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Messages - ACagliano

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181
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: September 30, 2012, 05:00:52 pm »
Update

Have a new sprites list. It is enclosed.

Code: [Select]
Textures

$00 Desert Sand
$02 Tree
$04 Grass
$06 Water full tile
$08 Water top-left edge
$0A Water top-right edge
$0C Water bottom-left edge
$0E Water bottom-right edge
$10 Lava
$12 Sheet of Ice
$14 Block of Ice
$16 Hedge
$18 Fence
$1A Solid Block
$1C Trick Block
$1E Bottomless Pit
$20 Ground
$22 Cactus
$24 Death Mountain sign
$26 Lake Hylia sign
$28 Kakariko village sign
$2A Graveyard sign
$2C Desert sign
$2E Lost Woods sign
$30 Quest 1 sign
$32 Quest 2 sign
$34 Quest 3 sign
$36 Deku tree sign
$38 Castle Wall
$3A Castle Tower
$3C Dark Barrier

Buildings

$3E left edge w/ roof
$40 right edge w/ roof
$42 left edge w/o roof
$44 right edge w/o roof
$46 roof extension
$48 building extension w/o roof
$4A building extension w/ roof
$4C door: temple of time
$4E door: link's house
$50 door: sage's house
$52 door: Ganon's house
$54 door: Zelda's house
$56 door: deku tree
$58 door: forest temple
$5A door: ice temple
$5C door: water temple
$5E door: spirit temple
$60 door: shadow temple
$62 door: fire temple
$64 door: Ganon's castle
$66 exit to prior map

In Dungeon

$68 stairs up
$6A stairs down
$6C boss door
$6E locked door
$70 key
$72 boss key
$74 warp to boss
$76 spikes
$78 webbed hole (in deku tree)
$7A hole to deku tree below ground

Other

$7C Quest 1 Entrance
$7E Quest 2 Entrance
$80 Quest 3 Entrance

Items

$82 Heart Refill
$84 Heart Container
$86 Magic Refill
$88 Din's Fire
$8A Faore's Wind
$8C Nayru's Love
$8E Wooden stick
$90 Wooden Shield
$92 Kokiri Sword
$94 Hylian Shield
$96 Master Sword
$98 Mirror Shield
$9A Fire Tunic
$9C Zora Slippers
$9E Empty Bottle
$A0 Fairy
$A2 Light Magic
$A4 Lens of Truth
$A6 Hookshot
$A8 Longshot
$AA Quiver (20 max)
$AC Quiver (50 max)
$AE Bow
$B0 Bundle of 5 arrows
$B2 torch

Characters

$B4 You (Link)
$B6 Sage
$B8 Zelda
$BA Death Mountain Guard                                          
$BC Deku Tree
$BE Old Man

Enemy Classes

$C0 Soldiers ATK 1 / DEF 1
$C2 Trolls ATK 3 / DEF 2
$C4 Spirits ATK 3 / DEF 5
$C6 Shades ATK 1 / DEF 3
$C8 Zombies ATK 2 / DEF 2
$CA Keese ATK 2 / DEF 1
$CC Fire Keese ATK 1 / DEF 2
$CE Ice Keese ATK 1 / DEF 2
$D0 Goblins ATK 4 / DEF 4
$D2 Sorcerers ATK 5 / DEF 5

Boss Enemies

$D4 Deku Tree (troll class) ATK 5 / DEF 7
$D6 Forest Temple (troll class) ATK 9 / DEF 3
$D8 Ice Temple (sorcerer class) ATK 7 / DEF 5
$DA Water Temple (sorcerer class) ATK 9 / DEF 7
$DC Spirit Temple (spirit class) ATK 11 / DEF 9
$DE Shadow Temple (shade class) ATK 4 / DEF 10
$E0 Fire Temple (goblin class) ATK 13 / DEF 12
$E2 Ganondorf (sorcerer class) ATK 15 / DEF 15

**For enemies that damage you once, the ATK factor is dealt immediately. For enemies that damage you by burning, freezing, or poisoning, the damage is dealt once per every couple cycles until the damage counter expires.

**The DEF value of an enemy determines how much damage it can take before it dies. The damage you deal is determined by the base attack of your player (increases as you clear dungeons), with the weapon type as an attack multiplier.

**enemy class attacks
Soldiers have swords and swing at you.
Trolls have clubs and try to club you.
Spirits try to collide with you.
Shades shoot a poisonous spray at you.
Zombies try to collide with you.
Keese try to fly into you.
Fire Keese try to fly into you and set you on fire.
Ice Keese try to fly into you and freeze you.
Goblins have axes and swing at you.
Sorcerers fire spells at you. Spell classes include: fire, freeze, and stun. Stun deals damage once. Freeze and fire deal freeze and burn damage.


I added the Deku Tree dungeon for all of those who have played Ocarina of Time. Thus, I also added the STICK and the WOODEN SHIELD as items. Both have a set number of hit points, before they break. The other two shields have no set hit points.

Also, I need routines for rotating a sprite by 90, 180, and 270 degrees.

182
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: September 21, 2012, 08:11:04 am »
Ok. This is being molded in the fashion of aLttP, but it adds one or two items from OoT.

183
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: September 20, 2012, 02:03:37 pm »
UPDATE:

Project progress halted because I'm waiting on AI routines. In the meantime, I want to redo the maps. Since I have a lot of other work to do as well, someone who has the time please create a list of sprites I need. You do not need to draw or code the sprites, or make a map. I will use ClrHome's Pixelscape for that. I'm just looking for a list of all tiles in the game.

184
TI Z80 / Re: zStart - an app that runs on ram clears
« on: August 29, 2012, 08:18:21 am »
Quote
And if you're wondering why I haven't updated this recently, college would be the answer.

HAHA! True that. It's the bane of all things you love.

185
ASM / Re: The Z80 Files (A tutorial)
« on: June 26, 2012, 10:26:41 am »
I have PM'd him. If he's away, he's away. Its just that we did kind of a tradeoff. I do some maps for him and he does some Zelda finishing touches for me. I'm not really concerned about Zelda atm, but I do want to get the maps I made him to him. He may not like the fact that I've only done 3 (the last set is actually a double), but I do work over the summer. lol.

186
ASM / Re: The Z80 Files (A tutorial)
« on: June 24, 2012, 08:24:43 pm »
Hey, guys. Is Hot_Dog still away?

187
ASM / Re: The Z80 Files (A tutorial)
« on: June 19, 2012, 11:20:44 am »
Ok :) Will write a part about that.
Is it ok to write it this way: [general error description part blah blah] Here are some common errors and how to fix them [error][caused by][howtofix]?
Perfect.

188
ASM / Re: The Z80 Files (A tutorial)
« on: June 19, 2012, 08:51:00 am »
nonreal ans, syntax error, divide by 0 :)

i think those are the most important ones :)

Argument, Non-real Ans, Syntax, Divide by 0, Dim Mismatch, Domain, Invalid.

189
ASM / Re: The Z80 Files (A tutorial)
« on: June 18, 2012, 12:08:56 pm »
KK. Thanks.

190
ASM / Re: The Z80 Files (A tutorial)
« on: June 16, 2012, 09:26:45 am »
It starts off with things that the average non-programmer can use, then breaks off into three more units on Z80 programming.

Sure, you can throw in error messages somewhere.

191
ASM / The Z80 Files (A tutorial)
« on: June 15, 2012, 09:25:16 pm »
I got Unit 1 of my comprehensive z80 tutorial up at Google Docs. The link is below. It is open to revision by all, so feel free to edit away. I actually want it to be longer.

https://docs.google.com/document/d/16kb_uChpEkaDiLcn2bz_FHQMGJtsLLa2MgvrZ9YX5Kk/edit

192
News / Re: Release of TilEm2
« on: June 08, 2012, 11:17:11 am »
I'd like to make a request. When you guys officially get the Mac working, please distribute it as either an installable package or as a .APP file, not something you have to do...

Code: [Select]
./configure
make
sudo make install

...on. :) I hate those.

193
Computer Projects and Ideas / Re: Tile-Cat Map Editor
« on: May 02, 2012, 10:46:33 am »
It would be great if someone could actually create a Linux/OS X build for this that we can just run.

194
ASM / Re: Bit Math
« on: April 29, 2012, 12:56:14 pm »
Oh, and so to do 2-byte multiplication, you can simply change the counter to 16, and then the input registers to 16-bit ones?

and yeah, the division routine would be great.

195
ASM / Bit Math
« on: April 29, 2012, 12:19:12 pm »
Just wondering.... Is this the correct way to Multiply numbers, using bit shifting. Modify as needed. And how would you do division?

Code: [Select]
ld c,a
$: rl a
rr b
jr c, +$
jz nz, -$
$: or c
push af
ld a,b
or b
ret z
pop af
jr -2$
;Your next command, upon returning, should be pop af.

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