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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 03 Aug 2006 10:02:40 pm    Post subject:

*bump*

Up to #95 completed.
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Weregoose
Authentic INTJ


Super Elite (Last Title)


Joined: 25 Nov 2004
Posts: 3976

Posted: 03 Aug 2006 10:21:44 pm    Post subject:

Talk about effort! I'm sure the final gallery will have me blown away. Smile
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 05 Aug 2006 10:34:54 am    Post subject:

Thanks Weregoose, I hope it is impressive to a lot of people. :)

I completed #106 last night, hope to have another 15 done today.
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Sage Orator


Advanced Member


Joined: 23 Apr 2006
Posts: 337

Posted: 05 Aug 2006 12:22:45 pm    Post subject:

It is, you are speeding through this. From what I've seen they are of really good quality too. Can't wait 'till the final gallery and then game.
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 05 Aug 2006 01:09:16 pm    Post subject:

O_O Game...? Maybe sometime next year if I don't stop working on Pokemon to update Age of Darkness Revenge... hehe, but Pokemon seems to be a much more sought after game for the calc, so no plans on stopping as far as I am concerned. I do however, plan on having a bunch more maps for the next beta, buildings to be entered, a battle system in place, and possibly working; and maybe a store. :)

So, I have a long way to go before the next demo... I also have to finish up the items system, though I have the hard part of that done now...

And if progress keeps up like it has, I will have plenty of time to make a nice GUI for the sprite displayer, instead of the crappy one I thought I was gonna have to release with it. Smile


Last edited by Guest on 05 Aug 2006 01:12:38 pm; edited 1 time in total
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 10 Aug 2006 08:42:57 am    Post subject:

Well, I have all 151 sprites done. Smile Finally. I took a couple days off to see about getting my front page set up in xhtml strict, so I didn't get these done on Monday when I had planned. Oh well. They are done now. :)

I will start working on the sprite displayer later today, and should have that done and released by tommorrow at the latest. :)


Edit:

Completed the Sprite displayer for the Pokemon sprites, until it is available on ticalc and calcgames, I will post a link to the file on my server.

http://www.tifreakware.calcgames.org/tifre...okedexbasic.zip


Last edited by Guest on 10 Aug 2006 09:35:20 pm; edited 1 time in total
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 16 Aug 2006 12:49:17 pm    Post subject:

Playing around with code, I managed to get the sprite display down from approx 23 seconds to 16 seconds, on the normal 83+. I also saved 105 bytes just on one sprite.I am hoping to cut up to 10k off of the sprite data.

Also, since I last posted I have all the base data entered, plus exp curves, and will soon be starting in on adding the equations and the rest of the stat lists.
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 18 Aug 2006 02:16:23 pm    Post subject:

Well, I completed 25 sprite ops, and it cut off 35% of the original size. Smile This should also decrease load time for the sprites, and will allow for more data to be put in, once I am done. Once complete, I will post the amounts of space I managed to save, and should have that done in the next week.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 18 Aug 2006 05:19:18 pm    Post subject:

Okay, so just in case somebody asks me on the street: How do you get 151 pkmn on one calc? Any compression?
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 18 Aug 2006 09:03:32 pm    Post subject:

all the sprite data is stored in hex, which is hardcoded into 6 programs. (25 pokemon sprites per program)

Right now though, I am compressing the hex a bit, by replacing 00000000 (one row of pixels, 32 pixels) with the character "G". This will save tons of space, since there are lots of blank rows for each sprite. And at the end all 0s are deleted since I have the sprite displayer run the length of the sprite, so there is no point in having it run through all the 0's.
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c_plus_plus
My Face Hertz


Active Member


Joined: 30 Jan 2006
Posts: 575

Posted: 19 Aug 2006 12:29:25 am    Post subject:

[knowing nothing about pokemon] doesn't each pokemon include information other than sprites such as attack points or something [/knowing nothing about pokemon]
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 19 Aug 2006 07:14:50 am    Post subject:

Yes, all the Base data for Pokemon is hardcoded into two programs, and once I get the equations put in, I can actually start having all the stats stored to lists as needed. We are guessing that the stat data will take roughly 26k of space, so I will only be able to have one list at a time unarchived to mess with stats.
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 19 Aug 2006 08:30:20 am    Post subject:

is Pokemon #(50*6+1) crammed into the last program?
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DarkerLine
ceci n'est pas une |


Super Elite (Last Title)


Joined: 04 Nov 2003
Posts: 8328

Posted: 19 Aug 2006 10:09:08 am    Post subject:

Don't you mean 25*6+1?
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 19 Aug 2006 10:36:34 am    Post subject:

yes, 125-151 is stored in ZPM6. Crammed in is such a strong phrase... Razz
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 20 Aug 2006 08:21:55 pm    Post subject:

DarkerLine wrote:
Don't you mean 25*6+1?
[post="86599"]<{POST_SNAPBACK}>[/post]


yeah...the one time I dont reread my post after posting it.....
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 23 Aug 2006 10:51:43 am    Post subject:

Well, for your reading pleasure, the stats of the sprites before and after optimizing:


Code:
Program  Original  Optimized  Mem saved  % optimized   sprite #

ZPM1       6678      4363      2315      35%          1-25

ZPM2      6687      4440      2247        34%         26-50

ZPM3      6687      4325      2362        35%         51-75

ZPM4      6688      4440      2248        34%         76-100

ZPM5      6712      4135      2577        38%         101-125

ZPM6      6980      4257      2723        39%         126-151
================================================================================
=======
Totals:  40432      25960      14472      36%         1-151
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 23 Aug 2006 06:53:17 pm    Post subject:

Fitting 25k graphics in 14k: priceless.
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alexrudd
pm me if you read this


Bandwidth Hog


Joined: 06 Oct 2004
Posts: 2335

Posted: 23 Aug 2006 08:11:37 pm    Post subject:

Reading column headings FTW. (40k in 26k is still good)

This is your own BASIC storage method? That's pretty good results. Could you go farther with an assembly (un)packer?
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 23 Aug 2006 10:48:11 pm    Post subject:

I could, but I want to keep this as much BASIC as possible. The only other asm program I might use is one to allow linking, but beyond that, that is probably as good as it gets, unless I simply erase all the G's as well, so the sprites start at the top, but probably would not look as good because of placement.
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