Search found 41 matches

by MathStuf
Thu 26 Jan, 2006 3:33 am
Forum: Announce Your Projects
Topic: Pokemon Red and Blue Ports
Replies: 225
Views: 219131

In that case, go here: http://www.gamefaqs.com/portable/gamebo ... 07714.html and go to the longer Missingno. file (the one by Okk) and the Strategy Guide closer to the bottom (by RJones) for the other GameFaqs link if that one doesn't work.
by MathStuf
Thu 26 Jan, 2006 3:18 am
Forum: Announce Your Projects
Topic: Pokemon Red and Blue Ports
Replies: 225
Views: 219131

They may have some stupid protection on it. Typing it into the address bar should work...
by MathStuf
Thu 26 Jan, 2006 12:14 am
Forum: Announce Your Projects
Topic: Pokemon Red and Blue Ports
Replies: 225
Views: 219131

Well, the missingno glitch will be pretty easy to implement. In Red and Blue (and of course in my version) each section of the map had a different set of pokemon applied to it. One set for grass, one for fishing, one for surfing, and one for caves. The catch? For some odd reason, the developers for...
by MathStuf
Wed 25 Jan, 2006 1:48 am
Forum: Announce Your Projects
Topic: Pokemon Red and Blue Ports
Replies: 225
Views: 219131

There aren't that many super-secrets in the game to begin with. There will be some very interesting extra areas in my game though. :)
by MathStuf
Tue 24 Jan, 2006 11:04 pm
Forum: Announce Your Projects
Topic: Pokemon Red and Blue Ports
Replies: 225
Views: 219131

Wow, I never expected so many replies in a day! Thanks guys. I believe if I'm not too mistaken that EVs and IVs were present in Red and Blue. IV's were, EV's were not. Stat experience was also. EV's are now domwthing new with RSE if I'm not mistaken. What I think was different is that Red and Blue ...
by MathStuf
Tue 08 Nov, 2005 8:36 pm
Forum: Off Topic
Topic: Favorite Game System
Replies: 48
Views: 23815

The only reason that the 83+ might have better stats is that a lot of the functions are built-in. The 68k calcs have basic stats and a (huge) app with everything from the normal stats on the 83+ but with a few things added. I'm not wuite sure what's added, but someone in stats may be able to.
by MathStuf
Mon 07 Nov, 2005 2:16 am
Forum: Off Topic
Topic: Favorite Game System
Replies: 48
Views: 23815

I never saw any of the other Flash Guns... And the Flash Gun has yet to be made for current gen systems anyway. I thought the dance pad was used for another game...maybe a yoga type game...I have a pic on an NES flyer with some exercise game... There were joystick variations (I think there were 2 ty...
by MathStuf
Mon 07 Nov, 2005 1:59 am
Forum: Off Topic
Topic: Favorite Game System
Replies: 48
Views: 23815

Go NES! Had the best accessories: Flash Gun (have yet to see this again) Four Score (allows 4 player games) Power Glove (I think it's called this, but still have yet to see it) Dance Pad (yes, before DDR existed) Many controller variations And how did the Atari not get on the list? And why is the (S...
by MathStuf
Mon 07 Nov, 2005 12:52 am
Forum: General TI Discussion
Topic: TI-BBCode Converter
Replies: 23
Views: 21172

Thanks. The only things not implemented so far are multi-planed grayscale interlacing (more than 2 that is) and rotations. I may get them done soon, but other projects are higher on the priority list right now (Pokémon).
by MathStuf
Mon 07 Nov, 2005 12:50 am
Forum: Announce Your Projects
Topic: PokéModr
Replies: 2
Views: 3104

I may be having a competition later for the best PokéMod. It takes a while to plan out and make a mod, so it will be a 3, maybe 4-month long contest. The only problems are that the best award that I can give is the first version to be made into a playable game, which has to be compiled by me ...
by MathStuf
Sun 06 Nov, 2005 12:45 am
Forum: General TI Discussion
Topic: TI-BBCode Converter
Replies: 23
Views: 21172

I have one of these types of things too:
http://nerdyproductions.sobertillnoon.c ... prites.php
It plays around with sprite data to make it easier to interlace, flip, or convert from ASM to C and vice versa. It also supports multiple sprites at once.
by MathStuf
Sun 06 Nov, 2005 12:41 am
Forum: Announce Your Projects
Topic: PokéModr
Replies: 2
Views: 3104

PokéModr

I have finally uploaded PokéModr v.5 to ti-news and ticalc.org. This program is essentially an RPG maker (on-calc) that will run on the engine in Pokémon. It allows editing of moves, items, Pokémon, trainers, sprites, maps, tiles, effects, and a whole bunch of other things. Here...
by MathStuf
Thu 03 Nov, 2005 9:29 pm
Forum: Announce Your Projects
Topic: gCn - global CALCnet2
Replies: 81
Views: 35575

Personally, I think that this has more promise for 68k calcs than z80 because of processor speed and ease of including it into programs. TIGCC allows a static library that will enable parts of gCn to be included into games (such as multiplayer turn-based games, file swapping, and IMing). I don't cod...
by MathStuf
Tue 01 Nov, 2005 10:44 pm
Forum: Announce Your Projects
Topic: gCn - global CALCnet2
Replies: 81
Views: 35575

Only real-time games need it to be super fast. Turn-based games have to wait for the user anyway, another second in a game wont matter to the other player, for all they know, it's the other player still thinking. Chess, checkers, Monopoly, Battleship, and other turn games won't need speed. They coul...
by MathStuf
Mon 31 Oct, 2005 10:52 pm
Forum: Announce Your Projects
Topic: gCn - global CALCnet2
Replies: 81
Views: 35575

it's nice to have a calculator network over the Internet, but you'd need to offer something that the PC does not for it to get the slightest bit of popularity... Well, with the strong possibility of a 68k port (which I may have a hand in helping to make anyway), and my program that allows one to ma...