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dabombjr2000


Newbie


Joined: 17 Aug 2004
Posts: 43

Posted: 10 Jul 2005 06:37:21 pm    Post subject:

Here's the deal, I'm gonna make a new b&w pokemon for the 83+ that requires only pokemon, and I need help planning...
The screen will be made of 8x8 sprites, making a 7d by 11across screen
I've got some more stats to figure out, but I'll do that tommorrow.

Here's what I need:

  • A map
  • A bunch of sprites (probably converted from pokemon red or blue)
    They must be converted because the gameboy has a much larger psi and all sprites must be 8x8 or maybe 16x16
  • A whole new story
  • deciding which 20-30 pokemon to use
and everyone that effectively helps me in the project will get credit in the game.
I'll discuss the story and map stuff tommorrow, but I do need a lot of sprites.

Thanks everyone!
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Babyboy


Advanced Member


Joined: 11 Jun 2003
Posts: 499

Posted: 10 Jul 2005 10:14:17 pm    Post subject:

well, the only probem with creating a new storyline is that they have been using the same story, each episode, for 11 seasons, the gameboy games have the same thing, id say just go with that.

use pokemon 1-20 and pikachu
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dabombjr2000


Newbie


Joined: 17 Aug 2004
Posts: 43

Posted: 10 Jul 2005 10:41:37 pm    Post subject:

Not an entirely new story like that, I'm talking about how like all the pokemon games have a new character and a new land, that sort of thing...
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shadowing
Powered by 64


Calc Guru


Joined: 06 Jan 2004
Posts: 1002

Posted: 11 Jul 2005 02:42:50 am    Post subject:

dabombjr, do you know how the Pokemon battle system works? If you want any help on this like the formulas, or something, shoot me a PM. I pretty much know how the Pokemon battling system works. I also have some ideas for 'balanced' characters.
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leofox
INF student


Super Elite (Last Title)


Joined: 11 Apr 2004
Posts: 3562

Posted: 11 Jul 2005 05:39:25 am    Post subject:

You might want to keep the number of element types of the pokemon low. The original game had 15 of 'em, but that might be a bit too much for the calc. Maybe only water, grass, fire and normal?
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necro


Advanced Member


Joined: 09 Apr 2005
Posts: 278

Posted: 11 Jul 2005 09:33:31 am    Post subject:

maybe you could be part of team rocket as far as a new story goes...as far as sprites go, give a few examples of what kinda sprites you want (like go to google and find images or something)
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Arcane Wizard
`semi-hippie`


Super Elite (Last Title)


Joined: 02 Jun 2003
Posts: 8993

Posted: 11 Jul 2005 09:42:55 am    Post subject:

Or maybe you're the owner of one of those already established training house things and you have to defend against little spoiled brats who want to become a super duper pokemon master.

Last edited by Guest on 11 Jul 2005 09:43:25 am; edited 1 time in total
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shadowing
Powered by 64


Calc Guru


Joined: 06 Jan 2004
Posts: 1002

Posted: 11 Jul 2005 12:43:37 pm    Post subject:

Personally, the twist in the Pokemon game were the abilities, types, and the movepools of each individual Pokemon. This is what makes it kinda hard to come up with the 'perfect' Pokemon team.

IMO, it is a good idea to go up to 50 at least. Although it would take a lot of mem... :(

(SALAMENCE PWNS!!!)
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dabombjr2000


Newbie


Joined: 17 Aug 2004
Posts: 43

Posted: 12 Jul 2005 03:34:30 am    Post subject:

1st) Leofox, good point, I'll probably use 5-7, though, to still give some challenge

2nd) Necro, Being a team rocket guy would be interesting, but I'd personally have him start as a team rocket guy, and fight against them for some reason. Everyone let me know what you think...

3rd) Necro, I believe I'm gonna need a lot of 8x8 bg sprites, like buildings, rocks, inside buildings, and such, and 16x16 pokemon sprites(for the battling sequence) of the first 18 pokemon (made up my mind, which is the first 6 pokemon & evolutions)

4th) Arcane, That could be interesting, but it sounds more like just continuous battling to me, give me some feedback...

5th) Shadowing, When I see how big this version is and how fast(or slow) it is, I'll probably make another version with a lot more pokemon and stuff...

6th) Back on sprites, I'll make a pic of the sprites I'm planning to use so far, and give you an idea of what I'm thinking...

Finally, I'll talk to you later, and please give me your feedback on what I've said, because what I think isn't always right...
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leofox
INF student


Super Elite (Last Title)


Joined: 11 Apr 2004
Posts: 3562

Posted: 12 Jul 2005 04:32:47 am    Post subject:

dabombjr2000 wrote:
1st) Leofox, good point, I'll probably use 5-7, though, to still give some challenge[post="53354"]<{POST_SNAPBACK}>[/post]

If you are going to use 7, may7be you can best use the ones in the pokémon TCG:
Star (normal, flying, dragon), Leaf (Grass, Poison, Bug), Waterdrop (water, ice), Lightning (electric), Eye (psychic, ghost), Flame (Fire) and Fist (fighting, ground, rock)
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jvdthwip


Advanced Newbie


Joined: 21 Jun 2004
Posts: 93

Posted: 12 Jul 2005 08:08:19 am    Post subject:

This is a little off-topic, but...
[quote name='"alexrudd"']How big is the memory of the original gameboy cartridges? Maybe with an 84+SE and some hardware modifications, you could run the actual pokemon on the calculator. They have the same processor, don't they?[/quote]

The Pokémon ROM is exactly 1MB, which is actually quite large for a Gameboy game... Kirby's Dream Land, for instance, is only 256 KB...
Cart sizes are so round (1MB, 512 KB, 256 KB) because, even though the game may have been less, the program must fill the entire cartridge... And those are the sizes Nintendo offered...
Any gameboy game would be a little diffcult to emulate on an 83+ or even an 84+ SE, because it would run very very slow, you'd have to smash the screen and make it black and white, and finally, in the case of Pokémon, the cart data would take nearly all of the space on the calc.
Think about Save data... 10 boxes that can each hold 20 pkmn, plus the 6 in your party, thats 200 nicknames, stats, levels, moves, types... not to mention your items and actual progress... It would all add up to nearly 30 KB...


Last edited by Guest on 12 Jul 2005 08:10:15 am; edited 1 time in total
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necro


Advanced Member


Joined: 09 Apr 2005
Posts: 278

Posted: 12 Jul 2005 01:58:27 pm    Post subject:

how much memory at best could it take for each poke??
species identifier- 3 bytes
a 0-99 level- 2 bytes
HP 0-999- 3 bytesstr
Level 0-99 2 bytes
Exp 0-99999 5 bytes
-Move1 indentifier 2 bytes
Mp (no move had more than 45) 2 bytes
-Move2- 2 bytes
Mp -2 bytes
-Move3- 2 bytes
Mp -2 bytes
-Move4- 2 bytes
Mp -2 bytes
Str (0-999)- 3
Cons- 3
Speed- 3
Special Atck- 3
Special Def- 3
------------------
43 bytes *206 pokemon...~8858 if in a single string
if you add a 5 letter name then it jumps to 9888bytes...if you added vitamin counters to prevent overuse of carbos, iron, calcium, ect... at 1 byte each...
w/names 10918... w/o namesis 9888
these are all aproximations though as various headers for the data types would add more onto those numbers

items would take less, and the boxes would probably be best in the archive
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shadowing
Powered by 64


Calc Guru


Joined: 06 Jan 2004
Posts: 1002

Posted: 12 Jul 2005 03:03:31 pm    Post subject:

I hate to burst the bubble, but there is a lot more exp needed. Plus the way to calculate the Pokemon stats in the real game has a formula. If you want all the details, then go and request it here, or give me a PM.
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dabombjr2000


Newbie


Joined: 17 Aug 2004
Posts: 43

Posted: 13 Jul 2005 09:26:56 pm    Post subject:

ok, First, I'm not gonna have very many items in the first version, so no vitamins, very few tm's and maybe 2-3 hm's(Swim, Cut, ????) ? I'm probably going to drop a few of the stats and maybe three or four boxes in this version(to save space).

If anyone thinks that I should use diffrent pokemon( the first 1Cool, I need to decide which 16-18 to use, and they should be pretty diverse. The 16-18 should also include all their evolutions. I only need a diffrent list if someone thinks that I should use pkmn other than the first 18.

can't think of anything else, but when I get home, I'll post the sprites that I've got drawn...
I'm probably gonna use these and some more, but if anyone can improve them, by all means, go ahead.
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shadowing
Powered by 64


Calc Guru


Joined: 06 Jan 2004
Posts: 1002

Posted: 14 Jul 2005 12:10:42 am    Post subject:

Here i go on about to ramble on about Pokemon..

Have you ever wondered why each Pokemon is different even at the same levels? This is because of something called IV and EV. As you may have noticed fighting different Pokemon results in an increase in a certain stat. This is caused by EV, or Effort Value. Basically, EV are increased in each Pokemon after they defeat a Pokemon. EV types are usually HP, Atk, Def, and etc. Each Pokemon defeated gives a different type of EV. (PM me if you want to know) I would also like to note that there can only be up to 255 EVs max per stat for each Pokemon. However, the TOTAL MAX a Pokemon can have is 510.

After EVs, there are the IVs. IVs are individual values. This is what really makes up the Pokemon. Each Pokemon you have have different IVs for each stat. It is randomly created. The Max IV for each stat is 31. However, you could have a Pokemon with 31 IVs in all stats. (At the same time, that is VERY rare)


NOTE: The above paragraph is only referring to the MOST recent version aka Pokemon Ruby, Sapphire, Emerald, Fire Red, and Leaf Green.

In order to calculate the Pokemon's stats, there are various formulas.

(2B + IV + (EV / 4)) x (L / 100) x N

HP (NOTE: HP has different): (2B + IV + (E / 4)) x (L / 100) + 10 + L

B = base stat
IV = IV
EV = EV
L = Level
N = Nature ranges from 0.9, 1, 1.1

That formula is for the overal stats of the Pokemon. As for the damage stats, here it is:

ERSM/50 X {AP/50D (L/5+1) +1}

E = Effectiveness (goes from 0.25, 0.5, 1, 2, 4)
R = Random number between 85-100
S = STAB, or Same type attack bonus effectively meaning that move is amplified if it is of the same type as the pokemon
M = Ability Modifier (ability)
A = Special Attack/ Attack stat of Pokemon
P = Power base of the attack used
D = Special Defense/ Defense stat of Pokemon
L = Level of Pokemon attacking

These are practically the two formulas widely used. However, there are also other things involved in the battle engine of the Pokemon world. for instance, there is the temporary boosting techniques such as Dragon Dance and etc. (at this moment, I do NOT know the formula to find out)

Besides temp. boosting moves, keep in mind about the status inflicting moves, such as Burn. Here is a link with all this info. http://www.angelfire.com/pa4/jman/statcond.html (html may be htm)

IMO, you have to remember that the typing also can allow certain attack types to miss.

----END RANT----

----START CONFUSION----

EDIT: Changed the formula to better reflect it... Some mistakes in variables and whatnot.


Last edited by Guest on 14 Jul 2005 01:18:30 pm; edited 1 time in total
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 14 Jul 2005 02:43:18 am    Post subject:

Holy cow, that's a lot of stats to keep track of. Leofox is on to something good here. My only advice would be to drop any stats that the gamers is not likely to notice or want to change.

Heh heh. "Stab bonus." That's sooo wrong. Very Happy
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leofox
INF student


Super Elite (Last Title)


Joined: 11 Apr 2004
Posts: 3562

Posted: 14 Jul 2005 03:21:54 am    Post subject:

Here are the sprites i mentioned:


the mew might be a little big..
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dabombjr2000


Newbie


Joined: 17 Aug 2004
Posts: 43

Posted: 14 Jul 2005 06:10:16 am    Post subject:

Hello again, everyone...

I've drawn a few of the sprites, (remember, these are only possible sprites, not final products) and, leofox, the tree looks pretty cool, and the house, I might use the house...

Here's the sprites I've drawn, some are obvious and I don't even remember what two or three are, so I'll post what the diffrent sprites are later...

Also, I hate my people sprites( I need two of them), so if anyone could create a pair of slightly diffrent people( 8x8 ), that would be awsome...

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leofox
INF student


Super Elite (Last Title)


Joined: 11 Apr 2004
Posts: 3562

Posted: 14 Jul 2005 06:15:29 am    Post subject:

are you going to use my sprites?
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shadowing
Powered by 64


Calc Guru


Joined: 06 Jan 2004
Posts: 1002

Posted: 14 Jul 2005 01:24:46 pm    Post subject:

The STAB bonus is already calculated into the Pokemon damage formula. You only need to verify if the element of the move type the Pokemon is using corresponds with the element type of the Pokemon.

Along with that, I would also think that most gamers use each stat for every Pokemon.

BTW, I forgot to mention what the base stat is in the formula. The base stat is a predetermined variable in each pokemon. I should be able to find it.

I think for the Pokemon choice, you should pretty much choose some pokemon that corresponds to each type. 18-20 seems like a nice idea.

I would think that for the exp. points you should create your own formula.
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