That looks really impressive and Advanced. It looks like it runs kind of slow though. What sort of framerate does this run at?
Also at least if it's able to change a single sprite every vsync, the reflections would look slightly better if they flickered on and off instead of being a dither pattern. This is how most games produced transparent objects on the GBC and GBA. The screen is slow enough that there is no visible flicker and it just looks transparent.
Yeah, I know, but my situation is a bit different here... The solution I'm using is a kind of compromise. I'm translating binary files from scratch so that similar techniques can work in other situations too, like during rain, with moving sprites and game logic all running at the same time.
In this version of Pokémon, there are sometimes so many different mechanics and effects happening simultaneously that the console simply can't keep up with all the calculations, which causes performance drops.
I'm handling this in a clever way by dynamically reloading chunks of the world on the fly, kind of like how Unreal Engine uses World Partition. The screen sometimes flickers because of this, but it allows me to quickly unload unnecessary mechanics from memory.
Whoa, that looks amazing! I hadn't really thought about how many visual effects these games layer. A lot feels like they're showing off what they can do with the GBA, making it all the more impressive that you have it working on GBC.
I use my own AI model for heuristics and converting music from GBA to GBC. Music is more about subtle auditory nuances than pure algorithms, so AI helps me determine how things should sound, while my own algorithms preserve certain stylistic decisions specific to each track. This helps reduce issues with unpleasant or unnatural-sounding music.
As for programming, I write the code manually, but I do use AI when I'm unsure about something or need to perform some ridiculously complicated or downright "cursed" calculations XD.
AI definitely speeds up development significantly, but it doesn't replace writing code by hand. When I started working on this project, AI was still around the GPT-3 era. I've actually been developing this project since around 2019-2020.
And just a little personal background about me: I come from the professional game development industry, where I work as a lead programmer. Retro game development is more of a passion project that I work on for fun, but I'm also doing it with the intention of making some money from my hobby.
But I guess pretty much everyone would love to make money doing something they enjoy, so I'm not exactly revealing anything groundbreaking here XD
Hey, man, I’m entitled to my opinion and I’m perfectly chill.
I’ve got a backlog of games that human beings made and don’t personally want to support ones made by machines destroying our planet. Especially while some of us are making our own by hand without said machines.
Edit; ahh, Reddit, being mad that people have their own perfectly valid opinions. Never change.
All the elements marked with arrows still need fixing.
I'm having some trouble with the Poké Balls because memory is currently very limited, making it difficult to distinguish trainer battles from regular wild Pokémon encounters. That's why the Poké Balls often appear when they shouldn't.
A lot of the graphics have also become misaligned, as you can see. But I'll fix all of that at the end.
Right now, I'm working on something more interesting! :)
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u/Lootman 22h ago
Glad youre back was wondering when thered be an update