

You like? That's a bitchin' Pokémon map! 59% [ 13 ] Lukewarm, at best 22% [ 5 ] Your map's shit, son 18% [ 4 ] Total Votes : 22



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tuxlovesyou





Joined: 21 Feb 2016

Age: 25

Posts: 8

NewbieJoined: 21 Feb 2016Age: 25Posts: 8

Posted: Sun Feb 21, 2016 6:53 am Post subject: Peékmon C64!!! Pokémon for the Commodore 64



I have always wanted to see an attempt at creating a version of the beloved Pokémon Blue for the Game Boy on the C64 with SID music. Apparently there isn't enough of a generational overlap for someone besides me to attempt this before now. NO ONE HAS EVEN MADE A SINGLE POKéMON SID SONG!!! I wouldn't exactly call myself a wizard (my first childhood PC ran Win 98! ).



I am making the graphics a cross between the original and the Gen II Kanto from Gold/Silver/Crystal. The C64 can't do nearly as many colors as the Gameboy Color, so I have to make creative use of the C64 color palette. Also, I decided to make this a pixel-for-pixel conversion, leading to a kind of squished picture, lol. It still looks awesome, though. I had to double the horizontal resolution of my reference material in GIMP to make it easier to follow.



As for the map size, I have decided that I will have to probably load it in chunks. My current section is already ~17KB!! I'm not sure where the seams were on the original Game Boy, as it only had a piddly 32K of RAM.



I am currently teaching myself 6502 assembly language while working on the map in CharPad and the Sprites on SpritePad. I will most likely be using Goat Tracker for the music. I have begun to transcribe the original score to staff paper, but that's about it, lol.



I don't even own a C64, at the moment! I'm using x64 (VICE for Linux) for testing and development.



PROGRESS











Route 21 (my window manager won't let me resize the WINE window to show the whole thing)





Cinnibar Island

Pallet TownRoute 21 (my window manager won't let me resize the WINE window to show the whole thing)Cinnibar Island



The whole map is huge, so it will take some time. Any help or suggestions are always welcome. Feel free to PM me.

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\___)=(___/ I have always wanted to see an attempt at creating a version of the beloved Pokémon Blue for the Game Boy on the C64 with SID music. Apparently there isn't enough of a generational overlap for someone besides me to attempt this before now.I wouldn't exactly call myself a wizard (my first childhood PC ran Win 98!).I am making the graphics a cross between the original and the Gen II Kanto from Gold/Silver/Crystal. The C64 can't do nearly as many colors as the Gameboy Color, so I have to make creative use of the C64 color palette. Also, I decided to make this a pixel-for-pixel conversion, leading to a kind of squished picture, lol. It still looks awesome, though. I had to double the horizontal resolution of my reference material in GIMP to make it easier to follow.As for the map size, I have decided that I will have to probably load it in chunks. My current section is already ~17KB!! I'm not sure where the seams were on the original Game Boy, as it only had a piddly 32K of RAM.I am currently teaching myself 6502 assembly language while working on the map in CharPad and the Sprites on SpritePad. I will most likely be using Goat Tracker for the music. I have begun to transcribe the original score to staff paper, but that's about it, lol.I don't even own a C64, at the moment! I'm using x64 (VICE for Linux) for testing and development.The whole map is huge, so it will take some time. Any help or suggestions are always welcome. Feel free to PM me._________________



Last edited by tuxlovesyou on Mon Feb 22, 2016 2:33 am; edited 3 times in total

iAN CooG







Joined: 31 Jan 2003

Age: 49

Posts: 1420

Location: Italy Master of C64Joined: 31 Jan 2003Age: 49Posts: 1420Location: Italy

Posted: Sun Feb 21, 2016 10:03 am Post subject: Re: Pokémon C64!!! tuxlovesyou wrote: NO ONE HAS EVEN MADE A SINGLE POKéMON SID SONG!!!

just by searching in DOCUMENTS/STIL.txt

/MUSICIANS/A/Ames_John/Pokemon-Elite_Four.sid

/MUSICIANS/C/Crowley_Owen/Pokemonitor.sid

/MUSICIANS/M/Mankeli/Pokemon_in_my_C_64_SHIT.sid

besides, expect some Cease and Desist letter from Nintendo anytime =)

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just by searching in DOCUMENTS/STIL.txt/MUSICIANS/A/Ames_John/Pokemon-Elite_Four.sid/MUSICIANS/C/Crowley_Owen/Pokemonitor.sid/MUSICIANS/M/Mankeli/Pokemon_in_my_C_64_SHIT.sidbesides, expect some Cease and Desist letter from Nintendo anytime =)_________________ -=[]=--- iAN CooG/HVSC & C64Intros ---=[]=-

Borough Medley







Joined: 26 Jul 2009

Age: 42

Posts: 567

Location: Norway Forum JunkieJoined: 26 Jul 2009Age: 42Posts: 567Location: Norway

Posted: Sun Feb 21, 2016 10:10 am Post subject:

I'm not a Pokemon fan, sorry.

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NUMBERS; Blood's clones. There are 5 of them: Number 1, Number 2, Number 3, Number 4 and that son of a bitch Number 5... Hmm... I'd much rather tell you why I think this is not a good idea instead of telling you your map is shitty.. My brother talks about those Pokemon games he and his friends used to play years ago. On Gameboys. It has to be Gameboys. Like, well, Goldeneye.. You either play that on a Nintendo 64 or you don't play it..I'm not a Pokemon fan, sorry._________________

Lasse







Joined: 07 Jan 2002

Posts: 3737

Location: Finland C64 Games ProgrammerJoined: 07 Jan 2002Posts: 3737Location: Finland

Posted: Sun Feb 21, 2016 11:24 am Post subject: Can't recommend embarking on a C64 project which can be cease & desisted by the IP owner at a moment's whim. Rather work on something original (or "subtly inspired") which is not at risk of takedown.

commodorejohn







Joined: 10 May 2014

Posts: 622

Location: Sacramento, CA C64 EnthusiastJoined: 10 May 2014Posts: 622Location: Sacramento, CA

Posted: Sun Feb 21, 2016 3:17 pm Post subject: I've made a Pokemon SID...though now I've got a hankering to do a couple more...



Anyway, this is great and I'd love to see a project like this get somewhere, for laughs. The only critique I have at the moment is that it looks a bit horizontally stretched (might need to be adjusted to correct for the double-width pixels more.)



Lasse raises a good point, though, projects like this have a tendency to get C&D-ed into oblivion (oh, Chrono Resurrection

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Computers: Amiga 1200, DEC VAXStation 4000/60, DEC MicroPDP-11/73

Synthesizers: Roland JX-10/SH-09/MT-32/D-50, Yamaha DX7-II/V50/TX7/TG33/FB-01, Korg MS-20 Mini/ARP Odyssey/DW-8000/X5DR, Ensoniq SQ-80, E-mu Proteus/2, Moog Satellite, Oberheim SEM made aSID...though now I've got a hankering to do a couple more...Anyway, this is great and I'd love to see a project like this get somewhere, for laughs. The only critique I have at the moment is that it looks a bit horizontally stretched (might need to be adjusted to correct for the double-width pixels more.)Lasse raises a good point, though, projects like this have a tendency to get C&D-ed into oblivion (oh,...) I suppose you could always change it to be an adaptation of that other timeless classic, ELF MONSTER ..._________________

tuxlovesyou





Joined: 21 Feb 2016

Age: 25

Posts: 8

NewbieJoined: 21 Feb 2016Age: 25Posts: 8

Posted: Sun Feb 21, 2016 5:23 pm Post subject:

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\___)=(___/ I put a link to this post on Reddit and pipipipipipipipi2 suggested that I name it PEEKmon._________________

tuxlovesyou





Joined: 21 Feb 2016

Age: 25

Posts: 8

NewbieJoined: 21 Feb 2016Age: 25Posts: 8

Posted: Sun Feb 21, 2016 5:34 pm Post subject: commodorejohn wrote: I've made a Pokemon SID...though now I've got a hankering to do a couple more...

That would be AWESOME! I know literally nothing about Goat Tracker at the moment. I want it to be as close to either the original score (or the GBA Fire Red/Leaf Green remakes if using double or triple SID chips ) as possible



That would be AWESOME! I know literally nothing about Goat Tracker at the moment. I want it to be as close to either the original score (or the GBA Fire Red/Leaf Green remakes if using double or triple SID chips) as possible commodorejohn wrote: Anyway, this is great and I'd love to see a project like this get somewhere, for laughs. The only critique I have at the moment is that it looks a bit horizontally stretched (might need to be adjusted to correct for the double-width pixels more.)

Thanks! I have made it horizontal on purpose. I am trying to do it without any loss of original detail, plus the tile size works out really well as-is. Thanks! I have made it horizontal on purpose.I am trying to do it without any loss of original detail, plus the tile size works out really well as-is.

retrohoarder Newbie





Joined: 07 Jun 2015

Age: 50

Posts: 31



Posted: Sun Feb 21, 2016 5:40 pm Post subject: Thank you for the credit!



I'm looking forward to seeing this on a real C64.



Question: What materials are you using to learn the assembly? I've been seriously considering a subscription to the 64bites stuff. He appears to have made a good commitment to this.



Pipipipipipipipi2 AKA Retrohoarder AKA Oldbitcollector

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RETROHOARDER: Because owning a dozen 8bit machines just isn't enough. COMMODORE.TK : Resources for NTSC C64.RETROHOARDER: Because owning a dozen 8bit machines just isn't enough. Thank you for the name credit!I'm looking forward to seeing this on a real C64.Question: What materials are you using to learn the assembly? I've been seriously considering a subscription to the 64bites stuff. He appears to have made a good commitment to this.Pipipipipipipipi2 AKA Retrohoarder AKA Oldbitcollector_________________

tuxlovesyou





Joined: 21 Feb 2016

Age: 25

Posts: 8

NewbieJoined: 21 Feb 2016Age: 25Posts: 8

Posted: Sun Feb 21, 2016 5:59 pm Post subject: Re: Thank you for the credit! retrohoarder wrote: Thank you for the name credit!



I'm looking forward to seeing this on a real C64.

Any time! As am I. I've had this burning desire to see this game on an 8-bit home computer for quite some time. I chose the C64 because the abundance of documentation and cheap parts+units.



I had considered doing a version for the IIgs, Atari ST, or the Plus/4, but the Commodore 64 is just way more iconic and readily available. The C64 defined and inspired a generation in the same way the NES and the Game Boys did after it.



Any time!As am I. I've had this burning desire to see this game on an 8-bit home computer for quite some time. I chose the C64 because the abundance of documentation and cheap parts+units.I had considered doing a version for the IIgs, Atari ST, or the Plus/4, but the Commodore 64 is just way more iconic and readily available. The C64 defined and inspired a generation in the same way the NES and the Game Boys did after it. retrohoarder wrote: Question: What materials are you using to learn the assembly? I've been seriously considering a subscription to the 64bites stuff. He appears to have made a good commitment to this.



Pipipipipipipipi2 AKA Retrohoarder AKA Oldbitcollector

I watch

I bought a copy of the original C64 Programmer's Reference Manual on Programming the 6502



I wish more C64 assembly was released as open source, though. I guess that it's simple enough to disassemble, though -- so never mind.

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I watch Steve Morrow on YouTube I bought a copy of the original C64 Programmer's Reference Manual on on Amazon , a copy of on Amazon , and scour the internet for anything else. Steve Morrow also has a GitHub repository of all of his tutorial code (and then some). I might check out 64bites, too, now that you mentioned it.I wish more C64 assembly was released as open source, though. I guess that it's simple enough to disassemble, though -- so never mind._________________ Arch Linux master race!!!

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merman







Joined: 29 Jan 2003

Age: 45

Posts: 5425

Location: Skegness, UK Fave game: The Sentinel Lemon64 Game ChampionJoined: 29 Jan 2003Age: 45Posts: 5425Location: Skegness, UK Fave game: The Sentinel

Posted: Sun Feb 21, 2016 7:25 pm Post subject:

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merman1974 on Twitter, Steam, Xbox Live and Wii U You would be better to make a game in the style of Pokemon rather than copying Pokemon Blue directly. Nintendo will stop you copying their copyright material._________________

Tom Sawyer







Joined: 25 Mar 2013

Posts: 355

Location: Skara Brae Über GroupieJoined: 25 Mar 2013Posts: 355Location: Skara Brae

Posted: Sun Feb 21, 2016 10:02 pm Post subject:

http://www.bombjack.org/commodore/books.htm



For Code examples:

http://codebase64.org/doku.php

http://www.gamedev.net/page/re...2013-r3179





Fun Links:

https://csdb.dk/release/?id=94434

https://csdb.dk/release/?id=143590

https://www.hex-rays.com/products/ida/



Obviously, Google is there... good luck. Well there's plenty of Commodore resources out there. For programming info check here. 'Machine Language by Jim Butterfield' is a good overall primer:For Code examples: https://csdb.dk/ search for 'source'Fun Links:Obviously, Google is there... good luck.

Link6415







Joined: 25 Oct 2014

Posts: 929

Location: Manchester Ohio C64 EnthusiastJoined: 25 Oct 2014Posts: 929Location: Manchester Ohio

Posted: Sun Feb 21, 2016 10:25 pm Post subject:



I like the idea of doing a pixel for pixel conversion for the graphics. Here's a couple ideas:



You could use high resolution mode, and sacrifice color...



...or, instead of having a squished tileset, have a blocky one. Instead of 2*1 pixel "multicolor pixels", 2*2 fat (but proportional) pixels.



Do you understand? (It's kind of hard to explain what I mean.)







Also, you may be pleased to know that Steve Morrow is on this forum.

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I was born in the wrong era. Neat.I like the idea of doing a pixel for pixel conversion for the graphics. Here's a couple ideas:You could use high resolution mode, and sacrifice color......or, instead of having a squished tileset, have a blocky one. Instead of 2*1 pixel "multicolor pixels", 2*2 fat (but proportional) pixels.Do you understand? (It's kind of hard to explain what I mean.)Also, you may be pleased to know that Steve Morrow is on this forum._________________

NM156







Joined: 29 May 2015

Posts: 3429

Immortal Grandmaster of C64Joined: 29 May 2015Posts: 3429

Posted: Sun Feb 21, 2016 10:55 pm Post subject: merman wrote: You would be better to make a game in the style of Pokemon rather than copying Pokemon Blue directly. Nintendo will stop you copying their copyright material.

So what is the difference between Pokemon and Ghost & Goblins?

Lasse







Joined: 07 Jan 2002

Posts: 3737

Location: Finland C64 Games ProgrammerJoined: 07 Jan 2002Posts: 3737Location: Finland

Posted: Sun Feb 21, 2016 11:28 pm Post subject: In theory none, meaning the theoretical risk for C&D exists in both cases. In practice Pokemon is a more high-profile franchise, and slapping extra levels on an existing C64 conversion of a 30-year old game is going to generate less interest (except among C64 fans) than making a brand new conversion of a newer game.