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Calculator Community => Other Calc-Related Projects and Ideas => Topic started by: dragon__lance on November 13, 2005, 02:29:00 pm

Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 13, 2005, 02:29:00 pm
I have finally decided to annouce my project,Zelda:RPG:Nightmares Awakening. After being inspired by spencer's zelda, i decided to try a realtime one with xlib, but it was too slow,(good luck crzyrbl) and kinda sucked. Since i wanted mine to have the origional 16*16 sprites, i've decided to turn it into an rpg, with turnbased battles.
Here's an VERY old screenshot of it.
user posted image
The battle system will be like VTF with added features, here's a screenshot of it.
user posted image
if u've noticed, there's a bar above each character, this is their "rage" bar and will fill up each turn, once it fills up to max, that character can activate a "ragebreak" at anytime during battle.(from XenoSaga).
there will be a large overworld, 72*48 tiles. the game will be broken up into dungeons, so each dungeon is like a chapter while the main engine stays in ram. that way i can have large dungeons  :)smile.gif
while on overworld, it will feature all the origional aspects of zelda games.

With a game of this magnitude, i'm looking for someone to help me finish it, so if ur intrested, plz pm me. thanks.
Title: Zelda:Rpg Nightmares Awakening
Post by: tifreak on November 13, 2005, 02:41:00 pm
I like what I see! Keep at it! :)smile.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on November 13, 2005, 03:05:00 pm
wow that look uber sweet, I gues this will be one of the best Zelda game modded into RPG style. :)smile.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: Spellshaper on November 14, 2005, 01:56:00 am
looks cool... keep it up!

what (asm)tools do u use?
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 14, 2005, 10:17:00 am
thx for the support. I use:
resource(thx to spellshaper)
Xlib
and codex.
I'll post a more recent screenie soon :)smile.gif
for now, i ran into a bug, if u've noticed, the map-parts overlap one another. I have plants in that overlap space, but once link cuts them, they turn to dust. Then when Link walks to a new map, the plants return because of the new map data.Anyone got a solution?
Title: Zelda:Rpg Nightmares Awakening
Post by: CDI on November 14, 2005, 11:12:00 am
*CDI
Title: Zelda:Rpg Nightmares Awakening
Post by: dysfunction on November 14, 2005, 01:22:00 pm
Looks cool, 16x16 Zelda looks ubersweet on 83+. Glad to see you're using masked sprites too :)smile.gif My only comment is that since its 16x16, it could use grass tiles instead of the mostly-blank ground tiles.
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on November 14, 2005, 02:15:00 pm
sound nice, I guess this should be featured :)smile.gif I hope this will be finished as well, as a first project maybe you might want to only have one character in battles so its easier to start up, especially with a project like this
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 14, 2005, 02:35:00 pm
QUOTE
Looks cool, 16x16 Zelda looks ubersweet on 83+. Glad to see you're using masked sprites too
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on November 14, 2005, 02:39:00 pm
cool, if you need help optimising it post code and we can help out :)smile.gif

and that unless Hays pass by and steals it <_<dry.gif     j/k
Title: Zelda:Rpg Nightmares Awakening
Post by: Ranman on November 14, 2005, 02:46:00 pm
QuoteBegin-dragon__lance+14 November 2005, 16:17-->
QUOTE (dragon__lance @ 14 November 2005, 16:17)
for now, i ran into a bug, if u've noticed, the map-parts overlap one another. I have plants in that overlap space, but once link cuts them, they turn to dust. Then when Link walks to a new map, the plants return because of the new map data.Anyone got a solution?  

 Very nice looking Dragon_Lance!!!

Unless absolutely necessary, try not store duplicate map info. When you load the new map, are you loading over modified tiles?

You could keep some sort of history collumn or row. And use the previous direction movement to store and restore the applicable collumn or row of map data when changing maps.

Keep up the good work. Very impressive :ru13z:king2.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on November 14, 2005, 02:53:00 pm
QuoteBegin-xlibman+14 November 2005, 20:15-->
QUOTE (xlibman @ 14 November 2005, 20:15)
I guess this should be featured :)smile.gif

 done
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on November 14, 2005, 06:04:00 pm
you could just scroll, it isn't hard with xlib
Title: Zelda:Rpg Nightmares Awakening
Post by: tr1p1ea on November 15, 2005, 04:48:00 am
Whoa this looks awesome man! Keep it up :)smile.gif.

I am in the process of adding some more goodies to xLIB ... hopefully i can get things done quickly.
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on November 15, 2005, 04:53:00 am
plz add rectangle libs >Dgni.gif

EDIT: uh necro wtf is that avatar O_Oshocked2.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: Spellshaper on November 15, 2005, 05:31:00 am
some help for dragon__lance:
I posted some FF sprites in teh gurus forum... still GS but that schouldn
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on November 15, 2005, 07:23:00 am
QuoteBegin-xlibman+15 November 2005, 10:53-->
QUOTE (xlibman @ 15 November 2005, 10:53)
plz add rectangle libs >Dgni.gif

EDIT: uh necro wtf is that avatar O_Oshocked2.gif

 a dude being impaled  :rip:tombe.gif ...you overly limitted avatar size so it looks weird...
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on November 15, 2005, 07:30:00 am
hmm I though 100x100 was fine :Pblah.gif I guess I'll see if I can increase it but I dont want ppl to screw up forum look with huge avatars :Pblah.gif

on MC limit is 80x80 i think


EDIT hmm i think i'll keep the 100x100 limit, because I know after ward once its set to 120x120 ppl will ask me to increase it to 150x150 and after its set to 150x150 to 200x200, etc :Pblah.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: CDI on November 15, 2005, 09:57:00 am
About map data? In one of my projects I just have a list (say 50 elements long for 50 diffrent things to do :Pblah.gif) and when I load the matrix I just do ...##,##*(L#(##)),##... for an entry
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 15, 2005, 10:20:00 am
thx all for the help :)smile.gif right now working on intro, Xlibman, how does Zelda:Dark link Quest start out? i never got to try it.
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on November 15, 2005, 10:53:00 am
like this:
user posted image
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 15, 2005, 01:39:00 pm
thx, ur intro is still awesome!Right now, i'm deciding between 2 storylines. The first one is where link travels to the "dream world" to defeat 4 evil nightmares. The second one is when 4 nightmares conjured by ganon arive in Hyrule. Wat do u guys think? and any ideas for intro?
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on November 15, 2005, 04:20:00 pm
A strange, albino boy clad in dark blue stood at the door, his eyes filled with  cold malice.  His hand flew beneath a cloak and drew a small, curved sword...like a flash he slit open the high gaurds, strode to the young princess and with the touch of his blue lips upon her, all but the faintest trace of life left her.  The boy extracted the triforce, the glowing power of the gods, from deep within her mind.  With that, he locked away the castle gates, let loose his guards, and monsters and bandits of every kind crept out of the wood works.  However, a small boy clad in forest green, eyes blue and bright and hair the color of gold began to wake...a woman named Impa, both happy and sad, took the lad down from his bed side and made to try again to rouse him from his coma...
  "Child, do you remeber thy name?"
  "Well, no...I fear I don't."
  "Well then, what would you have me call you?"
...

----------------------------------------------------------------------
off of that note, it would be realy cool if you had link actualy "use" and equip items...like having to slash his sword right when he comes at an enemy or pushing the enemy with the sheild, shielding right as an arrow comes at him, ect. kinda like Paper Mario.
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on November 16, 2005, 03:13:00 am
hmm sound nice, sry I am not god in storylines I cant help much on that, most of the time I end up with classic like "find 4 shards to defeat the emperor and save the world" things :(sad.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: CDI on November 16, 2005, 09:17:00 am
In SuperMario RPG Legen of the Seven Stars, it acually depended on how you came in contact with the enemy as to who went first and such... man I love that game
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on November 16, 2005, 10:13:00 am
Vatii>Ganon
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 16, 2005, 10:23:00 am
@Necro: thx for ur storyline :)smile.gif , i might change it to wat u have, but can u somehow incorporate dreams, and nightmares.(cause that's the theme.), i didn't really understand ur last statement though.
yeah, i loved Super mario rpg, that's wat inspired me to make this game. For the battlesystem,i'm not really sure how that's gonna work, but maybe an option to have realtime defense...there is also the "ragebreak" bar
Title: Zelda:Rpg Nightmares Awakening
Post by: CDI on November 16, 2005, 10:32:00 am
http://www.calcgames.org/cgi-bin/files/files.cgi?ID=901 this might help
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on November 16, 2005, 01:30:00 pm
QuoteBegin-dragon__lance+16 November 2005, 16:23-->
QUOTE (dragon__lance @ 16 November 2005, 16:23)
@Necro: thx for ur storyline :)smile.gif , i might change it to wat u have, but can u somehow incorporate dreams, and nightmares.(cause that's the theme.), i didn't really understand ur last statement though.
yeah, i loved Super mario rpg, that's wat inspired me to make this game. For the battlesystem,i'm not really sure how that's gonna work, but maybe an option to have realtime defense...there is also the "ragebreak" bar  

 "..." that would be where you could have link enter his name, any ways...in the game there could be the main world and there could be a dream world (notice that it talks about him unconcious, good excuse) and there could be staflos and redeads in dream world while the real world is subject to armos and moblin soldiers.  The dream world could be like dark world in a sense, and some levels exist there and other exist in the real world...ect  
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 16, 2005, 03:57:00 pm
intresting, can u pm all ur ideas, that way no one will kno the final story :)smile.gif
QUOTE
Vatii>Ganon

i meant that one.
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on November 17, 2005, 06:45:00 am
QuoteBegin-dragon__lance+16 November 2005, 21:57-->
QUOTE (dragon__lance @ 16 November 2005, 21:57)
intresting, can u pm all ur ideas, that way no one will kno the final story :)smile.gif
QUOTE
Vatii>Ganon

i meant that one.  

 Vatii: the albino boy from a hand full of zelda games (as the big master creature), he is a very cool character
Ganon: giant pig...lame
Ganondrof: a gerudu with red hair and greenish biege skin, he has a very big sword and is cool

Basicaly, I don't like ganon as the bad guy.
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on November 17, 2005, 07:21:00 am
Ganondorf should be the final boss
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on November 17, 2005, 07:47:00 am
QuoteBegin-xlibman+17 November 2005, 13:21-->
QUOTE (xlibman @ 17 November 2005, 13:21)
Ganondorf should be the final boss  

 ...or should he, as Vatii is pure evil unlike ganondorf...
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 17, 2005, 10:41:00 am
thx necro for all ur help  :Dbiggrin.gif Tonight i'm probably gonna rewrite the story completely :)smile.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: tifreak on November 17, 2005, 11:04:00 am
He wasn't pure evil in Minish Cap, he just turned evil...
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on November 17, 2005, 02:35:00 pm
QuoteBegin-tifreak8x+17 November 2005, 17:04-->
QUOTE (tifreak8x @ 17 November 2005, 17:04)
He wasn't pure evil in Minish Cap, he just turned evil...  

 At the end he was...any ways lets not argue about the evilness of zelda characters and stay more on topic
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on November 19, 2005, 10:57:00 am
user posted image
...some sprites, hope you like
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on November 19, 2005, 11:09:00 am
wow very cool necro! I like your sprite art a lot :)smile.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on November 19, 2005, 11:33:00 am
QuoteBegin-xlibman+19 November 2005, 17:09-->
QUOTE (xlibman @ 19 November 2005, 17:09)
wow very cool necro! I like your sprite art a lot :)smile.gif

thanks...have to finish up some more characters yet and the intro...after that I guess I have to wait for more info from DL
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 19, 2005, 02:10:00 pm
i'm happy to announce that necro will also be helping with this project :)smile.gif on a side note, wow, those look really good!!
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on November 19, 2005, 02:31:00 pm
cool nice another team project. I hope this turn out well. What will he do the most?


(well now I guess I have to edit forum permissions again %)rolleyes2.gif )

EDIT: OMG O_Oshocked2.gif The forums wont allow me to put two moderators at once on a forum. Oh well :(sad.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 19, 2005, 02:50:00 pm
that sux, i think necro will mainly do sprites and help with plot and optimization while i do most coding :)smile.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on November 19, 2005, 03:36:00 pm
That is how it seems, I already have a prety good idea how to put the plot together and all as well as a few character sprites under way so far, since I already posted the starting storyline, should I post the intro once I finish it or should I keep it secret for now?
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on November 19, 2005, 03:44:00 pm
if the intro wont spoil too much tehn  yes feel free to post it but make sure you keep the rest secret as a surprise :)smile.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 19, 2005, 04:19:00 pm
could u let me c it first :)smile.gif also, in the into, could u change impa saria, that way its easier for her to join ur party. right now i'm working on coding deku village
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on November 19, 2005, 04:23:00 pm
sure...I need to get cracking on her sprites anyways
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 23, 2005, 11:49:00 am
last night, i came up with a brilliant memory saver using compressed  and decompressing the matrix needed for xlib. Since i'm using 16*16 sprites, in my map prgms, i just give a 6*4 matrix, then i run another prgm that expands that matrix to 12*8, usable for xlib. this way saves SO MUCH mem, but when i tested it on calc, it runs pretty slow. anyone have a better suggestion?

on a side note, the release date for this game is before Zelda:Twilight Princess comes out :)smile.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: merthsoft on November 23, 2005, 12:15:00 pm
Hmm, I think tr1p said he was going to implement 16x16 tile mapping...
Title: Zelda:Rpg Nightmares Awakening
Post by: dysfunction on November 23, 2005, 03:12:00 pm
Don't use release dates, you will just pass them by unless you are Kevin.
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on November 23, 2005, 03:22:00 pm
I am trying to put my 16X16 tilemapper back together...I realy should archive stuff like this rather than just keep all the loose paper I planned about it on.  oh well, better than from scratch I guess.

!!!DONE!!!
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 23, 2005, 05:40:00 pm
sweet, probably use it until xlib's 16*16 tilemapper comes out. one thing if we use that, then we'll have to convert all the 8*8 sprites back into 16*16 and go over the 256 tile limit. Is the new version of xlib include more usable tiles?  
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on November 23, 2005, 06:32:00 pm
this alows any tile in memory to be used...I will email it to you

it starts on page one, and the first sprite is 0 from the matrice, it will draw in the screen with a built in option for a "scrolling" (change S and T respectively) the matice data drawn.  If a tile number is greater than 23 (the last tile on pic1) it will draw from the next pic, and if it is greater than 47, then it draws from the 3rd pic...you get the picture
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on November 24, 2005, 02:59:00 am
sound nice

QuoteBegin-dysfunction+23 November 2005, 21:12-->
QUOTE (dysfunction @ 23 November 2005, 21:12)
Don't use release dates, you will just pass them by unless you are Kevin.

yeah even I pass release dates sometimes (see Diortem) :(sad.gif




...sorry...it was driving me crazy
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 24, 2005, 08:44:00 am
thx necro, i tested it out, there  were some pros and cons. the pro is that it can take data from any pic  :Dbiggrin.gif but the con is that it runs a little slower than wat i have now. :(sad.gif I guess ill stick with wat i have now until the new xlib comes out, the the speed will increase so much. btw, i'm gonna rewrite the whole map engine, including an overworld that will be only 8*8 sprites, that way don't waste so much space. cyrzbl, can i borrow some of ur 8*8 zelda sprites for that?

Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on November 24, 2005, 08:46:00 am
*install mod dissalowing deletion/edit of admin posts* :laugh:evillaugh.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on November 24, 2005, 02:01:00 pm
I could try and rewrite it as an asm program...however, I am not sure tr1p1 has any intentention to add support for all of the pics.  So far as I have seen, nothing suggesting so has manafested.  I will ask him on tcpa...

sorry kevin, it was one of a handful of gramar erros I cant stand
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 24, 2005, 02:08:00 pm
cool, i just figured out, we REALLY need to be able to use more tiles, since i just converted all the 8*8 tiles back into 16*16 tiles, it'll span about 5 pics instead of 3. :(sad.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on November 24, 2005, 03:24:00 pm
so...are you going to
1.)wait for hope for tr1p1ea to upgrade xlib
2.)I try and make/get some one to make a asm version
or
3.)use current version...
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 24, 2005, 04:29:00 pm
guess either 1 or 2, wat do u think? wat features does the new xlib support anyway?

edit: i just found another way around the tile restraints, since i can't won't be using all the tiles at once, each specific area will have its own custom spritesheet from the real spritesheets stored in archive.this will take a longer loading time, but should work. of course, the best scenario is if xlib does have 16 bit indexing  :Dbiggrin.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on November 25, 2005, 03:59:00 am
rectangles and lines so far. It also can recall sprite from pic1-255 now
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on November 25, 2005, 03:39:00 pm
user posted image

Do you have im or go on chat, DL?  Email is kinda hard to discuss back and forth effectively.
Title: Zelda:Rpg Nightmares Awakening
Post by: CDI on November 25, 2005, 04:39:00 pm
QuoteBegin-dysfunction+23 November 2005, 22:12-->
QUOTE (dysfunction @ 23 November 2005, 22:12)
Don't use release dates, you will just pass them by unless you are Kevin.  

:Dbiggrin.gif yeah, see any posts about T14 and there's release dates going back to mid 05, now it's somewhere around mid 06 :Pblah.gif:Dbiggrin.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 25, 2005, 04:44:00 pm
QuoteBegin-necro+25 November 2005, 22:39-->
QUOTE (necro @ 25 November 2005, 22:39)
user posted image

Do you have im or go on chat, DL?  Email is kinda hard to discuss back and forth effectively.  

 yeah, i agree. i use msn messenger, so if u have an account on there...
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on November 26, 2005, 04:03:00 am
wow nice sprite, wil deku tree be one of the dungeons?

I didnt knew you had msn (since it was not at the bottom of your posts ) :Pblah.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 26, 2005, 05:08:00 am
um, doesn't msn messenger just use ur email account, so i assumed u kno :)smile.gif
btw, necro, that deku tree looks great! only problem is we might have to crop it a little cause in map, only enough space for 80*48  :(sad.gif
plus maybe have more contrast between dead and great.
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on November 26, 2005, 08:07:00 am
oh i always forget about that, its because some ppl use another email address for their msn account (I use my gmail one) so I wasnt sure :Pblah.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 26, 2005, 09:11:00 am
oh i c, for the great deku tree, that will be one of the dungeons. see, we plan for there to be 2 worlds, one is reality, the other is a nightmare world. thus, the dead deku tree will be a dungeon in the nightmare world :)smile.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on November 26, 2005, 09:49:00 am
wow sound nice, how many dungeons are planned?
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on November 28, 2005, 04:02:00 pm
um, wer'e not sure. me and necro need to seriously talk about this sometime :)smile.gif anyways, not much progress is being done on overworld. so far, i have deku village/forest all drawn out on paper, and spritesheets done. problem is i need xlib 0.6b in order to store and use pics from above 11. (anyone mind sending to me?) Necro should be halfway or more through intro, which looks awesome! and he'll be working on battlesystem after thats done.
Title: Zelda:Rpg Nightmares Awakening
Post by: Ranman on November 28, 2005, 04:31:00 pm
It is kinda nice to see some teamwork on a project. Maybe this could set an example for the rest of us.

Keep us up to date! :)smile.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: dysfunction on November 29, 2005, 02:02:00 am
tr1p1ea should release xLib 0.6 fairly soon.
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on November 29, 2005, 12:31:00 pm
well, as far as the battle engine...will it have it's own thread? Yes, we need to discuss some mechanics and stuff...


Also...nearly done with the intro...(stupid teachers gave me a crap load of home work over the weekend...not much for the rest of the week)
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on December 02, 2005, 03:56:00 am
does the map engine will have scrolling between maps like the original Zelda games?
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on December 02, 2005, 10:19:00 am
yep, but wat would u prefer, scroll to completely different map, or scroll, keeping part of map same(one i have now)?
Title: Zelda:Rpg Nightmares Awakening
Post by: tenniskid493 on December 02, 2005, 05:49:00 pm
I personally like the keep a small part of the map when you scroll so you have something to base your location on.  (That prob. sounds really stupid but oh well)
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on December 03, 2005, 05:34:00 am
yeah Dark Link Quest and Diortem worked a bit like that. Diortem didnt scrolled though except when entering hatches
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on December 03, 2005, 05:54:00 am
nvm, just came up with new solution. Now the maps will kinda be like DarkLinkQuest. when loading a map, it'll load the whole matrix, 19*31 matrix. yes, itll take some time, but then there will be MUCH less map prms and instant scrolling when reach edge of the screen :Dbiggrin.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on December 09, 2005, 11:47:00 am
k, right now i'm putting zelda on hold until new xlib that supports 16*16 tilemapping comes out, cause without that, i can't make my maps. anyways, ive decided to realease newest screenie, wat u see won't be in the game though, cause its from old version,(before working with necro :)smile.gif )
user posted image
enjoy!
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on December 09, 2005, 12:08:00 pm
ooh awesome I love how the animations are close to the original game, but have you ever though about making link move 8 pixels everytime instead?
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on December 09, 2005, 02:50:00 pm
hmm, maybe, but u got to keep in mind that once xlib comes out, i'll switch to 16*16 tilemapping, which doesn't allow it  :(sad.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on December 15, 2005, 06:00:00 am
kevin, is it possible to make an "invisible" forum (only me and dl can see/post) that we can discuss in the zelda forum?
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on December 15, 2005, 10:18:00 am
thatd be so useful :)smile.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on December 15, 2005, 02:09:00 pm
this is possible, I am gonna put it as a sub forum in this section, keep in mind that I'll still be able to see it though because I am admin but dont worry I will try to keep things secret ;)wink.gif

EDIT: nope I think its impossible. what I'lll do is to setup a forum that require a password to be accessed and I'll PM you the password to both of you

EDIT: done, check your PM
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on December 16, 2005, 10:40:00 am
heheheh, i can't find the forum,, where is it?
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on December 16, 2005, 10:47:00 am
right here o.O just go in the zelda forum and it should be here
Title: Zelda:Rpg Nightmares Awakening
Post by: katmaster on December 16, 2005, 06:50:00 pm
Ahh, man! Password required to veiw! Wahhhhhhhh! JK :)smile.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on December 16, 2005, 06:59:00 pm
Thanks kevin, well some updates:
We have a partial Logo, a partialy converted intro cut scene, and a few other things...we don't have much actual code progress though as we are waiting til xlib gets updated
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on December 17, 2005, 03:14:00 am
i hope to see the title screen soon :)smile.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: Madskillz on December 22, 2005, 05:11:00 pm
Wow this is amazing...there will at least be three great Zelda projects for us ti-83/84+ users!

So beautiful...I commend you necro and DL...this is very nice indeed. Keep it up!
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on December 22, 2005, 05:26:00 pm
Thanks Madskillz, yeah, we'll try to make this game as great as possible :Dbiggrin.gif
*YAYAYAYAY*, just recieved newest Version of Xlib that has 16*16 tilemapping!!!!!! Progress will now resume(assuming xlib has no bugs)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~`
btw, i might change Link always stay in middle of screen when moving like in Chosen, but the only bad part is that Link cant really be in middle of screen as its not even. Wat do u guys think?
Title: Zelda:Rpg Nightmares Awakening
Post by: tenniskid493 on December 22, 2005, 06:11:00 pm
In The Chosen One, hes not exactly in the middle either.  He's one more row to the left because my screen isn't even too.  How far off would it be..like a row of 8 or a row of 16 off from center??
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on December 23, 2005, 08:12:00 am
itd be 16 off from center and might look weird :(sad.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: tenniskid493 on December 23, 2005, 10:18:00 am
Yea that might look a little wierd.  I like the type of scrolling used now too.  Do whichever one looks better and works better.
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on December 23, 2005, 01:56:00 pm
hmm I dont really know how to explain how my scrolling works but here is a pic, it doesnt always stay in the middle but the char position depends of which direction he walk on:
user posted image
that's kinda old though, when I wrote this I was still posting on MaxCoderz forum I think
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on December 23, 2005, 02:32:00 pm
another way to do it is to have a little box where Link walks for instance:
000000
001100
001100
000000
where 1 is where link can walk, and if he go beyond, then scrl screen. this might get a bit complex with movement code though...
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on December 23, 2005, 02:42:00 pm
you would prbly need masked sprite logic to draw the char behind the walls/trees  
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on December 25, 2005, 08:34:00 am
just converted walking engine to Link always stay in middle like in "chosen", it doesn't look weird at all :)smile.gif still need to perfect it though, probably needs a lot of optimisation ;)wink.gif

Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on December 27, 2005, 05:52:00 am
Deku Village is almost complete now, and i need some help. Wat would be the best way to store and Display NPC/ Sign dialogue? Also, wat is the best way to do entering Doors and Houses?
Title: Zelda:Rpg Nightmares Awakening
Post by: Spellshaper on December 27, 2005, 06:09:00 am
text:

If you have to have speed, just do text(
If you are more concerned about size, use or make a text decoder (input as String) like Kevins or mine (TDCoder)
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on December 27, 2005, 06:12:00 am
to enter doors in my last rpgs you need to face the door and try to walk on it. It will run a program that perform actions depending of the tile ahead of you. Basically it works like triggering a NPC convo in my games
Title: Zelda:Rpg Nightmares Awakening
Post by: tenniskid493 on December 27, 2005, 06:52:00 am
To enter a door, you should just get below it and go up.  For NPC's and signs, you should be facing them and then press 2nd or w/e ur main action button is.
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on December 27, 2005, 11:31:00 am
I think thatd work for Npc Dialouge, but there'll be so much stuff to say that ill use a text decoder like SpellShapers. I was just wondering how to store it though, in split up programs like Mapparts? Or in one big program?
Title: Zelda:Rpg Nightmares Awakening
Post by: Spellshaper on December 28, 2005, 01:11:00 am
depends on how much RAM you
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on December 28, 2005, 04:40:00 am
wat would u guys recommend for doors then? should it call a prgm that has a whole bunch of if-then statements that store the data of the inside of the house?  
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on December 28, 2005, 04:59:00 am
thats what I did  
Title: Zelda:Rpg Nightmares Awakening
Post by: Spellshaper on December 28, 2005, 05:04:00 am
I use the same routines I use for maps for indoors...
What I do basicly is:

:If tile moved onto is "door"
:prgmHOUSES


prgmHOUSES
:If char coordinates are X and Y
:then
:load this
:and that
:End

etc... *shrugs*
Title: Zelda:Rpg Nightmares Awakening
Post by: tenniskid493 on December 28, 2005, 06:33:00 am
Sounds like a good base idea, but could use some optimization.  You could store all the locations into 2 lists, L1 being X, L2 being Y, and then cycle through until it finds where you are, and that could refer to a different program that loads the matrix.  Here's a sample code that I'm just making up on the comp. so I hope it works.  It uses FG for optimization.  I don't know what program you are using.  This program could also use some optimizations and I'm not even positive if it will work

c1-->
CODE
ec11->A
While 1
If X<>L1(A) or Y<>L2(A)
End
"0123456789
"(Generic Name for Building Program)"+sub(Ans,A+1,1
prgm(ZDEL
prgm(theta
Return
End
c2
ec2

You have one main program that it goes to if it detects a door, then you have all of your building matrixes stored in programs like ZBU1 or ZBU2..something like that.  This would mean a lot of sub programs but would also be optimized.  Your way with a lot of if statements would work to, it just would be a lot of repetitive work that could be optimized.
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on December 28, 2005, 08:03:00 am
so basically, u mean that the data of houses would be stored in the same way as map data? where it finds the necessary subprgm to go to get data? thanks, i'll try implementing today. should have screenie of deku village out soon :)smile.gif
wonder where necro is?.....
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on December 29, 2005, 04:45:00 am
I had to go out of town, my dad had to work on the telephone system up in canton.
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on December 29, 2005, 05:16:00 am
i see, we really need to discuss zelda's plot and storyline rightnow or else i can't make progress...
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on December 31, 2005, 03:26:00 pm
Sorry for the Double Post guys, but i just had to post so close on NewYears Day :Dbiggrin.gif
Here's a major progress report:DekuVillage about Complete, most map engine done, talking to Npc Work, Entering Houses Work! Here's a NewYear's gift:
user posted image
The speed is of a Regular Ti-83+, and keep in mind that itll be a little faster on calc! (PTI rocks!!!)
here's the sourcecode of main walk engine, hope u guys can help optimize it! :
c1-->
CODE
ec1real(2,0,S,T,6,4,0,6,0,4,3,0,16,0
real(1,16A,16B,2,16,1,E,F,2,0,0
real(1,16A,16B,2,16,2,E,F,3,0,1
Repeat K=15
real(8:Ans->K
If K=0:End
If K=54:Then
A+1+S-(E=0)+(E=4->X
B+T+1-(E=2)+(E=6->Y
[A](Y,X->theta
If theta=6:prgmZCUT
If fPart(theta)=.8:prgmZTALK:End
If K>4 and K/=15:End
0(K=2)+2(K=4)+4(K=3)+6(K=1
If Ans=/E:Then
Ans->E
real(2,0,S+A,T+B,1,1,A,A+1,B,B+1,3,0,16,0
real(1,16A,16B,2,16,1,E,F,2,0,0
real(1,16A,16B,2,16,2,E,F,3,0,1
Else
(K=3)-(K=2->X
(K=1)-(K=4->Y
fPart([A](B+T+Y+1,A+S+X+1)->theta
If theta=.4:prgmZDOR
If not(
Title: Zelda:Rpg Nightmares Awakening
Post by: tenniskid493 on December 31, 2005, 03:29:00 pm
Do you use the same walking engine for indoors and outdoors, or a different one?  I love the screenie, its amazing.  I really like the scrolling.  I might have to add that.
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on December 31, 2005, 03:48:00 pm
OMG awesome! scrolling and all! I might look at the code later to see if I could get it to run as fast as my old xlib engine ;)wink.gif . Are u planning to have animated tiles because mine can have them, altough it use 8x8 ones
Title: Zelda:Rpg Nightmares Awakening
Post by: crzyrbl on December 31, 2005, 06:26:00 pm
*clap clap*
does it use the 16*16 tilemapper or the old 8*8?
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on January 01, 2006, 03:42:00 am
the old 8x8
Title: Zelda:Rpg Nightmares Awakening
Post by: dysfunction on January 01, 2006, 05:12:00 am
You should be able to reduce your map data size by 3/4 when the new xlib is released, then!
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on January 01, 2006, 05:52:00 am
actually, this version is using the new 16*16 tilemapper, Necro sent me the new xlib :)smile.gif. any yea, its a major spacesaver, DekuVillage alone is 15*19, 16*16 sprites.
@tenniskid: for my EnteringDoors prgm, its a seperate walking engine, basically a copy, but altered, for instance, instead of using matrix [A], it uses .
@xlibman:hope u can optimise it! :)smile.gif i dont think i will include animated tiles cause that would take up even more pic data and slow whole walking engine down. Right now, i'm already using 8 pics of data!! and i tried running them archived, but it runs too slow. :(sad.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: tenniskid493 on January 01, 2006, 06:12:00 am
could you use the same one for both ways just throw in an if statement.  It may slow it a little bit but it would save a lot of space so I guess its a tradeoff.  You could even just throw in a boolean statement in the xLib syntax.  I don't know whether you need more speed or space so I guess its up to you.
Title: Zelda:Rpg Nightmares Awakening
Post by: dysfunction on January 01, 2006, 03:34:00 pm
Since with xlib you simply put in a number as an argument for which matrix you are using, you could simply use a variable for which matrix to use and change it when you enter a building.
Title: Zelda:Rpg Nightmares Awakening
Post by: tenniskid493 on January 01, 2006, 04:16:00 pm
that's what I meant w/ the if statement or boolean...Use those to change a variable
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on January 01, 2006, 06:03:00 pm
that wat was i originally planned, but then i remembered that for house data, its stored in matrix . Thus, during collusion detection fpart([A](X,Y0) wont work if change too B :(sad.gif Today, just made the text routine a whole lot faster, figured out that if u just use sub(string0,1,1), its a lot faster than using ans. :)smile.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: tenniskid493 on January 01, 2006, 06:05:00 pm
Could you have both outdoor and indoor matrix data load into [A]???

Also, are you using a text decoder for displaying your text, and if so, did you make it yourself or use a pre-existing one?
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on January 01, 2006, 06:29:00 pm
Thatd be a bad tradeoff. Imagine storing a 8*8 room into [A], but on the way back onto overworld, must restore 15*10, and the maps will be a wholelot larger and therewill be a definite speed decrease. :(sad.gif
as for text routine, id be happy to share mine with y'all, i wrote it myself based off of SpellShapers text routine to suit my needs. :)smile.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on January 02, 2006, 08:30:00 am
DL, why don't you keep the houses in the regular maps (area where you can't see) and surround them with a row of trees
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on January 02, 2006, 09:38:00 am
thats an idea!! i'll try implementing today! as for sourcecode, i'll send it to u , but might take some time cause apparently Hotmail is down :(sad.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: Ranman on January 02, 2006, 10:17:00 am
QuoteBegin-dragon__lance+2 January 2006, 0:29-->
QUOTE (dragon__lance @ 2 January 2006, 0:29)
as for text routine, id be happy to share mine with y'all, i wrote it myself based off of SpellShapers text routine to suit my needs. :)smile.gif

I don't know about you... but I think text routines should be easy to write. However, every time I write one, it is always a pain in the butt!  :dang:banghead.gif

Good job guys! It's looking very good! :ru13z:king2.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: tenniskid493 on January 02, 2006, 11:16:00 am
Yea, I still have to write on for me.  It would be a lot easier to use someone elses but I want to make one myself just to see if I can.
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on January 02, 2006, 02:34:00 pm
here's an example of my textroutine:
QuoteBegin-"BASIC Code"+-->
QUOTE ("BASIC Code")
:StorePic 0
:prgmDEKUMAP2
:Ans→Str0
:length(Str0→θ
:0(B>1)+40(B<2→Y
:DelVar XDelVar W
:real(13,1
:real(12,6,0,Y,95,Y+23,1
:For(Z,1,θ
:sub(Str0,Z,1
:If Ans≠"
Title: Zelda:Rpg Nightmares Awakening
Post by: Spellshaper on January 03, 2006, 02:02:00 am
nice code... I
Title: Zelda:Rpg Nightmares Awakening
Post by: tifreak on January 03, 2006, 02:57:00 am
lol.

I thought about makin one for the Pokemon game, but I might wait until the game is nearly done, to see how much memory is left... :Dbiggrin.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on January 03, 2006, 04:23:00 am
DekuMap2 is corrupt...could you just post the scource for it in the private forum?
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on January 03, 2006, 04:13:00 pm
wats all ur opinion on how overworld map system should work?like in LinkToThePast where there's just one big overworld broke into sections? Like FF where it zooms out? or maybe like in Octarina of Time where its broken down in sections and isn't symmetrical?
Title: Zelda:Rpg Nightmares Awakening
Post by: BCTurk on January 03, 2006, 06:25:00 pm
I'd be thinking sections, just my opnion.
Title: Zelda:Rpg Nightmares Awakening
Post by: katmaster on January 03, 2006, 06:53:00 pm
Yeah, I think sections, too. Much more Zelda like.  
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on January 04, 2006, 03:39:00 am
maybe like a link to the past, would be more like classic zelda games
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on January 04, 2006, 02:22:00 pm
nvm, i just realized how stupid of question i asked. It has to be in sections cause overworld map isn't symmetrical. Here's another questions, wat would u guys recommend for cutting animation? where sword slash or just that the plant explodes into dust like previously shown? the latter is much easier to program :)smile.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: tenniskid493 on January 04, 2006, 02:27:00 pm
The sword slash would be really cool but it also would be a lot harder.  I'd say go with the exploding for now and if you have extra space then maybe add it in.
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on January 04, 2006, 03:09:00 pm
both: a sword slash and then explosion...or not, it realy is not to big a deal either way.
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on January 05, 2006, 03:12:00 pm
are u planning for a movie like in Dark link quest? I could try to run it through PindutTI and show u the actuall movie (in the secret forum to prevent spoilers spread across the whole forums) :Dbiggrin.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on January 05, 2006, 06:28:00 pm
kevin...I'd love to see you edit your zelda with the new xlib so it is installable...graphical or not...
Title: Zelda:Rpg Nightmares Awakening
Post by: dysfunction on January 05, 2006, 07:57:00 pm
I actually managed to get it installed on a regular 83+, but it didn't get far before it gave me an error. I must have installed something wrong :Pblah.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on January 05, 2006, 08:02:00 pm
the most I ever got was my flickered black then error
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on January 06, 2006, 03:34:00 am
eew that would be long and tedious to convert i think, the code is poorly written and its alerady too slow, I would have to rewrite everything  :crazy:fou.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on January 06, 2006, 05:16:00 pm
Well...it wouldn't be worth it though?  Eh, oh well...does any one know if the 83 C compiler has user var accessing comands built into it?
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on January 06, 2006, 05:33:00 pm
i dunno, it never mentioned anything in the REadme, maybe email the author?
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on January 12, 2006, 03:50:00 pm
how is it progressing so far?
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on January 13, 2006, 02:38:00 pm
eh....not much progress. Deku village about finished, but thats as far as i'll get. First, waiting for Necro to write a detailed plot summary, also to test wat i sent him. Right now, we actually need to plan wats gonna happen, and i need to know plot in order to make more maps ;)wink.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on January 13, 2006, 03:55:00 pm
i c looking forward for next screenie :)smile.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on January 13, 2006, 05:11:00 pm
coments are our freinds when developing...that said, I am trying to standardise and modualise everything for maximum developing ease.

IOW:make everything as easy to read/code for as possible and plan for all user interactions,all ram usage,all saving(that'll be complex),etc
and other magatorial planning type stuff.  Off the bat, storing heart containers have been gotten and which chest open, what doors are still locked...will take a lot of work and planning. I posted on the issue in the secret forum, please discuss.

you NEED to archive all the pics, it is unavoidable, hope it doesn't slow it down to much for you
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on January 14, 2006, 03:54:00 am
i c but I never got able to run the demo actually because I only saw a blank screen with link on it and when I moved it gave me an error. I must have forgotten to install something or store vars to a list
Title: Zelda:Rpg Nightmares Awakening
Post by: kalan_vod on January 14, 2006, 07:52:00 am
QuoteBegin-necro+13 January 2006, 23:11-->
QUOTE (necro @ 13 January 2006, 23:11)
you NEED to archive all the pics, it is unavoidable, hope it doesn't slow it down to much for you

Yeah in Res you have to also, but if you insert
c1
-->
CODE
ec1Archive pic1
Archive pic2
Archive pic3
....
etcc2
ec2
And if the pics aren't archive it will archive them and if they are it will just skip past the command. Now that xlib surports archived pics it's no problem now, so just add this in the first few lines of code. (sorry if you knew this and just didn't add it in yet....)
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on January 14, 2006, 08:11:00 am
i knew this already, just didn't want to archive the pics. I've tried that, but i think there's a considerable amount of speed difference on a regular 83+, so i just kept them in ram. We'll probably need to archive the pics of Link though, hopefully that wont slow it down too much ;)wink.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on January 23, 2006, 02:00:00 pm
*xlibman
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on January 23, 2006, 02:04:00 pm
not much being done, i've realized the complexity of team projects, there are dozens of pros, but also some cons :(sad.gif  I will get to work, just need the right motivation :Dbiggrin.gif gotta start on deku forest now, btw, xlibman, wat happend to FFCR?
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on January 23, 2006, 02:24:00 pm
it died, because the author kicked me out for no reason, then canceled it 3 months afterward i think (he posted a big random rant with full of profanity on this forum) and gave too much pressure on working on the project

he got banned from omnimaga forums during two weeks twice this summer

I havent seen him since then
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on January 23, 2006, 02:30:00 pm
i think i remember that, that sux, it was a good project too..., wat do u guys think number of dungeons should be?
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on January 23, 2006, 03:02:00 pm
good question, I would start with 3, then if the space allow it 8
Title: Zelda:Rpg Nightmares Awakening
Post by: necro on January 23, 2006, 04:00:00 pm
well, intro is getting done again, map manager needs some tweaking but is getting there, should be able to move onto batle engines soon
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on February 27, 2006, 01:19:00 pm
Well this is a major update seeing u guys haven't heard anything from us. I admit i took a 3 week break on the project due to overbusyness, but now(due to a little inspiration) everything is back on track.
Things I've done:
-Recoded everything to final game state.
-Completely remade DekuVillage
-All of DekuVillage is done, Npc's work, doors work, etc...
-Added Necro's map manager(not having tested it fully yet)

Things To do:
-code DekuForest
-write some cutscenes like interaction between GreatDekuTree and link
-code cutting up plants or jars and getting bonuses from them

Miscellaneous:
-Tested on an 84+, Damn it runs so much faster and the speed is amazing.
-In the ZTALK prgm, added the ability when talking to NPC's, they do a little jig(basically walk in place), when talking, but i took it out cause it looked really bad, still will be there for cutscenes though!

All in all, a lot more progress being done!Hurray!
Title: Zelda:Rpg Nightmares Awakening
Post by: kalan_vod on February 27, 2006, 04:27:00 pm
Yays! I like the new progress! This is shaping up pretty fast. How many areas you have down/need to make?
Title: Zelda:Rpg Nightmares Awakening
Post by: crzyrbl on February 27, 2006, 05:24:00 pm
I have forgotten to post here for a while so lemme sum it up
1. I never got Dark Link to work either  :(sad.gif
2. I dont yet know how to store gotten heart pieces/opened doors/etc., but i have an idea to save space:  allocate 1, thats rite, ONE number slot in a List to each area in your game.  then create a binary converter to save the info.  it can store up to 33 2^X (boolean) places!!
3. xLIB can run archived prgms, pics, asm prgms, AND GOD HIMSELF
4. How are the bosses coming along?
5. I plan to have 6 dungeons (if you count the first one).  I cant see the memory deficit coming....anyway, I suggest basing it on how many weapons you have
6. GL
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on February 28, 2006, 05:02:00 am
I gotta make a TI connect version of DLQ >.<
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on February 28, 2006, 12:36:00 pm
thanks cryzbl, um, me and necro plan on about 7 dungeons, and lots of origional stuff. For now, i'm polishing up DekuVillage, like in the intro. The entrances to the village are blocked up by guards, until you get your sword from the elder. I guess for events like this, i'll just use a list that notes whether the event has happened or not. One problem i've been running into a lot is Mem Errors, its not because of lbls/goto's since i use none, but because of ANS. I store a lot of huge matrix's ~3000 bytes, over and over again, and the matrix gets stored also in ANS which results in a mem error. :(sad.gif Anyone got a solution?
Title: Zelda:Rpg Nightmares Awakening
Post by: kalan_vod on February 28, 2006, 12:50:00 pm
Well you could just make sure you have the mem space. Like you may have to archive a few programs and run them from memory. How big do you have the matrices? I am sure they are at least 24x36 3 8x12 mapsx3 8x12 maps?
Title: Zelda:Rpg Nightmares Awakening
Post by: crzyrbl on February 28, 2006, 04:21:00 pm
This is a very tough problem to deal with.  You have three options as i see it.  1: make maps smaller 2: optimise/del code 3: (my fav) archive archive archive
also keep in mind that the TI-OS uses a lot of RAM when dealing with big arrays!  (someone might want to confirm that) This almost killed RotP, but now i hv at least 5k RAM up at all times.  Also, it is very possible that you are cramming to many maps per map directory.  try spreading them out over more.  that's about all i can think of now...
Title: Zelda:Rpg Nightmares Awakening
Post by: kalan_vod on February 28, 2006, 05:42:00 pm
Yeah like in diortem, kevin had the maps spread out and that works fine.
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on March 01, 2006, 04:29:00 am
that make lot of sub programs tho, but sometimes its better to have more sub routines than more memory problems
Title: Zelda:Rpg Nightmares Awakening
Post by: kalan_vod on March 01, 2006, 05:19:00 am
Luckily I am not facing this problem atm with any of my games, but the way I do it atm is every program is in RAM and the pics are archived. The levels are all inside one program and in the near future I will need to make it two programs or three for levels in the archive instead. I currently have 20 8x12 levels inside the levels for res, and chips has about 10 in one, though the sizes of the maps varies but are mostly 16x24.
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on March 02, 2006, 11:23:00 am
some good news, memory problems fixed. I'm polishing up DekuVillage, for example:
-Added guards to block entrances to village, they won't let you through until you are armed.
I still have many other little stuff to add, like getting items, cuting plants, actually testing map manager.

I also ran into another problem, i modified my text decoder to run faster, but for some reason, when running the prgm and talking to people, the screen gets cleared and then the text is rewritten, it's really annoying. But when you talk the second time, it works fine.anyone can help?
Title: Zelda:Rpg Nightmares Awakening
Post by: kalan_vod on March 02, 2006, 12:40:00 pm
Post the text decoder code so we can see what may cause it? Or post it in the secret forum and I will try my hand at it. It sounds nice! Do the guards turn towards you when you try to pass? I can't wait to see a new screeny!
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on March 03, 2006, 10:43:00 am
well, here's the code:
:prgrm ZT
:"(A,B) are (x,y),
:prgmXTEMP002
:Ans->Str0
:length(str->theta
:0(B>1)+40(B<2->U
:real(12,6,0,U,95,U+23,1
:1->Z
:DelvarV:DelvarW:real(13,1
While Z/=theta
:text(-54125+1,V+U,W,stub(str0,z,1
:w+6->W:Z+1->Z
if sub(str0,Z,1)="2
then:V+8->V:DelvarW:Z+1->Z
:end
:If sub(str0,Z,1)="-1
then:repeat Ans:real(8:end
real(12,6,0,U,95,U+23,1
DelvarW:DelvarV:Z+1->Z
End:End
delvar str0
"redraw background,link

I can't figure out whats wrong, sometime's it works, sometime's it doesn't. The problem i think is right after the while, but i'm not sure. Thanks if you can help.
Also, thanks to Tifreak8x:i kinda modified my routine to look like yours, hope you don't mind...
And congrats to Kalan_Vod: You really deserve admin position, I believe omnimaga will have nothing but bright futures in the years ahead. :)

Today i also added hearts, and rubies after cutting grass. I wanted to add sword animation, but it just doesn't work and looks bad the way i did it. I'm gonna be working on first tutorial dungeon soon, basically finding your way to the GreatDekuTree of Deku Forests. I plan on there being a guardian that requires you to collect 3 dekunuts from the forest.
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on March 26, 2006, 11:30:00 am
did u got it to work yet?
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on April 02, 2006, 01:10:00 pm
not on my calc atleast...sorry guys there's not much progress. I've been working on some other stuff, i guess this project will be on hold for a while...:(sad.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on April 02, 2006, 01:10:00 pm
too bad, did u had other projects atm?
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on April 02, 2006, 01:24:00 pm
hehehehe, check the projects/ideas section! :Dbiggrin.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: DJ Omnimaga on April 02, 2006, 01:42:00 pm
yeah I noticed ^^

Now tifreak8x or tenniskid are gonna have  a hard time adding everything released in the past month in the staff archives

I might do it but I dont even remember what was released and not :Dbiggrin.gif
Title: Zelda:Rpg Nightmares Awakening
Post by: dragon__lance on April 03, 2006, 01:12:00 pm
thanks if u do put it up, i released it as a beta version and to help Tifreak8x,rivereye with their RPG's! Hope they can make good use of it! :Dbiggrin.gif