Skeetendo

’Cause all games were better on the GBC

You are not logged in.

#51 2014-04-23 15:05:24

YORAMRW
Member
From: The Netherlands
Registered: 2013-03-29
Post 1,066/1,199
Website

Re: Pokémon Maize [Beta 2.2 Release]

Reminds me a lot of the Pokémon Yellow titlescreen. Great work.


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

Offline

#52 2014-04-23 18:35:11

ShantyTown
Member
Registered: 2013-12-04
Post 38/344

Re: Pokémon Maize [Beta 2.2 Release]

Danny-E 33 wrote:

That's sweet. Your hack is very impressive.

Thanks.  I have a few more ideas that I'm excited to eventually implement.

"TheMoneyOfTheWorld wrote:

Reminds me a lot of the Pokémon Yellow titlescreen. Great work.

I realized that I basically copied the Yellow titlescreen after I finished it...  Oh well!

Offline

#53 2014-04-24 07:17:54

Freako
Member
From: Australia
Registered: 2012-11-02
Post 233/237
Website

Re: Pokémon Maize [Beta 2.2 Release]

What is that stick he's carrying?

Offline

#54 2014-04-24 10:13:36

Danny-E 33
Administrator
Registered: 2012-06-09
Post 770/1,119

Offline

#55 2014-04-24 13:40:06

Freako
Member
From: Australia
Registered: 2012-11-02
Post 234/237
Website

Re: Pokémon Maize [Beta 2.2 Release]

Why is he carrying a broom?

Last edited by Freako (2014-04-24 13:40:25)

Offline

#56 2014-04-24 14:13:06

ShantyTown
Member
Registered: 2013-12-04
Post 39/344

Re: Pokémon Maize [Beta 2.2 Release]

Freako wrote:

Why is he carrying a broom?

He's the protagonist from a game called "Anodyne", and his only weapon/item is a broom.  http://www.anodynegame.com/

Offline

#57 2014-04-24 14:28:33

Freako
Member
From: Australia
Registered: 2012-11-02
Post 235/237
Website

Re: Pokémon Maize [Beta 2.2 Release]

No wonder the sprite is completely out of place.

Offline

#58 2014-04-24 15:28:47

ShantyTown
Member
Registered: 2013-12-04
Post 40/344

Re: Pokémon Maize [Beta 2.2 Release]

Freako wrote:

No wonder the sprite is completely out of place.

Exactly :P

I just finished adding a new item called the SCOUTER.  If you place it at the top of your item list, it will present a message to the player when a wild pokemon with high DVs appears.  I arbitrarily picked a total DV value of 50 to be the threshold.  The maximum DV total a pokemon can have is 75 (there are 5 stats, each of which can range from 0-15).  Here's what it looks like when it triggers at the start of a wild battle:
04ViH47.png

It should be useful to the player if they care about that kind of stuff.

Offline

#59 2014-04-24 16:47:51

YORAMRW
Member
From: The Netherlands
Registered: 2013-03-29
Post 1,068/1,199
Website

Re: Pokémon Maize [Beta 2.2 Release]

TheMoneyOfTheWorld wrote:

Reminds me a lot of the Pokémon Yellow titlescreen. Great work.

ShantyTown wrote:

I realized that I basically copied the Yellow titlescreen after I finished it...  Oh well!

But I really like it. I'm not sarcastic when saying "great work", I just wondered if you maybe used the code for the eyes from Pokémon Yellow or something so.


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

Offline

#60 2014-04-24 18:17:32

Miksy91
Member
Registered: 2010-10-16
Post 2,098/2,339

Re: Pokémon Maize [Beta 2.2 Release]

That's a pretty cool add-on. It would be pretty easy to make it work so that the scouter didn't have to be in the first slot of the item pocket either though! :)

If the final option in the item pocket (= CANCEL) is described with byte FF, you can make a routine just like this one for checking if you have the scouter or not.

ld hl, $startOfItemPocket

loop    ldi a, (hl)
        cp a, $SCOUTER
        jr z, found
        cp a, FF
        jr nz, loop
        and a, a // scouter was not found. reset carry flag.
        ret

found   scf  // set carry flag
        ret

Now it will check every item in the pocket until the CANCEL option is reached and if it finds the item "SCOUTER" while at it, it sets the carry flag. If it doesn't find it, carry flag is reset.

Last edited by Miksy91 (2014-04-24 18:20:07)

Offline

#61 2014-04-24 19:54:51

ShantyTown
Member
Registered: 2013-12-04
Post 41/344

Re: Pokémon Maize [Beta 2.2 Release]

TheMoneyOfTheWorld wrote:

But I really like it. I'm not sarcastic when saying "great work", I just wondered if you maybe used the code for the eyes from Pokémon Yellow or something so.

Don't worry, I knew what you meant.  I haven't looked at the Yellow Version code, but I would imagine it's similar to what I've done.

Miksy91 wrote:

That's a pretty cool add-on. It would be pretty easy to make it work so that the scouter didn't have to be in the first slot of the item pocket either though! :)

If the final option in the item pocket (= CANCEL) is described with byte FF, you can make a routine just like this one for checking if you have the scouter or not.

ld hl, $startOfItemPocket

loop    ldi a, (hl)
        cp a, $SCOUTER
        jr z, found
        cp a, FF
        jr nz, loop
        and a, a // scouter was not found. reset carry flag.
        ret

found   scf  // set carry flag
        ret

Now it will check every item in the pocket until the CANCEL option is reached and if it finds the item "SCOUTER" while at it, it sets the carry flag. If it doesn't find it, carry flag is reset.

Thanks!  I'm actually planning on creating another item or two that need to be in the first slot, and I don't want the player to be able to use both simultaneously.  Regarding that routine, it already exists in Red Version.  I'm fairly certain its implementation is nearly identical to what you wrote.

IsItemInBag:: ; 3493 (0:3493)
; given an item_id in b
; set zero flag if item isn't in player's bag
; else reset zero flag
; related to Pokémon Tower and ghosts
    ld a,$1C
    call Predef
    ld a,b
    and a
    ret

Offline

#62 2014-04-26 04:36:17

ShantyTown
Member
Registered: 2013-12-04
Post 42/344

Re: Pokémon Maize [Beta 2.2 Release]

I've been rolling with the DV-related features.  I thought it would be cool to add a PokeBall that changes the DVs of the pokemon you catch with it.  I ended up creating the DV Ball, which sets the DVs of the caught pokemon to be maximum (every stat is 15).  Its catch success rate is the same as a PokeBall.  I would show a picture, but there really isn't anything cool to look at!  Anyway, I probably won't let the player buy this item.  Maybe it will be the prize for some quests or something...

Last edited by ShantyTown (2014-04-26 04:36:47)

Offline

#63 2014-04-26 05:08:51

Miksy91
Member
Registered: 2010-10-16
Post 2,100/2,339

Re: Pokémon Maize [Beta 2.2 Release]

ShantyTown wrote:

Thanks!  I'm actually planning on creating another item or two that need to be in the first slot, and I don't want the player to be able to use both simultaneously.  Regarding that routine, it already exists in Red Version.  I'm fairly certain its implementation is nearly identical to what you wrote.

IsItemInBag:: ; 3493 (0:3493)
; given an item_id in b
; set zero flag if item isn't in player's bag
; else reset zero flag
; related to Pokémon Tower and ghosts
    ld a,$1C
    call Predef
    ld a,b
    and a
    ret

That makes sense :)
You could always go for letting the items be anywhere in the item pocket but then limiting that usability the way you want it could get kinda complicated for no reason.

And yeah, I figured there was already an existing routine there in bank 0. Just wrote that code to show how it could be done if you didn't knew already.

Offline

#64 2014-04-29 16:43:32

ShantyTown
Member
Registered: 2013-12-04
Post 43/344

Re: Pokémon Maize [Beta 2.2 Release]

I wrote some new music!  This is the new Wild Battle Theme: https://soundcloud.com/huderlem/wild-ba … ze-version
It's heavily inspired from the original wild battle theme. 

This song from the game "Cave Story" will be the Trainer Battle Theme: https://soundcloud.com/huderlem/wild-ba … e-in-maize

Offline

#65 2014-04-29 22:46:29

Danny-E 33
Administrator
Registered: 2012-06-09
Post 774/1,119

Re: Pokémon Maize [Beta 2.2 Release]

You should add this wave instrument so that low notes in the wave channel sound better.

db $00,$11,$22,$33,$44,$33,$22,$11,$FF,$EE,$CC,$AA,$88,$AA,$CC,$EE

Offline

#66 2014-04-30 01:18:05

ShantyTown
Member
Registered: 2013-12-04
Post 44/344

Re: Pokémon Maize [Beta 2.2 Release]

Danny-E 33 wrote:

You should add this wave instrument so that low notes in the wave channel sound better.

db $00,$11,$22,$33,$44,$33,$22,$11,$FF,$EE,$CC,$AA,$88,$AA,$CC,$EE

Here's what it sounds like with that suggestion: https://soundcloud.com/huderlem/new-wild-battle-2

I can't decide if I like it more.  Where did that specific wave data come from?  It's very similar to a triangle wave, except the second half is exaggerated.

Offline

#67 2014-04-30 14:46:41

Danny-E 33
Administrator
Registered: 2012-06-09
Post 775/1,119

Offline

#68 2014-04-30 18:01:07

ShantyTown
Member
Registered: 2013-12-04
Post 45/344

Re: Pokémon Maize [Beta 2.2 Release]

Danny-E 33 wrote:

That wave is wave instrument 5 from GSC.
All the wave instruments from RBY sound awful with low notes.

https://github.com/kanzure/pokecrystal/ … .asm#L2801

Cool, I had a hunch that's where it came from.  I definitely agree about the sound quality.

Offline

#69 2014-04-30 20:04:41

ShantyTown
Member
Registered: 2013-12-04
Post 46/344

Re: Pokémon Maize [Beta 2.2 Release]

I added the physical/special split without too much hassle today.  This means that a move being special or physical isn't determined by the type of the move anymore.  It's just dependent on the moves themselves.  For example, Fire Punch is physical, and Water Gun is special.  However, they're usually both special moves.  I also added some text to the screen that indicates if a move is special or physical.  As you can see in the screenshots, Night Slash is physical, and Dark Pulse is special.  (The text is in that box covering Honchkrow's head.  It says either "Ph." for physical, or "Sp." for special.)
p08UcXP.png
MsziNVK.png

Edit:  It should be noted that 80C recently added the physical/special split, so that motivated me to add it to Maize because it's a cool feature, I think.

Last edited by ShantyTown (2014-05-01 16:14:19)

Offline

#70 2014-05-01 16:17:49

ShantyTown
Member
Registered: 2013-12-04
Post 47/344

Re: Pokémon Maize [Beta 2.2 Release]

Update

Since I'm adding some new items to the game, I thought it would be helpful for the player to see item descriptions like in the newer games.  That way, it's easy to tell what items actually do.  Now, in the inventory, there is an additional option "INFO", which displays the selected item's description when you select it.  The screenshots below explain it pretty well:

lHDr5BZ.png

5a9PP7k.png

Last edited by ShantyTown (2014-05-01 16:18:20)

Offline

#71 2014-05-01 18:34:42

Pokemonking
Member
From: Sinnoh
Registered: 2013-04-13
Post 459/543
Website

Re: Pokémon Maize [Beta 2.2 Release]

Good <':'>

Offline

#72 2014-05-01 22:23:24

ShantyTown
Member
Registered: 2013-12-04
Post 49/344

Re: Pokémon Maize [Beta 2.2 Release]

After an interesting conversation with some padz and Sanky about items, I've decided to add a series of Ring items.  Rings are non-essential items that simply offer fun bonuses.  However, you can only have one active at a time.  To activate a ring, you simply place it at the top of your inventory.  I changed the Scouter to the "Scouter Ring", and I've added a new one called the "Hustle Ring" (thanks, Sanky) which boosts the levels of wild pokemon by 25%.  For example, if a wild pokemon would usually be level 20, it will be level 25 with the Hustle Ring activated.

Here's a list of some possibilities for the rings (thanks to some crowdsourcing for ideas):
- Scouter Ring (already complete): Beeps when you run into a pokemon with high DV (same thing as IV) values
- Hustle Ring (already complete): Makes wild pokemon have higher levels
- Focus Ring: Chance of pokemon hanging on with 1 HP if it's about to faint (kind of like the Focus Sash/Band or whatever it's called)
- Amulet Ring: Boosts amount of money you receive from trainers
- Exp Ring: Boosts experience gained from pokemon
- 1337 Ring: Changes dialogue to use 1337 Sp34k
- Bike Ring: Makes you move faster
- Ring of Healing: Heals your pokemon by a little bit every ~10 steps you take
- Wonder Ring: Makes moves that don't affect the enemy pokemon type, do damage.  For example, you could use Earthquake on a Pidgey, or Tackle on a Gengar.
- Reverse Ring: Inverts the types of pokemon.  For example, Charizard becomes a Water/Ground type.

Anyway, that's the general idea.

Here's a screenshot of the Hustle Ring:

Lkydq5Y.png

Offline

#73 2014-05-02 00:44:36

Bike
Member
From: Chile
Registered: 2012-10-31
Post 58/72

Re: Pokémon Maize [Beta 2.2 Release]

Very impressive, keep working on.

Last edited by Bike (2014-05-02 00:45:13)

Offline

#74 2014-05-02 01:28:33

ShantyTown
Member
Registered: 2013-12-04
Post 50/344

Re: Pokémon Maize [Beta 2.2 Release]

Bike wrote:

Very impressive, keep working on.

Thanks, I plan on it!

Update

I'm really having fun with this today.  I just added the "Wonder Ring", which is an item that needs to be at the top of your inventory to be in effect, like the other rings.  The "Wonder Ring" removes type immunities from the opposing pokemon.  For example, Earthquake affects Pidgey, and Thunderbolt affects Onix.  Pretty nifty.  There's not much to show visually, but here's a screenshot, I guess:

dZ7pl49.png

Next up is the "Ring of Healing", which will gradually heal your pokemon as you walk around.  (It's basically the opposite of being poisoned.)

Offline

#75 2014-05-02 13:32:18

jastolze
Member
Registered: 2013-01-13
Post 47/112

Re: Pokémon Maize [Beta 2.2 Release]

ShantyTown wrote:
Bike wrote:

Very impressive, keep working on.

Thanks, I plan on it!

Update

I'm really having fun with this today.  I just added the "Wonder Ring", which is an item that needs to be at the top of your inventory to be in effect, like the other rings.  The "Wonder Ring" removes type immunities from the opposing pokemon.  For example, Earthquake affects Pidgey, and Thunderbolt affects Onix.  Pretty nifty.  There's not much to show visually, but here's a screenshot, I guess:

http://i.imgur.com/dZ7pl49.png

Next up is the "Ring of Healing", which will gradually heal your pokemon as you walk around.  (It's basically the opposite of being poisoned.)

Wow I'm really liking this game. However, the Wonder Ring might make the game too easy. Were you planning on making it obtainable after the E4?  The Ring of Healing sounds awesome though. Maybe make a Ring of Protection, to avoid opponents from lowering your stats in battle? I could post a ton of ideas, but I'm sure you have it all figured out. :)

Offline

Board footer

Powered by FluxBB