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Old 18th May 2014, 04:48 PM   #41
Jambo51
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Quote:
Originally Posted by Full Metal ★ View Post
The last bit is a clever way of doing things. I personally reccomend breaking away from the concept of frames, and doing things solely through callbacks. Although, this may be more complicated with C.
The issue with this is that the GBA itself is built around running at a specific frame rate, meaning that code running on it needs to be tailored as such.

By comparison, my actual indie game is not built around a set frame rate and instead depends upon time steps.
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Old 22nd June 2014, 03:14 AM   #42
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is this project still going to happen? there hasnt been a post here in a while
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Old 23rd June 2014, 05:32 AM   #43
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is this project still going to happen? there hasnt been a post here in a while
He's been working on it slowly. Last on the IRC he uploaded a version with a new WIP engine based loosely on the M4A engine.
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Old 26th June 2014, 09:37 AM   #44
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He's been working on it slowly. Last on the IRC he uploaded a version with a new WIP engine based loosely on the M4A engine.
Indeed. Things like this take time. Unlike Game Freak, I am not a team of people developing the game (read engine in my case) for a living, just someone who wants to develop something in their spare time.

I added fading in and out functionality to that engine today, so there is still progress.

MAJOR UPDATE: source code for the engine is now available. It can be found at my GitHub!

This doesn't mean I am giving up development, merely making my work open source so that others may contribute or use code if they can port it.

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Old 13th July 2014, 10:22 PM   #45
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Nice work Jambo, and people start contributing
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Old 28th July 2014, 08:52 AM   #46
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So... When this is released, will I be able to add all 649 to grass on AdvanceMap, or will I have to make scripts for every single Sinnoh and Unova Pokémon...?
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Old 28th July 2014, 09:40 PM   #47
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This won't be compatible with A-Map. Period.

In fact, it won't be compatible with any of the tools you would normally use to hack the Gen 3 games. However, given that you can edit it source level, a lot of the things you'd normally have to use editors to change can be changed and then directly compiled into the ROM, a much better system.
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Old 27th November 2014, 08:21 PM   #48
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i didnt see anyone say anything about this so ill ask, are there going to gen IV and gen V items in this?
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Old 28th November 2014, 07:47 AM   #49
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Quote:
Originally Posted by latios5 View Post
i didnt see anyone say anything about this so ill ask, are there going to gen IV and gen V items in this?
It looks like there is currently data for the first 649 Pokemon. More Pokemon can be added if needed.
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Old 28th November 2014, 12:19 PM   #50
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It looks like there is currently data for the first 649 Pokemon. More Pokemon can be added if needed.
He said items...

I can imagine that the engine could be adapted for this purpose,I know Jambo is a stickler for detail so you'll most likely get any new evolution items for sure. Not sure about the rest atm.
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