Search found 41 matches
- Thu 26 Jan, 2006 3:33 am
- Forum: Announce Your Projects
- Topic: Pokemon Red and Blue Ports
- Replies: 225
- Views: 219131
- Thu 26 Jan, 2006 3:18 am
- Forum: Announce Your Projects
- Topic: Pokemon Red and Blue Ports
- Replies: 225
- Views: 219131
- 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...
- Wed 25 Jan, 2006 1:48 am
- Forum: Announce Your Projects
- Topic: Pokemon Red and Blue Ports
- Replies: 225
- Views: 219131
- 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 ...
- Tue 08 Nov, 2005 8:36 pm
- Forum: Off Topic
- Topic: Favorite Game System
- Replies: 48
- Views: 23815
- 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...
- 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...
- Mon 07 Nov, 2005 12:52 am
- Forum: General TI Discussion
- Topic: TI-BBCode Converter
- Replies: 23
- Views: 21172
- 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 ...
- 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.
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.
- 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...
- 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...
- 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...
- 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...