Pokemon Red and Blue Ports
Moderator: MaxCoderz Staff
why wouldn't red and blue be in one app with two (one for red, one for blue) sets of save files? Then you could take your pokemon set from the other save and just treat it like an opponent. Do you realy want some one to have to pay twice the flash memory price to finish the game fully? Also, are there any plans of hidden extra areas and special game modes and such if you have free memory left in your last app page?
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- Calc Wizard
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Wouldn't it destroy the "fun factor" of playing it with other people? Then again it would be uncomfortable to do trades with calcs linking bottom to bottom (with the exception of the Ti-84 series..)
"Not long ago, the Black Gate of Armonk swung open. The lights went out, my skin crawled, and dogs began to howl. I asked my neighbor what it was and he said, 'Those are the nazgul. Once they were human, now they are IBM's lawyers.'"
- thegamefreak0134
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On the demo, I've seen several tilemap demos for the BASIC series that look nice. You forget that I wrote one of them, although it was never released. The speed of the actuall moving isn't that bad (quite playable) if it's done zelda-style, like I did. What kills it really is the drawing rate of each area, although I had very decent speeds using asm sprite programs like zsprite. (I realize omnicalc is faster, but I can't afford to use pics, or at least I couldnt.
On the linking issue, what you forget is that very little actually has to be sent over a link cable:
Trades - Send info for all pokemon at start of trade. Basically, whenever a trade is done the info is swapped, and a cute animation is played. Simple enough. The only real time info sent here is the pokkemon to be traded, after the info is said and done with.
Battles - All pokemon info will be sent at the beginning (that "connection standby" thing.) Then, one calc will act as a host and controll the battle while the other will basically recieve info and perform animations. (This way different versions will remain compatable if I go off and change something in the engine.)
I've thought this through and if I keep the actuall transfer info to a minimum it should work fine. It will be a little interesting to see what happens to the calcs of different speeds however...
-gamefreak
On the linking issue, what you forget is that very little actually has to be sent over a link cable:
Trades - Send info for all pokemon at start of trade. Basically, whenever a trade is done the info is swapped, and a cute animation is played. Simple enough. The only real time info sent here is the pokkemon to be traded, after the info is said and done with.
Battles - All pokemon info will be sent at the beginning (that "connection standby" thing.) Then, one calc will act as a host and controll the battle while the other will basically recieve info and perform animations. (This way different versions will remain compatable if I go off and change something in the engine.)
I've thought this through and if I keep the actuall transfer info to a minimum it should work fine. It will be a little interesting to see what happens to the calcs of different speeds however...
-gamefreak
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- Calc Wizard
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It shouldn't affect anything unless you allow the program to run at 15MHz when possible. Other than that, if you don't enable the "switch", then everything runs at 6MHz. If you wanna see a demo, I still got the Gemini game with the 15MHz unlocking. Of course, it only works noticibly on 15Mhz calcs. It's realllllly dizzam fast!
"Not long ago, the Black Gate of Armonk swung open. The lights went out, my skin crawled, and dogs began to howl. I asked my neighbor what it was and he said, 'Those are the nazgul. Once they were human, now they are IBM's lawyers.'"
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- Calc King
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- thegamefreak0134
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Well.... coding is the slow part for me. I'm not letting myself do anything too major (like any graphics at all) untill I have greyscale up and running, and that shouldn't take too much more tinkering with the people here. My main coding endevors have been data purposed. I'm writing a bunch of routines to read back the data I've been feeding the app, given certain registers for input and either a register or a mem location for output. This way, when I get to coding, I'll worry about the logic and not the data involved.
Well, good luck... I would hate to try and build this game in asm, but once completed, I am sure it will be well worth it.
http://tifreakware.net - Connecting TI communities
I thought this would help.
I haven't seen him on for a while, I wonder if he is still working on this...
http://tifreakware.net - Connecting TI communities
- thegamefreak0134
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Yes, I'm still working on it. It's kinda been on hold for a while because I am working on porting Super Smash Bros. to the GBA with a friend. However, by no means do I intend to drop the project.
One day this week, I am going to be brave and attempt to get the greyscale engine I have to load in an APP. If I can get it to work, the rest of the coding should follow simply enough. Well, the logic anyway.
I figure, of course, that I can start working on a battle engine without greyscale, as it's basically just text. (and lines which I don't know how to do yet.) I might get to work on either one. Now however, I must study for Government. Grr...
-thegamefreak0134
One day this week, I am going to be brave and attempt to get the greyscale engine I have to load in an APP. If I can get it to work, the rest of the coding should follow simply enough. Well, the logic anyway.
I figure, of course, that I can start working on a battle engine without greyscale, as it's basically just text. (and lines which I don't know how to do yet.) I might get to work on either one. Now however, I must study for Government. Grr...
-thegamefreak0134