

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Bringing you Pokemon, for your calculator.
tifreak8x
Administrator
avatar
Posted: 21 Feb 2010
06:57 GMT
Total Posts: 419
Seems I have been failing at updating pokemon here, so.. yeah..

I have been hard at work preparing version 0.2.0a of pokemon, which will allow you to get your starter pokemon and have a battle system.

You can find a whole slew of updates here: http://tifreakware.ath.cx/index.php?showforum=85

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Bringing you Pokemon, for your calculator.
Hydralisk5201
Wraith
avatar
Posted: 21 Feb 2010
22:47 GMT
Total Posts: 576
Sounds like things are trucking along quite nicely there, tifreak :) when i get my own personal ti 84+se (finally) ill be sure to get your alpha and enjoy it :)

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Flintlock Durden says "The things you eat end up eating you"
tifreak8x
Administrator
avatar
Posted: 23 Feb 2010
06:28 GMT
Total Posts: 419
ha, thanks. I have been working hard at getting this new alpha out, but geeze there is still so many little things that need to be done. ><

Almost got the template code written out for the starter pokemon. Then it's on to the party and status programs, integrating in the items system, etc. Plus a battle system! hooray. XD

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Bringing you Pokemon, for your calculator.
Hydralisk5201
Wraith
avatar
Posted: 24 Feb 2010
01:05 GMT
Total Posts: 576
If i may suggest, for like an alpha demo, just to show off what you have so far, maybe work on getting the first pokemon and then doing the battle system, with a window to the future party system?

just having something ready to play unloads a bit of stress in the matter, and tackling some of the more, daresay, noticeable pieces of the puzzle feels more noteworthy and will keep you chugging along nicely :) also then you could, say, release different versions of what you have, constantly adding new pieces, then youd feel more accomplished ;)

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Flintlock Durden says "The things you eat end up eating you"
tifreak8x
Administrator
avatar
Posted: 25 Feb 2010
16:57 GMT
Total Posts: 419
I want to definitely be able to have a person able to battle gary and walk around in the grass and battle wild pokemon just for fun. That is the goal for 0.2.0a. After that, it should be mainly updates to map and trainer data, that's about it.

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Bringing you Pokemon, for your calculator.
tifreak8x
Administrator
avatar
Posted: 25 May 2010
07:37 GMT
Total Posts: 419
Progress is still on going with the event system code. I was sadly ill most of last week, with some odd form of virus that had given me a massive headache from saturday until thursday, and a flu bug on monday.

Feeling decent enough now, finally getting some progress done with the pokemon shift routine, from when you catch it in the wild. Absorbing it into the party of 6 is complete (on paper, not tested) and I am currently writing the code out to put them in the proper PC box. This code is a bit.. complex, to say the least. I am writing code, that will create a program and write code based on which box number was last successfully uploaded to, and scans it for an open slot. If all slots are full, it moves on to the next pc box and starts the process over again.

So.. I am writing code.. that has to write code as a dynamic program, which calls an asm program to convert a list to a string, and then unarchive the proper pc box appvar, and write the pokemon data to it.

Probably the most complex BASIC/Celtic hybrid code I have written yet.

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Bringing you Pokemon, for your calculator.
calcs4life
Probe
avatar
Posted: 4 Jun 2010
12:36 GMT
Total Posts: 8
Glad you're up and running! I can't wait for the game to come out! It would probably be the one of the most epic games ever released for the TI-83/84 family!
tifreak8x
Administrator
avatar
Posted: 20 Jun 2010
05:47 GMT
Total Posts: 419
I am definitely shooting to achieve that, but first I have to complete it.

Still working on certain aspects of menus and getting ready to start in on the battle engine. That's going to turn out to be a nightmare for sure.. x.x

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Bringing you Pokemon, for your calculator.
calcs4life
Probe
avatar
Posted: 23 Jun 2010
16:36 GMT
Total Posts: 8
Wish you best of luck! Wow, I can't believe how long this project has been going along!
tifreak8x
Administrator
avatar
Posted: 19 Sep 2014
16:04 GMT
Total Posts: 419
This project used to be cool. It could be cool again. I might have to make it so..

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Bringing you Pokemon, for your calculator.


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