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The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like
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Topic: The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like (Read 59884 times)
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Ranman
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31337 u53r (Next: 2000)
Posts: 1354
Rating: +83/-0
The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like
«
Reply #300 on:
October 17, 2005, 05:18:00 pm »
QuoteBegin-crzyrbl+8 October 2005, 15:42
-->
QUOTE
(crzyrbl @ 8 October 2005, 15:42)
... and come up with a better map storage system.
The original Ultima V Britannia world map data was stored like this....
- World Map is a grid of 256x256 tiles (64 Kb) and each tile is coded as a single byte (because there are 256 tiles for map data in Ultima V)
- The Map is divided into 256 blocks of 16x16 tiles -- these blocks are called chunks (256 bytes per chunk)
- A total of 4 chunks are loaded into RAM at a time (1Kb)
- When the player crosses a chunk boundary, new chunks are loaded into RAM.
These specs can be altered to best fit your need. You could have chunks of 8x8 tiles (64 bytes), then loading 4 chunks only requires 256 bytes.
Hope this helps
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Ranman
Bringing Randy Glover's
Jumpman
to the TI-89 calculator. Download available at
Ticalc
.
crzyrbl
Guest
The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like
«
Reply #301 on:
October 17, 2005, 06:20:00 pm »
Thats what i have now, but im trying to get 16 "chunks" instead of four. visual:
00
00
vs
0000
0000
0000
0000
i feel that hving it in 4 scene (chunk) blocks is not good in basic (fg takes foreva). this means every other room you go in, you have to sit and wait for it to be loaded. 16, or 4x4 blocking can be used to make a floor of a dungeon which is perfect because as you climb up a stairs or fall down a pit, during the "constrast animation" the loading will happen seemlessly. Also, note that the 16 block style allows for a dungeon shape instead of just a square. IE:
_00
00000
00000 (i had to use _ cuz space doesnt work here)
_00
_00
the upper right part of what could be a castle, possibly with stairs going up to a tower. if you cannot see it, consider that each 0 represents a scene or chunk with its own 15x12 tile map.
before i dive back into any of this, i nd to reclaim some much needed RAM, based on the what response i get from Kev.
Edit:
15x12 of 8x8 sprites is what im using.
This post has been edited by
crzyrbl
on 18 Oct, 2005, 0:26
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Ranman
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31337 u53r (Next: 2000)
Posts: 1354
Rating: +83/-0
The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like
«
Reply #302 on:
October 17, 2005, 11:44:00 pm »
QuoteBegin-crzyrbl+18 October 2005, 0:20
-->
QUOTE
(crzyrbl @ 18 October 2005, 0:20)
Thats what i have now, but im trying to get 16 "chunks" instead of four.
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Ranman
Bringing Randy Glover's
Jumpman
to the TI-89 calculator. Download available at
Ticalc
.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like
«
Reply #303 on:
October 18, 2005, 02:06:00 am »
actually I leave all my maps into archived programs, and whenever I need a matrix (I recommend to stay with 11x8 or 10x8 maps) I do Delvar [A] then I run the program using flash gordon and it store the map into [A]. Enemy AI is never archived, except during boss fight. When a boss fight startys all enemy programs are archived and bnoss programs are unarchived and when its over they are re-archived and enemies are unarchived again. Weapons stay in the RAM, but you could run the weapons that doesnt require much speed from FG, scroll routines are archived (and run from FG), same for shops, NPCs convos, title screen, menu, main menus
DLQ is quite old though so I dont remember everything
and there are things I really coded badly in this game and that because instead of rewriting the whole engine when its unoptimised I have the bad habit of continuing building over the current one :paf:
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Spellshaper
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31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like
«
Reply #304 on:
October 18, 2005, 02:24:00 am »
QuoteBegin-Kevin+18 October 2005, 15:06
-->
QUOTE
(Kevin @ 18 October 2005, 15:06)
and there are things I really coded badly in this game and that because instead of rewriting the whole engine when its unoptimised I have the bad habit of continuing building over the current one :paf:
I know what u mean...
there are older parts of my engine that I didn
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like
«
Reply #305 on:
October 18, 2005, 02:38:00 am »
rewriting can make a huge difference though, thats how Illusiat 1 shrinked down from 19 KB to 10 KB on calc and I did that back in early 2002 I am curious how small it would be if I rewriten it now
btw edited your sig (added some censoring)
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Spellshaper
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31337 u53r (Next: 2000)
Posts: 1690
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This is me. Or maybe not.
The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like
«
Reply #306 on:
October 18, 2005, 02:46:00 am »
huh... there wasn
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like
«
Reply #307 on:
October 18, 2005, 02:49:00 am »
well I wanted to let it but one staff suggested me that it should be removed in case it provocate other ppl but instead I decided to let it and just censor it like on TV :evil:
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Spellshaper
LV10
31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like
«
Reply #308 on:
October 18, 2005, 02:54:00 am »
hmpf... I
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like
«
Reply #309 on:
October 18, 2005, 03:04:00 am »
k ^^
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dysfunction
Guest
The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like
«
Reply #310 on:
October 18, 2005, 10:21:00 am »
Certain things run faster with more RAM. In general, you will only notice a slowdown with very little RAM left, however. Although, any program you run with the asm( command will slow down a lot with less free RAM.
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like
«
Reply #311 on:
October 18, 2005, 10:53:00 am »
also they tend to slow down even more when you have like 3-100 programs in the PRGM menu
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crzyrbl
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The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like
«
Reply #312 on:
October 18, 2005, 01:04:00 pm »
QuoteBegin-Ranman+18 October 2005, 5:44
-->
QUOTE
(Ranman @ 18 October 2005, 5:44)
Do you mean your chunk size is 15x12?
i meant 8 rows and 11 columns of sprites for each screne, sry for the confusion. 9 still seems like too small of a number. too bad the firefox pic was turned down. where did it you find it?
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dragon__lance
Guest
The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like
«
Reply #313 on:
October 23, 2005, 10:56:00 am »
is there any more progress?
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like
«
Reply #314 on:
October 23, 2005, 11:12:00 am »
there was some news a wek ago but I dunno for now, I hope to see new stuff soon
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