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TI Z80 / Re: Zelda Maps...Someone help, please
« on: August 18, 2011, 07:21:40 pm »
A worthy idea. Not too hard to implement. I'll play with it a bit when the time comes.
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TI Z80 / Re: Zelda Maps...Someone help, please« on: August 18, 2011, 07:21:40 pm »
A worthy idea. Not too hard to implement. I'll play with it a bit when the time comes.
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TI Z80 / Re: Zelda Maps...Someone help, please« on: August 17, 2011, 07:21:56 pm »
True indeed. But the problem is I need someone to help me out with constructing the AI. Anyone have the time?
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TI Z80 / Re: Zelda Maps...Someone help, please« on: August 15, 2011, 08:29:31 pm »
Update: I did add other enemy types, one for each dungeon area.... again, they are just elemental types, not keese vs. trolls, ect.
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TI Z80 / Re: Zelda Maps...Someone help, please« on: August 07, 2011, 10:19:51 am »
There are only one class of enemies, not different types, in the game. The difference is that in different dungeons there is a defense multiplier, which means that they take more hits to kill. But there are not different types. Thus, the only types are regular and bosses. The regular use a simple multiplier to judge health. The bosses will be done in layers, where you must break through a shield or something before attacking the actual enemy. That will be the most complex.
Unless anyone thinks I should have fire/ice/water enemies.... but I would definitely not go as specific as keese. 320
TI Z80 / Re: Zelda Maps...Someone help, please« on: August 06, 2011, 10:45:13 pm »
Advice taken, DJ_O.
Update: Despite slow progress, this project is still alive. I have started work on the maps myself and believe that I can complete them without assistance. However, one area of the game requires assistance. This I am certain of. And that is the AI for enemies. Any ideas? 321
TI Z80 / Re: Zelda Maps...Someone help, please« on: August 01, 2011, 08:02:38 pm »computer file systems don't actually erase data when "deleting" it either, and the equivalent of ARCHUDEL is available for many systems. because calc files are so small, you are much more likely to be able to recover them intact. Shmibs: If you could that would be great. As for the recover, I use a mac, not NTFS. And, I've tried the apple undeleter utility and the files are not there. So its time for me to start over. 322
TI Z80 / Re: Zelda Maps...Someone help, please« on: July 29, 2011, 08:16:06 pm »Have you used an undeleter? You might be able to restore your data. I'm talking about on my computer. It's all gone. 323
TI Z80 / Zelda Maps...Someone help, please« on: July 29, 2011, 08:10:42 pm »
I lost all my previous map data for Legend of Zelda. That's over 9500 bytes and one full month worth of work. I want to finish this project, but I need help with the maps. I use a simple system for the maps. Anyone have time to help? I would appreciate it so much.
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ASM / Re: App Programming« on: July 14, 2011, 08:18:35 pm »
fair enough. Now, question. Let's say you have the .db $001 for one page, and compile and you go onto two pages. Will the compiler throw an error? Or will u just royally screw up the calcs of your beta testers?
Edit: Why is it 3 digits in the .db's? Does it need to be that way in data too, or just for the header? 325
ASM / Re: App Programming« on: July 14, 2011, 08:10:59 pm »
Other than that, just copy and paste, right? Where does that go? Do I open with the standard asm header?
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ASM / Re: App Programming« on: July 14, 2011, 07:57:09 pm »
That is a windows program. I'm using a mac. That is the problem I seem to be having. Very few of the resources actually work on my computer.
Can anyone just tell me what it is, or will it differ? 327
ASM / App Programming« on: July 13, 2011, 08:22:35 pm »
I'm a bit confused as to what the standard application header format is. Can anyone help?
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ASM / Re: App Programming« on: July 04, 2011, 06:47:04 pm »
I have the mac version of wabbitcode. Do I need this stuff? It's saying error on the first two includes.:
.nolist include "ti83plus.inc" include "dcs7.inc" include "app.inc" .list 329
ASM / Re: AI Concepts« on: July 03, 2011, 11:48:43 am »
language is z80. Max is 4 enemies per screen. Their spawn locations can be random on that screen. Enemies are 1 tile by 1 tile (or 8 px by 8 px). Movement should be partially random, partially attack of user-controlled player.
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ASM / Re: AI Concepts« on: July 03, 2011, 10:58:48 am »
Can you help me out with implementation? I'm curious to see how this is done.
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