#147700 - Kyoufu Kawa - Wed Dec 26, 2007 2:36 pm
This was supposed to be released on Christmas day, but a power that is wouldn't let me. So instead of releasing a demo specifically for a single board, I made it something for everybody.
Merry Christmas.
#147709 - Dwedit - Wed Dec 26, 2007 6:31 pm
no$gba complains about "invalid or mirrored memory address" in the VRAM area many many times.
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"We are merely sprites that dance at the beck and call of our button pressing overlord."
#147710 - eKid - Wed Dec 26, 2007 7:06 pm
"Pikachu used tail whip!"
"Pikachu's defense fell"
:(
#147792 - D-Trogh - Fri Dec 28, 2007 12:58 am
This is awesome Kawa :) ;)
To bad I can't defeat Jolteon with Growl or Thundershock XD
Btw, Do you know you can walk through people?
#147812 - Kyoufu Kawa - Fri Dec 28, 2007 10:01 am
Dwedit wrote: |
no$gba complains about "invalid or mirrored memory address" in the VRAM area many many times. |
Probably the overly big clear size I put in to prevent 16x16 sprites from having part of the old ones on top. This also killed the fog effect, so I lowered it significantly. Current builds shouldn't go there anymore. Probably resolved
eKid wrote: |
"Pikachu used tail whip!"
"Pikachu's defense fell" |
Probably a typo in Tail Whip's effect. I'll look into it today. Resolved
D-Trogh wrote: |
Btw, Do you know you can walk through people? |
Yeah, if both people are in motion, the admittedly simple detection fails.
#147828 - tepples - Fri Dec 28, 2007 8:21 pm
Kyoufu Kawa wrote: |
D-Trogh wrote: | Btw, Do you know you can walk through people? |
Yeah, if both people are in motion, the admittedly simple detection fails. |
Panel Action Bingo for Game Boy handled it as follows: When a character is moving, its position for collision purposes is the square it's going into.
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-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#147830 - NAveryW - Fri Dec 28, 2007 8:48 pm
This is quite interesting. I would like to know: on the official website it says there's a specific reason that the white is on top of the Pok?ball and must stay on top, but it doesn't say why. If it's for copyright reasons, that doesn't quite make sense to me, as it already uses countless trademarked Pok?mon.
Also, I'm assuming sound will later be supported? It's still a great engine, even soundless.
#147863 - Kyoufu Kawa - Sat Dec 29, 2007 9:47 am
NAveryW, ignoring the earlier babbling I published about copyrights and stuff, when you see the red-on-top ball, you tend to think of Pok?mon. White-on-top is meant to make people think of OpenPok? instead.
Sound was in, using Nintendo's engine. As you can see here, I'm looking for replacements that are more legal.
tepples wrote: |
When a character is moving, its position for collision purposes is the square it's going into. |
Why, thank you very much! That's even easier to do than my original idea!
#147913 - Kyoufu Kawa - Sun Dec 30, 2007 2:27 pm
New version is now out, same link as before, but many bugfixes.
* copy-pastes *
Open
? Running speed is equal to walking
? Frame's not right after startup ? might be strange SRAM contents.
? Type (dis)advantages are screwy
Open and understood, but not yet fixed
? Paralysis is applied after fainting ? just that. Paralysis should check for fainted status.
? Help system doesn't set all things, so the cursor might be outside of the screen or the whole thing's a little darker.
Unconfirmed resolved
? Writes in mirrored or invalid VRAM areas
Resolved with a cheap trick
? Game freezes just before Cearn battle ? somehow, the dialogue box statemachine doesn't like very long strings. "Fixed" by cutting Cearn's lines in half.
Resolved
? Things on the map sometimes use the wrong sprite ? randomizer gave weird results, fixed by using unsigned int
? Characters can move into the same spot when both are moving at the same time ? because the sprite collission checker should test the tile being walked to. Thanks to tepples for suggesting this.
? When spotted by a trainer to the right, the player uses a "zapped" sprite instead of looking right ? facing = ( facing + 2 ) % 4.
? Helping Hand ? most enemy moves are now checked for sensibility.
? Growl, Tail Whip et al affect user
? Potions heal above max HP ? thanks, Cearn!
Not bugs at all
? No Pok? Balls to catch with ? try pressing Right in the inventory screen.
? No weather effects ? only fog is implemented, and has no effect on battle.
? No sound ? sound has been left out of the demo to cut download size. Also, the engine used is illegal.
? Levelling up goes really fast ? done on purpose. You get triple experience for demonstration purposes.
? Backpics do not use chosen colors ? now fixed.
? Conversion failed ? effect missing. Conversion is just one of them. Missing effects auto-fail.
#147950 - IIMarckus - Mon Dec 31, 2007 12:40 am
Glad you're squashing those bugs, Kawa, despite the reactions of some others. This is looking a lot better!
#147973 - Kyoufu Kawa - Mon Dec 31, 2007 10:51 am
Thanks. There's a live list at my board.
#147990 - GoopyMonkey - Mon Dec 31, 2007 2:32 pm
Great game! I've been looking for a good Pokemon Advance clone/editor for a while, and this beats the pants off all the others!
Is it on purpose, for say, testing paralysis, that Thundershock causes the foe to be paralysed every time?
Walking seems a little slow, but while walking (and while not) the 'Route 105' - or whatever route it was- works fine and is very smooth.
Great work on the battle backgrounds, especially the forest one! It's better than the original game itself!
By the way, I tested it on VisualBoy Advance, as I only have a GBAMP.
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#148016 - Kyoufu Kawa - Mon Dec 31, 2007 7:29 pm
Thanks.
GoopyMonkey wrote: |
Is it on purpose, for say, testing paralysis, that Thundershock causes the foe to be paralysed every time? |
P'rhaps. Lemme take a quick look at the code.
Okay. It's in the "additional effects" block... ah yes. Rand() shouldn't be ranged with & but with %. Now what was it that Cearn said about "proper ranging"?