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Messages - ACagliano
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196
« on: April 27, 2012, 09:38:43 am »
Well, we have ground enemies...
Forest - collision attack Water - collision attack Ice - ranged freezing attack/collision attack Fire - ranged fire attack/collision attack Spirit - collision attack (enemy class invisible without Lens of Truth) Shadow - ranged poison attack/collision attack (invisible as well) Ganon's Castle - collision attack
As well as Regular, Ice, and Fire Keese. Bosses are a separate enemy class.
197
« on: April 26, 2012, 01:49:47 pm »
It is an APP. I'll post up the RAM available asap.
198
« on: April 26, 2012, 11:59:04 am »
Ok. I need an AI programmer to do the enemy AI and someone experienced with bullet code. Just two things left. Yay!
It doesn't matter to me what method or system the AI uses, as long as it is moderately challenging.
199
« on: April 25, 2012, 05:59:50 pm »
And so this is how my head explodes. Technically, when moving pixel by pixel, the only legal directions are horizontal and vertical.
200
« on: April 25, 2012, 10:10:59 am »
Watch it become a feature of the forums.  Definitions time... Feature [fe-tur]: n (1) a bug with seniority; (2) a bug that cannot be resolved or removed.
201
« on: April 25, 2012, 08:51:28 am »
Well, the method I use to determine if you have moved onto an illegal sprite is this... I have two separate sets of position variables, Player X and Player Y, both 1-byte large, and PriorPosition, 2-bytes large but contains the Prior X and Y. 1. The movement is performed, so for all intents and purposes, your character has actually moved over one tile, regardless of legality. 2. I test the current position against the value of the tile. 3. If the tile value is illegal (one that you can't move on to), I write PriorPosition over PlayerX and Player Y. 4. If the tile value is one that causes damage, then the correct damage flag is set and the damage counter initiated. Is the method you guys are proposing more efficient, if so, then we should do that, but it is beyond my coding ability. So is AI of any sort
202
« on: April 24, 2012, 09:42:39 pm »
Ok, I had a few people helping me out on certain aspects of Zelda, but that was months ago and I have since lost those records. If you were working on something, please let me know. I am going to put together a dev team to help me with aspects of Zelda that I cannot program myself. The entire dev team will be credited for the release of this project.
Below is a list of things that need to be done:
1. Artificial Intelligence 2. Collision* 3. Bullet-like shooting system for hook/longshot and bow 4. Smooth scrolling rendering of greyscale graphics
*Collision: The collision with enemies I'm assuming is part of the AI. As for collision with tiles, I just need a way to convert the pixel by pixel Player movement into a way to check if collision with a tile has occurred. To clarify, the variables PlayerX and PlayerY are in pixels. If someone can tell me how to convert that number into a tile value, I can handle checking for movement onto illegal tiles myself.
Beyond that, there are a few other things that need to be done.
1. Compress map data (I can provide the data here, but the utilities will not run on Mac. Someone may need to run the data and post the compressed here). 2. In game-dialogue. I can handle this.
203
« on: April 24, 2012, 05:50:21 pm »
I seem to be unable to use the Pucrunch tools, since im on a Mac. If I put the data I need Pucrunched here, can someone run it through the utils and post the compressed data back?
204
« on: April 21, 2012, 10:32:55 am »
I'd be happy to do a background engine of this type. I just need to figure out how to do grayscale without crystal timers. (Normally it's straight forward, but it would be nice to alow calibration if possible)
EDIT: Later today, if I get the chance, I'll give you the pucrunch stuff and see what you think.
Thanks and thanks. Note: I'm not trying to just not do this myself. I know from experience that I learn better from seeing how others do things, especially of this nature, rather than keep failing myself (at which point I just give up). Not to mention that I want to expedite the release process, since I've been promising this for months.
205
« on: April 21, 2012, 09:45:48 am »
Well, doing this is beyond my skill level. If another coder offers to help, then sure.
206
« on: April 20, 2012, 09:15:17 pm »
How hard would that be to implement? You would need to rotate the pixels? I don't have the foggiest how to do that. I don't think anything rotates. As far as I know it's just that the next screen slides in smoothly instead of jumping in, when your character reaches the edge of the screen.
I meant shift. You would need to shift in the pixels one at a time.
207
« on: April 20, 2012, 09:03:53 pm »
How hard would that be to implement? You would need to rotate the pixels? I don't have the foggiest how to do that.
208
« on: April 20, 2012, 08:45:26 pm »
I have resumed my Legend of Zelda project. And, I have it mostly done, although the most daunting parts lie ahead. Any coders who have expertise in the areas I will list below and want to help me out with coding this...I would be happy.
1. Greyscale texture sprite rendering system. Tiles are 8x8. 2. Animated sprite rendering system (for the player and enemies). Tiles are 8x8, but should move 1 pixel at a time, and support all directions of movement, even diagonal. 3. AI system.
Other than that, the rest of the game is fully coded 
Although I do want to do one more thing...RLE encode the maps. I need, thus, a compression utility that I can use on computer to compress a string of bytes, as well as a z80 routine that will decompress it. I'm sure the later is lying around on these forums somewhere.
A couple of questions:
1. You're talking about greyscale for the background, right? Is it smooth-scrolling, or one-screen-at-a-time like in the very first zelda game?
2. Are you absolutely sure you want RLE? Iambian and many other programmers recommend pucrunch. I can give you his on-computer compressor and on-calc decompressor--I use these with great success.
1. I'm going with Screen by screen rendering. You move off screen, the next screen over is rendered. 2. I can go with Pucrunch just as well. As long as I can get a good compression ratio.
209
« on: April 20, 2012, 07:39:23 pm »
I have resumed my Legend of Zelda project. And, I have it mostly done, although the most daunting parts lie ahead. Any coders who have expertise in the areas I will list below and want to help me out with coding this...I would be happy. 1. Greyscale texture sprite rendering system. Tiles are 8x8. 2. Animated sprite rendering system (for the player and enemies). Tiles are 8x8, but should move 1 pixel at a time, and support all directions of movement, even diagonal. 3. AI system. Other than that, the rest of the game is fully coded  Although I do want to do one more thing...RLE encode the maps. I need, thus, a compression utility that I can use on computer to compress a string of bytes, as well as a z80 routine that will decompress it. I'm sure the later is lying around on these forums somewhere.
210
« on: February 28, 2012, 09:09:45 am »
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