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tifreak8x


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Joined: 16 Mar 2005
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Posted: 26 Jul 2012 08:06:37 am    Post subject:

Found that the list for the battling pokemon has 4 additional slots when battles are started. I just have to make sure that when a pokemon is switching out, that that remains the same.

Also added Guard Spec and Dire Hit to ZITU. It weighs in at 26,097 bytes at this time.
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tifreak8x


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Posted: 30 Jul 2012 01:34:14 pm    Post subject:

Added X DEFEND, X SPECIAL and X SPEED to the items list. I located the catch rates for the pokeballs earlier this morning, going to begin plotting out how I want that all implemented. Mainly, I need to do graphics for that, and I'm not quite sure how to go about that, yet. Plus setting the code up.. Yeah, going to be so much fun.
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The_Coded


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Joined: 30 Jul 2012
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Posted: 04 Aug 2012 08:13:42 pm    Post subject:

Just saw this one, Sounds pretty nice..83-84+SE I assume?
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tifreak8x


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Posted: 05 Aug 2012 12:23:44 pm    Post subject:

Yes it is! And thank you Smile
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The_Coded


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Joined: 30 Jul 2012
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Posted: 05 Aug 2012 01:22:21 pm    Post subject:

Asm used? If so, is there a way to modify the nature of coding asm to suit the Prizm's BASIC? I've taken it upon myself to learn Lua, c, and basic/asm and port a bunch of stuff to the prizm. Both to help with my programming in school, and as a fun side project!
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tifreak8x


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Posted: 06 Aug 2012 06:17:11 am    Post subject:

There are a few small asm programs used. 1 converts lists to string data, 1 is a custom hex to sprite displayer, 1 is called Resource, which allows the recalling of programs from ROM to RAM as a temp program and lastly is a program called Celtic 2 which gives numerous uses, such as reading programs and appvars in flash, creating new programs, writing to programs, creating strings with illegal characters, moving programs/appvars from ROM to RAM and back, and even deleting said files.

And to my knowledge, no such utilities yet exist on the prizm.

And that does sound like a fun way to get some experience under your belt Smile
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The_Coded


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Joined: 30 Jul 2012
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Posted: 06 Aug 2012 09:22:53 am    Post subject:

tifreak8x wrote:
There are a few small asm programs used. 1 converts lists to string data, 1 is a custom hex to sprite displayer, 1 is called Resource, which allows the recalling of programs from ROM to RAM as a temp program and lastly is a program called Celtic 2 which gives numerous uses, such as reading programs and appvars in flash, creating new programs, writing to programs, creating strings with illegal characters, moving programs/appvars from ROM to RAM and back, and even deleting said files.

And to my knowledge, no such utilities yet exist on the prizm.

And that does sound like a fun way to get some experience under your belt Smile


NICE. and yeah it does, I was planning on getting both a TI-84+SE and the Prizm, but I got the Prizm for $99 instead of $130 and it just seems like there's soooo much potential for it. I think I'll stay with this and not buy a TI calc...they're way to overpriced here, I mean...$150 for a 10-12 year old calc? when the new nSpire is only $147? no way..unless I really need it to do portable z80 asm and TI-BASIC on the go..I'll gladly take the hardships of figuring out the prizm's capabilities to advance myself for school :p and I think my brother can bring home a TI-83+ or 84+ from his highschool for me to tinker with, so problems temporarily solved! Graphing Calculator

I wonder if there "is" a way to create asm for the prizm since it has it's own "Basic"...like a new assembly for the "Modern" calculator? Sound possible? I wish to see how to do that as well, seems like I could really get along with it and get some experience and actually get some C, asm, and whatever else I'll need for tech. degree

Edit by Merth: Turned double post into one. Please don't double post so soon.
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merthsoft


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Posted: 06 Aug 2012 09:36:19 am    Post subject:

There has been some investigation into using C code from BASIC (see the thread specifically for a working example), so it's possible to have these kinds of libraries. All that discussion is best suited for another thread, though.

tifreak, have you done much work over the past week? Any new screenshots with Ditto to show off? :3
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The_Coded


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Posted: 06 Aug 2012 09:37:54 am    Post subject:

Will Ditto have a transform animation? because you know...ditto
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tifreak8x


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Posted: 07 Aug 2012 07:59:44 am    Post subject:

0x5 shaun, sadly I have not. I really need to go finish off the pokeball items so they can be coded in and done. Then I can work on all the attacks and finish off some maps, and we can release a beta!
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The_Coded


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Posted: 07 Aug 2012 08:11:35 am    Post subject:

I wish to beta test! 0x5 even if it is on an emulator
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elfprince13


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Posted: 08 Aug 2012 01:47:45 pm    Post subject:

tifreak8x wrote:
0x5 shaun, sadly I have not. I really need to go finish off the pokeball items so they can be coded in and done. Then I can work on all the attacks and finish off some maps, and we can release a beta!


Your roadmap seems so short and sweet!
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tifreak8x


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Posted: 09 Aug 2012 10:27:42 am    Post subject:

Haha, just a lot of things to get accomplished for that.

I will probably go through and list the first few pokemon in the areas that will be available, and do the attacks they can use up to say level 20. I can always work on the other attacks later on in the next game update.
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KermMartian


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Posted: 09 Aug 2012 11:07:52 am    Post subject:

elfprince13 wrote:
tifreak8x wrote:
0x5 shaun, sadly I have not. I really need to go finish off the pokeball items so they can be coded in and done. Then I can work on all the attacks and finish off some maps, and we can release a beta!


Your roadmap seems so short and sweet!
Deceptively so, of course, since TIFreak8x is doing all of this entirely on his own. Smile I do agree that releasing a beta is of high priority at this point.
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tifreak8x


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Posted: 02 Sep 2012 06:53:09 pm    Post subject:

I need to get around to making a sprite for the pokeball. The pokeball is supposed to be smaller than the pokemon by a substantial margin. So, if I were to create one, I'd want it less than 16x16, right? Most of the pokemon fit in a 22x22 square anyways..

Thoughts?
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KermMartian


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Posted: 02 Sep 2012 06:56:43 pm    Post subject:

tifreak8x wrote:
I need to get around to making a sprite for the pokeball. The pokeball is supposed to be smaller than the pokemon by a substantial margin. So, if I were to create one, I'd want it less than 16x16, right? Most of the pokemon fit in a 22x22 square anyways..

Thoughts?
I would think you could make a nice-looking pokeball sprite in 14x14 or smaller; I vote you just draw one up and see how it looks compared to the Pokemon. Since you're operating under more limited pixel conditions than the original, I don't think anyone would bat an eyelash if you didn't maintain exactly the pokeball-to-pokemon ratio of the original. Smile
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tifreak8x


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Posted: 02 Sep 2012 07:02:24 pm    Post subject:

Yeah, I was under those same thoughts as well. I also will need to edit the hex code myself so I can use the asm program to display the sprite quickly. That will be the fun part. I'll probably just do it in the 32x32 box that Sprite2Hex offers, make it easier to make the changes.
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tifreak8x


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Posted: 04 Sep 2012 01:50:04 pm    Post subject:



So this is what I have of the 'animation' for capturing a pokemon, thus far. I will need to do the calculations, see if it's going to be caught and how close it will catch if failing. Then I'll add lines on the sides, I think, to give it a 'twitching' look.

Thoughts thus far?
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merthsoft


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Posted: 04 Sep 2012 01:54:02 pm    Post subject:

It would be cool if it looked the ball were actually thrown. Maybe make it land to the right of the pokemon opened, and then the pokemon disappears and it closes? Also, that psyduck should be a ditto.
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tifreak8x


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Posted: 04 Sep 2012 02:06:44 pm    Post subject:

I'm not sure I can make that happen overly easily.. Since I'm restricted to BASIC, and the few tools I've been using, I don't have an easy way of making it go across the screen and land anywhere, it's just going to appear on the screen..
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