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Main - ROM Hacking Related Releases - OpenPoké - the prologue New thread | New reply

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Kawa
Posted on 06-30-08 09:51 PM (rev. 2 of 07-01-08 08:26 PM) Link | Quote | ID: 86363


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With half a year worth of development, including various bug fixes, here's a fresh new OpenPok� demo. This time, it's not a dedicated demo story but rather it's the actual game's prologue, with one small difference for this release.

Thanks to Arbe and Xeruss for testing this thing at the last minute

Get it

Screenshots I just made:


Support files, with thanks to Gywall for noticing.

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Arbe
Posted on 06-30-08 10:13 PM Link | Quote | ID: 86370

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I played through a lot of this yesterday, and since then even more bugs have been fixed, but it was doing pretty good when I played it. It's a lot of fun, and Kawa's done a great job of completely captivating the look and feel of the original Pokémon games. The map editor is also a lot of fun to play with, and it's just a demo, so, the future is bright for this gem, kids.

Gywall
Posted on 06-30-08 10:20 PM (rev. 2 of 06-30-08 10:22 PM) Link | Quote | ID: 86373


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From playing the demo on my DS.. It runs fine, other than glitch tiles upon exiting buildings.

Yes, I was playing it on a Nintendo DS. EzFlash 3-in-1 flash cart works wonders.

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Xeruss
Posted on 06-30-08 10:25 PM Link | Quote | ID: 86375


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Posted by Gywall
From playing the demo on my DS.. It runs fine, other than glitch tiles upon exiting buildings.


01[12:10] <Xeruss> there seems to be a tree tile on the bank of a lake near the starting house
[12:10] <~Kawa> Ah yeah. There's a little bug in the map drawer.
[12:11] <~Kawa> If you walk around a bit it'll eventually scroll out of VRAM and never return.
01[12:11] <Xeruss> odd
[12:11] <~Kawa> And not my problem :3
01[12:11] <Xeruss> does it act differently?
01[12:11] <Xeruss> than the rest of the tiles
01[12:11] <Xeruss> or just appear different
[12:11] <~Kawa> It only appears different.
[12:11] <~Kawa> If it's supposed to be ground, it's ground.
01[12:11] <Xeruss> alright


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Gywall
Posted on 07-01-08 10:37 AM (rev. 2 of 07-01-08 03:31 PM) Link | Quote | ID: 86439


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Posted by Xeruss
Posted by Gywall
From playing the demo on my DS.. It runs fine, other than glitch tiles upon exiting buildings.


01[12:10] <Xeruss> there seems to be a tree tile on the bank of a lake near the starting house
[12:10] <~Kawa> Ah yeah. There's a little bug in the map drawer.
[12:11] <~Kawa> If you walk around a bit it'll eventually scroll out of VRAM and never return.
01[12:11] <Xeruss> odd
[12:11] <~Kawa> And not my problem :3
01[12:11] <Xeruss> does it act differently?
01[12:11] <Xeruss> than the rest of the tiles
01[12:11] <Xeruss> or just appear different
[12:11] <~Kawa> It only appears different.
[12:11] <~Kawa> If it's supposed to be ground, it's ground.
01[12:11] <Xeruss> alright



I probably missed that when windows crashed then..

Also, the map editor doesn't work - never opens.

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Kawa
Posted on 07-01-08 08:02 PM (rev. 2 of 07-01-08 08:27 PM) Link | Quote | ID: 86454


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Posted by Gywall
Also, the map editor doesn't work - never opens.
Oops. Probably missing vbAccellerator DLLs. I could/should make made a little redist.

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Tyty
Posted on 07-03-08 08:14 PM Link | Quote | ID: 86701


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Great so far. The only thing bugging me is the male running animation (Haven't seen the female one yet) Gonna test this on WiiVBA once I get the ability to edit files on my SD card again

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Kawa
Posted on 07-04-08 04:58 PM Link | Quote | ID: 86784


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So in other news, I've started on something big for OP.

First, some history.

Some years ago, I had this Catnip Dreams project going. It died, but I kept the source code around for possible later abuse. CD had a simple scripting system loosely inspired by Pokémon Ruby/Sapphire.

When I started coding OP, I did indeed adapt the CD script system (codename JESUS, which is an acronym without meaning), and extended it somewhat.

These last three, four days I've been working on what I think I'll refer to as the JUDAS engine. It's basically a hand-decompilation/rewrite based directly on the Pokémon Fire Red disassembly me and Cearn use to develop the rest of OpenPoké.

So far, I've got 65 out of 212 commands at the very least listed. Some do nothing at all, some are (to me) unreadable, some use external functions that require further study, but at least we got the basics down.

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Gywall
Posted on 07-04-08 07:19 PM Link | Quote | ID: 86791


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Good to know that it's still going strong.

When it's complete, I'll go make a full blown game.

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Xeruss
Posted on 07-04-08 07:49 PM Link | Quote | ID: 86798


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Posted by Kawa
(codename JESUS, which is an acronym without meaning)

I've been working on what I think I'll refer to as the JUDAS engine.

I burst out laughing when I read this.

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Kawa
Posted on 07-04-08 08:19 PM Link | Quote | ID: 86805


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Then my work here is done.

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Tyty
Posted on 07-06-08 10:10 PM Link | Quote | ID: 86959


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Doesn't work on WiiVBA, or more specifically, VBA version 1.7.
It brings up the debug menu instead of the intro, and freezes, I can't do anything. (I can't move the cursor, etc.)

Runs fine on VBA 1.8 though.
Loving the character design as well... the game makes me want to go make some Pokemon.

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boingboingsplat
Posted on 07-07-08 04:24 AM Link | Quote | ID: 86978


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Posted by Tyty210
Loving the character design as well...

That, reminds me, I thought that the OW running animation was a bit jerky for the male at least. I haven't used the female character so I wouldn't know.

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Kawa
Posted on 07-09-08 08:12 PM (rev. 4 of 07-10-08 08:10 PM) Link | Quote | ID: 87159


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New build. Several things have been fixed.

The JUDAS engine brought some trouble, but that was to be expected.
The item manager was messing up when an item was to be deleted from the list. This way, when the Pack of Balls is taken, you'll no longer have "Cancel" act like a ghost item. The shifting loop was broken.
Stores now have proper icons. I forgot to adapt the store interface to the new LZ77 icons.
Everybody now properly turns around when spoken to. If it speaks, it'll look at you.
VBA 1.7, WiiVBA and several other emulators choke to death on the IS AGBPrint debug system. It's disabled in this build.

Same URL as before.

Edit: You may notice "it's <BADVAR:07> o'clock already"... that was changed after archival. Next release will include that fix.




Next release is up. The <BADVAR:07> thing is fixed as promised, and several other things:

* CopyVar command in JUDAS had its arguments switched around for compatibility.
* Settings are now actually saved. I have no idea why or when I removed it before.
* Glitch in Mom's sprite when the map is fading in -- fixed. The base offset was correct, but her direction value was -1, a value I forgot was used by the map editor as a "doesn't matter" value for people who stand in place and look around at random. She wouldn't get a correct destination until the state machine fired.
* Text speeds have been corrected. The proper order is slow-medium-fast, and they actually work now.
* Actually, the whole options bitfield has been changed to match the original games', with some additions (Help Mode being part of it instead of a seperate byte and the Beep Style). Therefore, your saved options may be misinterpreted from the last version.

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Kawa
Posted on 07-19-08 03:49 PM Link | Quote | ID: 87698


CHIKKN NI A BAAZZKIT!!!
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Here's the world map so far, for those who'd like such indications of progress.

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NightKev
Posted on 07-20-08 12:28 AM Link | Quote | ID: 87710


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Posted by Kawa
Here's the world map so far, for those who'd like such indications of progress.
The waterfall (left side, near the top left corner; 4th screen it looks like) kind of cuts off abruptly...

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Kawa
Posted on 07-20-08 11:17 AM Link | Quote | ID: 87721


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That's correct. But you're not supposed to see the top anyway. Maybe if we implement the Waterfall HM it'll be... filled in with something nice.

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Kawa
Posted on 07-26-08 08:30 PM Link | Quote | ID: 88006


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This video demonstrates how OpenPoké monsters are compatible with the original games by showing a battle with a Horsea transferred from OpenPoké to Pokémon Fire Red.

Basically, the only noticable difference is that OpenPoké text data is in ASCII (Latin-1252 to be precise) while Pokémon is... whatever you want to call it. That's is why Horsea's name is shown as " í " in the video.

There used to be another difference in the part where the kind of Poké Ball used to capture the Pokémon is stored. This was a mistake on my part that has already been fixed. However, this Horsea was created before the fix, so the game misreads it as being caught in a Premier Ball.

You might notice that Horsea uses Fury Swipes, which it cannot learn under any normal circumstances; indeed it didn't. I -forced- it to learn Fury Swipes to confirm the checksum was properly recalculated. Then I made this video.

Note that OpenPoké cannot (yet) trade. Instead, Horsea was transferred to my Fire Red game by hand using VisualBoy Advance's memory viewer/editor and a steady copying hand. It'd better be steady for a single mistake would result in a Bad EGG. On the bright side, if we ever get trading in the names would naturally be translated for you.

PS: transferring -from- the original games by the same methods has been possible for a year now.

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Kawa
Posted on 07-28-08 08:22 PM Link | Quote | ID: 88155


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<GreyMaria> I walked around the Lake so many goddamn times that my sex drive was brutally murdered
Kawa rocks — byuu

GreyMaria
Posted on 07-29-08 11:57 PM Link | Quote | ID: 88219

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ogawd.

Secret base on crack. I like.

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Main - ROM Hacking Related Releases - OpenPoké - the prologue New thread | New reply

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