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Messages - ACagliano

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301
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: September 07, 2011, 04:43:15 pm »
Update

The map system has been revamped slightly. Instead of one large main world map, I have it divided into several smaller sections. There will be three appvars for the maps...one for main map sections, one for dungeons, and one for the miniquests and village rooms. There will also be one appvar for the sprite data, and one appvar for the save file. Thus, a total of five appvars. I may even be able to destroy the sprite appvar when the game exits and recreate it when you open it again, as this data will not change. Thoughts?

Thus far, I have completed all main map sections and all three mini-quests. Just have the dungeons left, then the coding. Still need help with AI. Specifications in the z80 subforum.

302
ASM / Re: Zelda Assistance needed
« on: September 07, 2011, 08:52:20 am »
I'd be willing to take a crack at some AI coding. Take a look at The Silencer. http://ourl.ca/8472
I know the AI was really buggy, but it was a MUCH more complex AI.

This is a z80 project. Can you code z80?

303
ASM / Zelda Assistance needed
« on: September 05, 2011, 08:08:37 pm »
I need help from assembly programmers on certain aspects of my Zelda project. Any members working on subroutines will receive full credit for their input. Here is what I need help on...

1.  Full AI for Zelda enemies. Zelda enemy classes have two attacks. (1): Moving toward and colliding with you for damage. and (2): Randomly attacking with their ranged elemental attack (only some enemy classes will do this). There are also two enemy classes that are invisible unless you have a certain item, but should function in AI as normal. To anyone who wants to help with this, I can send more info.

2.  Ranged attacks controlled by player. Three items require this...hook/longshot and the bow.

3.  This is a request for conceptual help, and perhaps coding assistance. The issue with my maps is size. I was going to have an extraction system where I create an appvar with all the map data, then archive the appvar, then extract only the needed map to RAM. The issue is this...during extraction, I will not have enough RAM to copy all the map data to the appvar. The map data is too big. Do I have any other options? I was thinking about creating a group or making several appvars.

304
TI Z80 / Re: Zelda Suggestions
« on: September 05, 2011, 07:50:05 pm »
That is a shame. I do appreciate the offer tho. Perhaps you should learn asm? I just got into coding it myself.

DJ, I will do that.

305
TI Z80 / Re: Zelda Suggestions
« on: September 03, 2011, 08:52:53 pm »
My opinions:


1. Would tiled motion (a player or enemy moves one tile at a time) or smooth motion (a player or enemy moves one pixel at a time) be preferred? Please note, if I go with the smooth system, I will need some conceptual advice on how to work collision detect with a tiled map system.


DEFINITELY smooth-scrolling, IMO. You can still go tile-by-tile if that's what you want but please make it smooth. I can help with this part, I'm pretty good at this.




2. Should one or more classes of enemies have ranged attacks (like the bow)? I added a bow to your equipment, but I do not know how to code a ranged attack for either player or AI while the game is going. Help?

3. Should enemy classes be able to launch a ranged magical attack with their element? I know this is not really classic Zelda, but it could make gameplay harder. And, that is basically what the ice/fire keese do.


Not a bad idea, ranged weapons are nice. They're also good for adding puzzle elements, like shooting a switch across a bridge and stuff like that. Again, I can probably help here as well.



4. Should the shield be auto-use or press-a-key to use?


I would personally go for press-a-key to use. Keep in mind it's still your decision, do whatever.



Also, I am having a dilemma. I need a way to extract the map data from the app and put it somewhere where it can be kept. I first decided to try an AppVar that gets archived when the game is not in use, but that is a problem as there is not enough RAM to hold the data. Other ideas I am looking at are a separate appvar for each map, or to create a group file. Any thoughts?


You could use a similar technique to what I'm doing in my current project - I have a massive appvar, or two or three, permanently in the user archive (unless I decide to unarchive it to edit levels and such). This/these appvar(s) holds all the levels for the entire game. When I get to a level, it copies 768 bytes (the size of one level) into ram where I can access it and whatnot. In your game, you might want to copy data from this appvar into ram whenever you move screens and such.

I could definitely use help on 1, 2, and 3. I have no AI experience either, so any help would be welcome. You would, of course receive credit.

On 4, the press to use option is my preference as well.

I could do a few appvars, one for each major section. Then, the app would need to know which to look at for the map. I could probably handle this, but if you have alot of time and want to help with this as well, I won't say no. Or I may create a group. We'll see.

306
TI Z80 / Zelda Suggestions
« on: September 03, 2011, 04:18:45 pm »
I have a few questions about what the preferences for my Zelda game are:

1. Would tiled motion (a player or enemy moves one tile at a time) or smooth motion (a player or enemy moves one pixel at a time) be preferred? Please note, if I go with the smooth system, I will need some conceptual advice on how to work collision detect with a tiled map system.

2. Should one or more classes of enemies have ranged attacks (like the bow)? I added a bow to your equipment, but I do not know how to code a ranged attack for either player or AI while the game is going. Help?

3. Should enemy classes be able to launch a ranged magical attack with their element? I know this is not really classic Zelda, but it could make gameplay harder. And, that is basically what the ice/fire keese do.

4. Should the shield be auto-use or press-a-key to use?

Also, I am having a dilemma. I need a way to extract the map data from the app and put it somewhere where it can be kept. I first decided to try an AppVar that gets archived when the game is not in use, but that is a problem as there is not enough RAM to hold the data. Other ideas I am looking at are a separate appvar for each map, or to create a group file. Any thoughts?

307
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: September 02, 2011, 01:08:54 pm »
Awesome. I don't need many. I need each major enemy type (forest, ice, water, fire, spirit, and shadow), the player, two shields (one stronger than other), Kokiri Sword, Master Sword, Hookshot and Longshot.

308
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: September 02, 2011, 01:03:37 pm »
Hopefully I'll have real screenshots soon.

If anyone wants to help with AI or has sprites that I can use, feel free to post.

309
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: September 02, 2011, 12:45:20 pm »
* calc84maniac checks project page

Haha, those screenshots. By the way, it's Kokiri, not Kiroki (unless you did that on purpose?)

Is it really? And what is the spelling of that village?

310
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: September 02, 2011, 11:16:32 am »
Update

The first update in a long time!!

I did a complete overhaul of the game structure. First off, the game will be in z80, not Axe. Second, the map structure is different now. Instead of one large world map, I will split it into several areas for ease of coding. I also went from four dungeons to all dungeons...that's 7. There will be three item-giving miniquests. Finally, the enemy system is overhauled. I have enemy types now and they will have magic-based weaknesses, as they should. The enemy positions are written as tiles onto the map, but when a screen loads, the enemy positions get loaded into an array and handled from there. There may be other changes as well, but I don't remember them off the top of my head.

Project page: http://zelda.clrhome.tk

311
Axe / Re: Finding / listing programs
« on: August 31, 2011, 05:20:23 pm »
It would be something very similar to this, I haven't tested it yet.  Maybe I'll test it and then edit this post with an example that uses this.


:.Initialize Vat pointer (using P as pointer)
:Lbl VI
:{E9830}r->P
:Return
:
:.Get Next Entry
:.Returns 1 if End of Vat or 0 otherwise

:Lbl VNX
:P-{P-6}-7->P>={E982E}r
:Return
:
:.Get current entry type
:Lbl VT
:{P}
:Return
:
:.Get Pointer to current entry data
:Lbl VD
:{P-4}rr
:Return
:
:.Get archive status (0 is RAM, non-zero is archive)
:Lbl VA
:{P-5}
:Return
:
:.Get Pointer to current name length
:Lbl VNL
:{P-6}
:Return
:
:.Get Pointer to current entry name (backwards)
:Lbl VN
:P-7
:Return


I'm trying to do these in z80. Is this right so far?

Code: [Select]
GetCurrentNameLength: ;length in a
ld bc, 6
sbc hl, bc
ld a, (hl)
pop hl         ;hl was pushed as the start of the current entry.
ret

GetCurrentName: ;name in AppBackupScreen
ld bc, 6
sbc hl, bc
ld a, (hl)
dec hl
ld de, AppBackupScreen
NameLoop:
ld (de), (hl)
inc de
dec hl
dec a
jr nz, NameLoop
ld (hl), 0

312
TI Z80 / Re: OFFSCRIPT
« on: August 31, 2011, 03:48:02 pm »
Ok, so here's what I have:

Code: [Select]
.nolist
#include "ti83plus.inc"
#include "dcs7.inc"
.list
_ExecutePrgm .equ 4E7Ch
.org progstart
ld hl, AppVar
rst 20h
bcall(_ChkFindSym)
jr nc, notOK
ld hl, AppVar
rst 20h
ld hl,AppVar-AppVarCode
bcall(_CreateAppVar)
jr c, notOK
ld hl, AppVarCode
ld bc,AppVar-AppVarCode
ldir
set 1,(iy+33h)
ret
notOK:
ld hl, 0
ld (CurCol),hl
ld hl, TextError
bcall(_PutS)
ret

AppVarCode:
.relocate $8001
bit 4, (iy + 8)
ret nz ;apd

ld hl, progName
rst 20h
bcall(_ChkFindSym)
ld a,b
or a
call nz, UnArchive
bcall(_ExecutePrgm)
call UnArchive
ret
UnArchive:
ld hl, progName
rst 20h
bcall(_Arc_Unarc)
ld hl, progName
rst 20h
ret

progName:
.db protProgObj, "OFFBY1", 0
AppVar:
.db AppVarObj,"OFFSCRPT"
TextError:
.db "Error!",0

.end
END

313
TI Z80 / Re: OFFSCRIPT
« on: August 30, 2011, 07:12:45 pm »
Thanks thepenguin. Could I do a quick _ChkFindSym to see if it exists? And perhaps unarchive, then rearchive to solve the archive problem?

314
TI Z80 / OFFSCRIPT
« on: August 30, 2011, 05:48:25 pm »
What should the OFFSCRIPT variable look like (hex) if you want it to tell the calc to run a program named "OFFBY1" on startup? I have a reason for asking for the complete hex, a reason that is currently a surprise.

Will zStart interfere with this?

315
TI Z80 / Re: Zelda Maps...Someone help, please
« on: August 22, 2011, 09:43:06 am »
Well, I'll be needing help with AI if it going to be as complex as the two examples above.

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