User Controls
Making digimon but for real
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2023-02-13 at 11:50 AM UTCI'm thinking this is the right tool for the job of making an interface that doesn't make you want to rip your eyes out
Originally posted by aldra that looks like one of the angels from neon genesis and I don't like it looking at me
This is why NFT display software isn't popular, nobody wants to see some retard monkey or dumb shit whatever -
2023-02-23 at 12:06 PM UTC
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2023-02-23 at 12:39 PM UTCThis is all way above my paygrade but i do like the idea.
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2023-02-23 at 10:27 PM UTCThere is a custom action script called chaos used to control these, same code in all the games.
https://github.com/openc2e/openc2e
I have no idea how this shit works but If I can make them interact with CAOS that would be cool
https://github.com/openc2e/openc2e/blob/3ea4053f3779683bff399743843be3f0f0e12c10/src/openc2e/caosScript.cppCAOS is a register-based language, with a set of opcodes with fixed argument lists. Local variables are not supported. The basic unit of CAOS code is the command which can be injected and executed by the engine. However, CAOS is mostly used in scripts, blocks of code identified by four integers - three identifying the object for which the script applies (0 may be used as a wildcard), and one identifying the event the script triggers on. Those form the backbone of the actual game, declaring the different forms of interactions between the different COBs or agents (a term for the programming objects introduced with Creatures 3 - every gadget or even creature in the world is an agent) by defining actions to be taken when certain events happen (from time triggered ones to collisions with other objects or even clicks).
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2023-03-04 at 3:11 AM UTChow do I make it make things good
anchors ahoy!
okay now make it a fish with wings
but what if nobody wants a fish though
Seems to always lead back to the same thing
Either you can make 100 variants of BLOB or randomly generate 100 different blobs. I can't think of anything else besides these two fundamental baseline procedural generation systems and AI does not help much. THis is a complexity problem I can't even describe because of how complex (retarded) it is. This entire fucking idea is retarded OP just make them NFT monkeys or upgraded digimon ffs -
2023-03-04 at 3:42 AM UTC
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2023-06-04 at 9:59 AM UTCChao Garden (Sonic Adventure 2) - Dreamcast, GameCube
Creatures - Multiple platforms
Tamagotchi - Various handheld devices
Digimon - Various platforms (including handheld devices and consoles)
Pokémon - Various platforms (especially Game Boy and Nintendo handhelds)
Neopets - Web-based game
Monster Rancher - Various platforms (including PlayStation and Game Boy)
Monster Rancher Battle Card Game - Game Boy Color
Monster Rancher Explorer - Game Boy Color
Monster Rancher Hop-A-Bout - Game Boy Color
Monster Rancher Advance - Game Boy Advance
Monster Rancher Advance 2 - Game Boy Advance
Viva Pinata - Xbox 360, Nintendo DS
Medabots - Various platforms (including Game Boy, Game Boy Advance, and Nintendo DS)
Azure Dreams - PlayStation, Game Boy Color
Yo-Kai Watch - Nintendo 3DS
Yo-Kai Watch 2 - Nintendo 3DS
Yo-Kai Watch 3 - Nintendo 3DS
Yo-Kai Watch Blasters - Nintendo 3DS
Yo-Kai Watch Busters - Nintendo 3DS
Jade Cocoon: Story of the Tamamayu - PlayStation, PlayStation 2
Boktai: The Sun Is in Your Hand - Game Boy Advance
Boktai 2: Solar Boy Django - Game Boy Advance
Boktai 3: Sabata's Counterattack - Game Boy Advance
TamaTown - Web-based game
Gigapets - Various handheld devices
Spore - Various platforms (including PC, Mac, and consoles) -
2023-06-04 at 12:52 PM UTCLadies and gentlemen, gather 'round! It's time for some real talk about our revolutionary video game software idea. Now, I know we've had our fair share of challenges when it comes to selecting the right engine. We've tossed around ideas like net-based, browser-based, C#, Java...even contemplated some mind-bending, meta-worm transformative code that would analyze and assemble itself through an encrypted network, byte by byte, on any ARM processor. Phew!
But then, it hit me like a bolt of lightning! I took a step back and revisited my roots. You see, I've got this NES game engine in my back pocket, and I've got some familiarity with it. Sure, I struggled with the finer details in the past and never quite finished my project. But guess what? Artificial intelligence, my friends, is a game-changer!
this is the engine i'm using
https://github.com/cyneprepou4uk/NES-Games-Disassembly
Believe it or not, AI is ridiculously proficient at coding in 6502 Assembly. It's like having a coding wizard at our disposal. I kid you not, with just a few AI prompts, I'm on the verge of getting a working ROM out faster than a team that spent years developing a fancy engine and learning 6502 Assembly themselves. Talk about a mind-blowing revelation!
So, here's the kicker: I'm going all-in with the NES. It solves every problem we've encountered and works like a charm. It's ten times more powerful than the original Tamagotchi's playground and offers a dazzling array of colors. It's an absolute game-changer, folks, and it's perfect for our grand vision.
Let's embrace the nostalgia, harness the power of AI, and revolutionize the gaming world with our NES masterpiece. Together, we'll create an experience that will leave our competitors dumbfounded and our players begging for more. So buckle up, my friends, because we're about to embark on a wild ride, and there's no turning back now!
Thank you for your attention, and let's make this NES dream a reality!
I'm havin' a bit of issue with the FREAKING COLORS of the NES graphics thing display thing but that's honestly a non issue as...NESASM3 is a 6502 assembler that can compile NES assembly code into NES ROMs. It is a command-line tool that requires you to pass the name of your source file as a parameter.
You can download NESASM3.exe from the Emulation64 Network1. It is the same file that was used for FCEUXD SP. You can also find the source code on GitHub2.
To compile your code, you need to put NESASM3.exe and your source file (e.g. helloworld.asm) in the same folder. Then, you need to open a command prompt and navigate to that folder. You can do that by typing cd followed by the path of the folder. For example:
cd C:\Users\YourName\Documents\NES
Then, you need to type NESASM3 followed by the name of your source file. For example:
NESASM3 helloworld.asm
This will create a NES ROM file with the same name as your source file (e.g. helloworld.nes). You can then open this file with any NES emulator.
I hope this helps you use NESASM3. 😊
as you can see we have Robert and Jolene working hard developing the game while me and Yoshi work on the more fundamentals
I have here my game development studio which fits entirely within this box : 📦⤵
│_____________________________________________________ |
Welcome to Matsumoto Industries….
Robert Promised AR.. There will not be AR.
He also made up his own name and stuff, Robert is not the best employee but thats all the more reason to Level up your career in gaming! Join us and redefine the future of play. Be part of something cool. Check us out now! , Robert wrote that so you can see we need all the help we can getIntroducing "Monstroverse: The Ultimate Monster-Raising Adventure" by Matsumoto Industries!
Embark on a captivating journey into the enchanting world of Monstroverse, a groundbreaking monster-raising artificial life video game experience for the Nintendo Entertainment System! Prepare to be amazed as you hatch a one-of-a-kind monster from a mysterious, randomly generated egg, igniting the flames of imagination and excitement.
Inspired by the beloved Chao Garden in Sonic Adventure and the iconic creatures of Digimon, Tamagotchi, and Pokémon, Monstroverse transports you to a universe brimming with charm, wonder, and endless possibilities. Nurture, train, and evolve your monster companion, forging an unbreakable bond that transcends the confines of a mere game.
Immerse yourself in the richly detailed Chaotix Universe, where thrilling battles await your masterfully trained monsters. But here's the twist: each monster's genetic makeup and variant traits are intricately woven into their randomly generated egg, ensuring that no two creatures are ever alike. Witness the magic of genetics unfold before your eyes as you uncover hidden potential, unlock rare attributes, and create a league of extraordinary monsters!
But that's not all! Monstroverse pushes the boundaries of interactivity by enabling you to scan and capture monsters from your surroundings. Unleash the power of augmented reality as you bring real-world objects and environments into the game, merging the digital and physical realms like never before. Engage in epic battles and strategic showdowns using the monsters you've collected, forming an unstoppable team that will dominate the Monstroverse arena.
With stunning visuals, captivating gameplay, and a touch of nostalgic charm, Monstroverse aims to redefine the art of monster raising games. Assemble your dream team of monsters, unlock their true potential, and prove your mastery in electrifying battles against friends and foes alike.
Prepare to be captivated by Monstroverse: The Ultimate Monster-Raising Adventure, where the line between reality and fantasy blurs, and the bonds forged between humans and monsters transcend imagination itself. Get ready to embark on a journey that will leave an indelible mark on your gaming soul!
Remember, my friend, it's important to strike a balance between captivating descriptions and staying true to the core vision of your game. Let your players discover the magic of Monstroverse on their own terms, but entice them with the promise of a truly unique and captivating experience. Good luck, and may your game shine brightly in the gaming universe!
I don't know how I never thought of this before this is perfect
now I am just pumping out game content it's very proficient in 6502 so I just gotta feed it a design document and it will
BRRRRRRRRRRRRRRRRRRRRRRRRR
; Monster Types
MonsterTypes:
.byte 0 ; Grassland - Cat
.byte 1 ; Grassland - People - Guy
.byte 2 ; Forest - Snail
.byte 3 ; Forest - Monkey
.byte 4 ; Rocky - Dinosaur
.byte 5 ; Rocky - Golems
.byte 6 ; Mountain - Dragons
.byte 7 ; Mountain - Deer
.byte 8 ; Electric - Robot
.byte 9 ; Electric - Scrapbot/Trashbot
.byte 10 ; Windy - Bird
.byte 11 ; Windy - DERVISH/Cultist
.byte 12 ; Fire - Ember
.byte 13 ; Fire - Troll
.byte 14 ; Beach - Crab(Fish)
.byte 15 ; Beach - Lamprey
.byte 16 ; Desert/Sand - Scarab
.byte 17 ; Desert/Sand - Mummy
.byte 18 ; City - Slimes
.byte 19 ; City - Muck
.byte 20 ; Space - Stars
.byte 21 ; Space - Alien
.byte 22 ; Evil - Ghost
.byte 23 ; Evil - Beast
.byte 24 ; Snowy/Cloudy - Fairy
.byte 25 ; Snowy/Cloudy - Divine
; Egg Graphics Mapping
EggGraphics:
.byte 0 ; Grassland Egg (Green)
.byte 1 ; Forest Egg (Brown)
.byte 2 ; Rocky Egg (Gray)
.byte 3 ; Mountain Egg (Brown)
.byte 4 ; Electric Egg (Yellow)
.byte 5 ; Windy Egg (Light Blue)
.byte 6 ; Fire Egg (Red)
.byte 7 ; Beach Egg (Orange)
.byte 8 ; Desert/Sand Egg (Tan)
.byte 9 ; City Egg (Gray)
.byte 10 ; Space Egg (Purple)
.byte 11 ; Evil Egg (Black)
.byte 12 ; Snowy/Cloudy Egg (White)
; Randomly hatch a monster from an egg
HatchMonster:
LDA MonsterTypes, X ; Get a random monster type
STA CurrentMonsterType ; Store the current monster type for further processing
LDA EggGraphics, X ; Get the corresponding egg graphic
STA CurrentEggGraphic ; Store the current egg graphic for display
; Continue with the hatching process...
RTS ; Return from the subroutine -
2023-06-04 at 2:22 PM UTC
void handleChips(int itemId) {
offense = defense = speed = brains = hp = mp = lifetime = 0
/*
* 0x800C454C
* 0x800C457C
* 0x800C458C
* 0x800C459C
* 0x800C45AC
* 0x800C45BC
* 0x800C45CC
* 0x800C45DC
* 0x800C4600
* 0x800C4624
* 0x800C4648
*/
switch(itemId - 0x16) {
case 0: // autopilot
if(load(0x134FF4) == 1) { // is not interacting/loading something?
0x000C55FC()
callScriptSection(0, 0x4DD, 0)
}
break
case 1:
offense = 50
break
case 2:
defense = 50
break
case 3:
brain = 50
break
case 4:
speed = 50
break
case 5:
hp = 500
break
case 6:
mp = 500
break
case 7:
offense = 100
brain = 100
lifetime = -24
break
case 8:
defense = 100
speed = 100
lifetime = -24
break
case 9:
hp = 1000
mp = 1000
lifetime = -24
break
case 10: // porta potty
handlePortaPotty()
return
}
healValue(0x1557F0, hp, 9999)
healValue(0x1557F2, mp, 9999)
healValue(0x1557E0, offense, 999)
healValue(0x1557E2, defense, 999)
healValue(0x1557E4, speed, 999)
healValue(0x1557E6, brain, 999)
modifyLifetime(lifetime)
if(itemId > 0x1D && itemId < 0x20) // check is DV Chip
addTamerLevel(10, -1)
} -
2023-06-04 at 8:05 PM UTC
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2023-06-04 at 8:58 PM UTCthis video was made 5 years ago
the guy is like OH MAN INSTEAD OF HAVING TO WRITE THESE GIANT LISTS WE CAN USE THESE TOOLS NOW
like damn bra the fucking AI almost makes it so I don't even need the tools it's actually another step to use the tools if I am coding assembly directly in a compiler with AI to then have to change it to hex code when I can program the color RBG values directly into the PPU registers myself lul
crazy
despite AI and these tools not being compatible I think there is a middle ground that can be threaded here to get the best of both worlds -
2023-06-04 at 9:52 PM UTC*dusts off old NES*
Originally posted by the man who put it in my hood I am old school
Originally posted by Ghost Development for the NES is hard, I still intend to finish the project but I have encountered recent difficulty with the NES architecture and compatibility issues with 32 bit windows
https://niggasin.space/thread/35609
https://niggasin.space/thread/29650
If I scrap everything and switch engines to C# I can finish it in a month and it will also be able to be played online.
Here is a sprites of william bill Bill Krozbyby with a shotgun and a william bill Bill Krozbyby dog
Originally posted by Obbe C'mon make it for the NES so I can play it at work on the Odroid.
this comment inspired a lot of my current development
YES YES BRING IT ALL BACK TO MY MEMORY BANK $GameData = $e7
https://gist.github.com/1wErt3r/4048722
Originally posted by the man who put it in my hood No. What he's talking about is how to display graphics with hardware limitations. I don't know anything about the MSX but it's kinda similar to the NES where you have to use clever design tricks to keep the file size as small as possible. so instead of storing one big file for the sprite you can just draw half of a sprite and mirror it so it looks like a full sprite.
And because of these limitations you have to be creative and frugal with memory when it comes to graphics. Like the clouds in Mario are the same sprite as the bush but just a different color.
Originally posted by Bill Krozby Lol u guize remember that game paper boy? That was hilarious, just throwing the paper at old people and thru windows hahahahafa
Originally posted by the man who put it in my hood I want to make an NES game called Raper Boy where you break through windows to rape old ladies and run from the police raping and swerving with a chiptune version of this playing
https://www.youtube.com/watch?v=ebmoLD2bUPU
i'm telling you fuys the NES is where it's at
Originally posted by Ghost
You are KR0Z Cop
The slampigs want in! Can you defend Austin from SJW's and The New World Order?.
Will you be able to defeat WEAK WHITES and escape the city through a tunnel that runs under the mexican border surrounded by ruthless cartel men?.
THIS IS KR0Z DOGS!
It's currently being developed on the NES using the Mystic Searches engine and the NESmaker tool
The game is a top down action adventure shooter RPG game based on Legend of Zelda and Robocop for the NES.
Here is the current design document
I'm currently trying to convert this hit into midi and then into NSF with Famitracker so I can play it in 8 bit sound. Also would be nice to get an ultra compressed version of KR0Z's laugh to actually play on NES hardware but I suspect his vocal range may be beyond what the technology can handle. -
2023-06-04 at 9:54 PM UTC
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2023-06-04 at 11:06 PM UTChe talks about digimon, vpets and chao garden , 8 months ago folx
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2023-06-05 at 2:14 AM UTC
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2023-06-08 at 4:21 PM UTC
Originally posted by Ghost I have had an interest in this ever since I learned about the "A-Life" division at Sonic Team that was part of several games I grew up playing. Emergent random behaviors, I mostly play dwarf fortress and minecraft because they are the best video game random generators out there, I am not so much into linear games because eventually it feels like i've seen everything.
https://nights.fandom.com/wiki/Nightopian#Artificial-life_(A-life)
holy shit this game, it came out before digimon world PS1, on the Saturn and is probably the only video game adaptation of tamagotchi/vpets in full earnest, which is what I was going for essentially, but my idea is not to make a "video game" like creatures, chao garden, vpets, tamagotchi or any of that, but actual DIGITAL MONSTERS like they are in the show, not a franchise of a virtual pet GAME
but the actual virtual monsters themself, this is as close to that idea as I can find and it's cool as shit and nobody has done anything like this since
Virtual pets, digimon and stuff is exploding in popularity right now ever since the AI shit, I have been on this trend early and of course nobody is actually making a fucking DIGITAL MONSTER YET, just a bunch of fucking BS
https://www.theverge.com/2023/6/6/23749564/tamagotchi-uni-tamaverse-device-metaverse-watch
https://blog.cryptoflies.com/tamagotchis-new-device-connects-to-the-metaverse/Starting today, Tamagotchi Uni is available for pre-order on Amazon, and it will be officially released for public sale on July 15, 2023.
Many companies are seizing the opportunity to revive classic games and franchises by embracing the possibilities offered by Web3. Recently, Mediawan Kids & Family partnered with The Sandbox to bring the beloved story of “The Little Prince” into the metaverse.
In a similar vein, Reddit and Ubisoft collaborated to introduce the popular Rabbids franchise into the world of non-fungible tokens (NFTs). Furthermore, in March, the digital collectible platform VeVe teamed up with Sesame Workshop to launch an NFT collection featuring iconic characters from Sesame Street, including the lovable blue Muppet character.
makes me want to puke. A DIGITAL MONSTER doesn't need marketing or a catchy tagline UNIQUE UNITED UNIVERSE , UNI
METAVERSE , METH AVERSE. watch the old digimon stuff and check out the old games though, imagine if that was reality. Now look at this shit, it's nothing like those
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2023-06-08 at 4:21 PM UTCcompared to this
Originally posted by Ghost
Good Stuff
Larger screen with larger sprites.
Coliseum mode for solo-battles.
Vertical orientation.
Relatively large buttons.
Very forgiving.
Saves data between battery swaps/resets.
You can take your Agumon and put an afro on it, and then it will be an Agumon with an afro.
😮👆
yeah im thinking like this, might be the angle to grind
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2023-07-06 at 11:27 PM UTC[video]https://www.youtube.com/live/btG3Pd8ZlBw?feature=share[/video]
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2023-07-07 at 12:17 AM UTC
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2023-07-07 at 12:20 AM UTCAnswer up