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’Cause all games were better on the GBC

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#76 2014-05-02 14:25:33

ShantyTown
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Registered: 2013-12-04
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Re: Pokémon Maize [Beta 2.2 Release]

jastolze wrote:

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. :)

It will definitely be a difficult-to-obtain item.  I might change it so that the moves that Wonder Ring allows to hit will only be "not very effective".  That way, it's not super overpowered.  Actually, if you feel like it, I'd love to see some more ideas.  I've barely put much thought into the variety of rings that could go into the game.  The more the merrier.  I like the Ring of Protection idea a lot.

Last edited by ShantyTown (2014-05-02 14:26:00)

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#77 2014-05-02 14:59:42

jastolze
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Registered: 2013-01-13
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Re: Pokémon Maize [Beta 2.2 Release]

Okay here are some ideas for rings:
1. Ring of Brutality: Powers up Physical Moves for the User
2. Ring of Wizardry: Powers up Special Moves for the User
3. Ring of Illusion: Raises Evasiveness of the User
4. Ring of Assault: Raises Critical Hit Power.

I could list more but I'm kind of in a hurry. I'll list more if you find any of these useful. :)

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#78 2014-05-02 15:54:14

Pokemonking
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From: Sinnoh
Registered: 2013-04-13
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Re: Pokémon Maize [Beta 2.2 Release]

Crusher/Stone/power ring-Attack
pulse/impact/hydra-sp.attack
boost/restore/regin-hp
shield/guard-sp.def
protect/coil/def-def
agility/extreme-speed.Hope i helped.

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#79 2014-05-02 15:59:15

ShantyTown
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Registered: 2013-12-04
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Re: Pokémon Maize [Beta 2.2 Release]

jastolze wrote:

Okay here are some ideas for rings:
1. Ring of Brutality: Powers up Physical Moves for the User
2. Ring of Wizardry: Powers up Special Moves for the User
3. Ring of Illusion: Raises Evasiveness of the User
4. Ring of Assault: Raises Critical Hit Power.

I could list more but I'm kind of in a hurry. I'll list more if you find any of these useful. :)

I have considered Rings that power up moves for each type, but that seemed like overkill.  I hadn't thought of Rings that boost physical/special moves, and I like that idea much more.  I'll probably end up doing those.  Those other two ideas are nice and simple, too.

Pokemonking wrote:

Crusher/Stone/power ring-Attack
pulse/impact/hydra-sp.attack
boost/restore/regin-hp
shield/guard-sp.def
protect/coil/def-def
agility/extreme-speed.Hope i helped.

I've considered these, but along with making a Ring for each type, it seems like overkill to me.  It might make most sense to have a set of 4 Rings: +physical attack, + special attack, +physical defense, +special defense.

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#80 2014-05-02 19:00:04

Pokemonking
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Re: Pokémon Maize [Beta 2.2 Release]

Thanks

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#81 2014-05-02 23:36:02

ShantyTown
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Registered: 2013-12-04
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Re: Pokémon Maize [Beta 2.2 Release]

Welp, I've added two more Rings today.  I added the "Healing Ring" and the "Focus Ring".  The "Healing Ring" heals all of the pokemon in your party by 1 HP every time you take 32 steps.  Like all Rings, it needs to be at the top of your inventory for it to be in effect.  The "Focus Ring" is sort of like the Focus Sash/Band.  It prevents your pokemon from fainting from an attack 25% of the time.  It also shows a message saying that the Focus Ring saved you.  I don't have a screenshot for the "Healing Ring" because there isn't anything to look at.

NwbsH5N.png
4WY97TA.png
KoC1Hbo.png

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#82 2014-05-03 01:10:16

jastolze
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Registered: 2013-01-13
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Re: Pokémon Maize [Beta 2.2 Release]

Here's a couple more:
1. Ring of Promotion: Doubles EXP from Battles.
2. Ring of Abundance: Doubles Money from Battles.
3. Ring of Swiftness: Let's User's Pokemon Strike First 20% of the Time
4. Ring of Holiness: Halves Damage from Attacks for and Against the User (Useful for Non Attack damage, Like Toxic and Leech Seed combos)
5. Ring of Darkness: Doubles Damage from Attacks for and Against the User (Useful for All Out Attacks)
6. Ring of Shelter: Possible to Remove Status effects From the User 20% of the Time (Like Shed Skin Ability)

I look forward to the next release and the new Rings! :D

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#83 2014-05-03 02:40:29

Pokemonking
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From: Sinnoh
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Re: Pokémon Maize [Beta 2.2 Release]

Here are some new rings
Evil ring-critical hits
manace ring-boost attack
block ring-protect from cr.hits
energy ring-boost sp.attack
wish ring-remove status
lucky ring-double exp
credit ring-double money
quick ring-ability to strike first like quick claw.

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#84 2014-05-03 16:18:35

ngtunganh
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From: Viet Nam
Registered: 2013-11-04
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Re: Pokémon Maize [Beta 2.2 Release]

Hey,how about let another trainer in game can use ring too.That will make this game more challege.

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#85 2014-05-03 16:19:44

Bike
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From: Chile
Registered: 2012-10-31
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Re: Pokémon Maize [Beta 2.2 Release]

ngtunganh wrote:

Hey,how about let another trainer in game can use ring too.That will make this game more challege.

THIS!

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#86 2014-05-03 16:21:29

ngtunganh
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Re: Pokémon Maize [Beta 2.2 Release]

Bike wrote:
ngtunganh wrote:

Hey,how about let another trainer in game can use ring too.That will make this game more challege.

THIS!

This what?

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#87 2014-05-03 19:01:45

jastolze
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Registered: 2013-01-13
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Re: Pokémon Maize [Beta 2.2 Release]

Pokemonking wrote:

Here are some new rings
Evil ring-critical hits
manace ring-boost attack
block ring-protect from cr.hits
energy ring-boost sp.attack
wish ring-remove status
lucky ring-double exp
credit ring-double money
quick ring-ability to strike first like quick claw.

Most of those are repeats of what I just said, but whatever.

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#88 2014-05-03 20:40:00

ShantyTown
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Registered: 2013-12-04
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Re: Pokémon Maize [Beta 2.2 Release]

ngtunganh wrote:

Hey,how about let another trainer in game can use ring too.That will make this game more challege.

I like this idea.  I could see each Gym leader using one of the rings.  Maybe the Fighting-type gym leader could use the Focus Ring, for example.

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#89 2014-05-03 23:02:43

ShantyTown
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Registered: 2013-12-04
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Re: Pokémon Maize [Beta 2.2 Release]

I added 4 more Rings to the game this afternoon.  Here are the descriptions of what they do!  (Remember, I've implemented the physical/special attack split, so these rings apply directly to that.  Also remember that you can only wear one Ring at a time!)


1. Blunt Ring: Increases the physical attacks of your Pokemon by ~12.5%
2. Wizard Ring: Increases the special attacks of your Pokemon by ~12.5%
3. Shield Ring: Increases your Pokemon's defense against physical attacks by ~12.5%
4. Bubble Ring: Increases your Pokemon's defense against special attack by ~12.5%

Please tell me if the names of these items are terrible.

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#90 2014-05-03 23:11:48

jastolze
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Registered: 2013-01-13
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Re: Pokémon Maize [Beta 2.2 Release]

I'm not a big fan of the Bubble Ring name. And since this is a Red hack, don't you find it useful to have a ring for Double Money and one for Double EXP (Since you can't hold items)

Keep up the good work!

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#91 2014-05-04 01:15:57

Pokemonking
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From: Sinnoh
Registered: 2013-04-13
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Re: Pokémon Maize [Beta 2.2 Release]

Yeah bubble ring sounds odd.

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#92 2014-05-04 19:10:08

ShantyTown
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Registered: 2013-12-04
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Re: Pokémon Maize [Beta 2.2 Release]

I agree about the Bubble Ring's name.  I think "Ward Ring" could be a good name, since wards are magical protective spells...

In other news, I added two more rings today.  Here's what they are:

1. Amulet Ring: Doubles money received from defeating trainers.
2. Booster Ring: Increases gained EXP. by 50%.  (This rate is compounded with traded pokemon and trainer battles.)

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#93 2014-05-05 07:57:46

Pokemonking
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From: Sinnoh
Registered: 2013-04-13
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Re: Pokémon Maize [Beta 2.2 Release]

Here are some new rings
swift ring-boost speed
clever ring-sp.def
muscle ring-attack
laser ring-sp.attack
health ring-hp

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#94 2014-05-15 15:59:36

ShantyTown
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Registered: 2013-12-04
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Re: Pokémon Maize [Beta 2.2 Release]

Thanks to the work of these guys, I've been able to implement mini sprites for all pokemon in the game.  I still need to make it load the correct sprite in the nicknaming screen, though.  Here's a gif showing the new sprites!

7FnIEKV.gif

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#95 2014-05-15 17:03:27

Danny-E 33
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Registered: 2012-06-09
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Re: Pokémon Maize [Beta 2.2 Release]

I see you haven't pushed that to github yet. You should, because I'm curious about your implementation method too.

ShantyTown wrote:

I still need to make it load the correct sprite in the nicknaming screen, though.

Haha, thanks for pointing that out! I wouldn't have noticed :P

Last edited by Danny-E 33 (2014-05-15 19:22:49)

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#96 2014-05-16 14:34:14

ShantyTown
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Registered: 2013-12-04
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Re: Pokémon Maize [Beta 2.2 Release]

I just pushed it out to github.  Still haven't addressed the nickname screen....

Here's the outline of my implementation:

1.  Made a .2bpp file containing both frames for each pokemon.  (How do you do the thing where you just have a .png instead of a .2bpp file in the repository?)

2.  Modify Func_71791 (routine that loads the mini sprite graphics into VRAM) to load the correct set of tiles into VRAM.  For each pokemon in the party, do the following:
- Get the pokedex id of the pokemon
- Load the 8 tiles (4 for each animation frame) for that pokemon into VRAM.  The tiles are in pokedex order in the mini_sprites.2bpp file, I used.
- The chunks of 8 tiles are loaded linearly into VRAM meaning the first 8 tiles are for the first pokemon in the party.  The second 8 tiles are for the second pokemon in the party, etc.  The following screenshot explains it well:
9c6e23g.png

3.  Modify Func_712a6 (routine that's in charge of placing the mini sprite in the OAM) to do the following:
- Get the index in the party for the current pokemon
- Assign its 4 tiles to be the correct 4 from VRAM.  Again, they are organized in VRAM in linear order, meaning the first pokemon in the party corresponds to the first 8 tiles of VRAM (4 tiles for each animation frame). 

4.  Modify Func_716ff (routine that's in charge of animating the mini sprite) to do the following:
- Get the current tile number of the upper-left block in the mini sprite
- If the tile is from the first animation frame, change the four tiles to the second frame tiles.  (Do the opposite if the tile is from the second frame.)

5.  Modify Func_718c3 to no longer use Func_71281, since we're always going to use the routine from Step 3, above, to load the mini sprites into OAM.

6.  When the player chooses "SWITCH" to swap pokemon in the party, call Func_71791 so that the tiles in VRAM are correctly lined up with the new party order.  This creates an undesirable flicker because you have to disable the LCD to load the tiles into VRAM...  Not sure how to fix this.

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#97 2014-05-16 15:34:57

Danny-E 33
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Registered: 2012-06-09
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Re: Pokémon Maize [Beta 2.2 Release]

Hm. Our methods were conceptually pretty similar, but executed pretty differently.
https://github.com/dannye/pokered-proto … cabf14b151

ShantyTown wrote:

If the tile is from the first animation frame, change the four tiles to the second frame tiles.  (Do the opposite if the tile is from the second frame.)

However, your hack of Func_716ff was quite redundant.
The game creates a copy of the OAM of the first frame. And after the animation of the second frame, instead of recalculating the first frame, it just reloads its copy of the first frame's OAM.

ShantyTown wrote:

This creates an undesirable flicker because you have to disable the LCD to load the tiles into VRAM.

Yeah, I ran into this problem too. I don't think the flicker is that bad.

Also, the OAM palette forces color 1 to be white, so both the transparent layer and color 1 look white. So your sprites only show 3 colors.

Also about 2bpp vs png, padz replaced all the graphics with png a while ago. You should pull from pokered.

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#98 2014-05-16 16:00:38

ShantyTown
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Registered: 2013-12-04
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Re: Pokémon Maize [Beta 2.2 Release]

Cool, I didn't realize that it saves the OAM from the first frame. 

Danny-E 33 wrote:

Also, the OAM palette forces color 1 to be white, so both the transparent layer and color 1 look white. So your sprites only show 3 colors.

How do you fix this?  I don't see anything related to it in your commit.

Danny-E 33 wrote:

Also about 2bpp vs png, padz replaced all the graphics with png a while ago. You should pull from pokered.

I'm scared to pull from pokered at this point.  I'm afraid everything will break.

Last edited by ShantyTown (2014-05-16 16:06:43)

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#99 2014-05-16 16:12:49

Danny-E 33
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Registered: 2012-06-09
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Re: Pokémon Maize [Beta 2.2 Release]

ShantyTown wrote:

How do you fix this?  I don't see anything related to it in your commit.

https://github.com/dannye/pokered-proto … 8879ef4d49

ShantyTown wrote:

I'm scared to pull from pokered at this point.  I'm afraid everything will break.

Yeah, merging sucked.

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#100 2014-05-16 16:22:15

ShantyTown
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Registered: 2013-12-04
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Re: Pokémon Maize [Beta 2.2 Release]

Awesome, I figured out part of it, but I couldn't see how to actually change the colors to what I wanted!

Maybe I should merge..  meh.  Someday.
EDIT: Can you explain what "PalPacket_72438" actually is?

Last edited by ShantyTown (2014-05-16 16:31:49)

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