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Messages - ACagliano

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466
ASM / Re: [Urgent Request] Modifying OS 2.53MP
« on: January 28, 2011, 06:11:35 pm »
Thepenguin77, can the final OS patch that allows still allows deleting apps/progs, but moves it, be ported to the 2.43?

467
TI Z80 / Re: Zelda News
« on: January 28, 2011, 02:23:35 pm »
well, there are only two classes of enemies, boss enemies and regular enemies. at least that's all i accounted for. if your can include support for protecting items (some enemies attack, while others move to defend items), that would be really nice.

it is in black and white.

I'll need to send you my list of tiles.

468
TI Z80 / Re: Zelda News
« on: January 28, 2011, 02:19:49 pm »
Axe

469
TI Z80 / Re: Zelda News
« on: January 28, 2011, 02:16:10 pm »
If that is Zelda, urs will have better graphics than mine. And I do not take it as rude at all. I would appreciate the assistance. All the AI needs to account for is this:

moving around tiles that cannot be crossed and head toward player for collision damage.
rebound to the nearest impassable tile if attacked or if inflicted damage

470
TI Z80 / Re: Zelda News
« on: January 28, 2011, 02:05:26 pm »
Thanks. Are you good with AI? Because I'm not.

471
TI Z80 / Re: Zelda News
« on: January 28, 2011, 01:51:38 pm »
It is based on the classic story, but you dont get the triforce. You battle through dungeons, complete 3 mini-quests (if you want), then get back to the temple of time where you warp to the dark world and kick Ganon's sorry posterior section. There arent that many puzzles.

472
TI Z80 / Re: Zelda News
« on: January 28, 2011, 01:46:01 pm »
what is ur definition of revolutionary?

473
TI Z80 / Re: Zelda News
« on: January 28, 2011, 01:43:29 pm »
It is not at a stage where i can post screenies, as a bunch of hex numbers without an engine to display them is pretty bad. lol.

474
TI Z80 / Re: Zelda News
« on: January 28, 2011, 01:32:05 pm »
The main map is dooonne. Oh yeah. Heck yeah. About time. Oh and the Kakariko village rooms are done too. On to dungeons.

475
TI Z80 / Re: Zelda News
« on: January 27, 2011, 06:10:32 pm »
Sorry for the double post...

Can anyone help with artificial intellegence for Zelda. There are alot of specifications, as to what enemies can cross in order to reach the player. Some tiles must be moved around, not over. And the AI must be able to account for changing of the main character's position, and must have a bounceback (after the enemy attacks once, it bounces back to the open space right before the closest impassable block) (this also happens when your sword or hook/longshot attacks the enemy).

I believe someone else was going to help, but was stumped, so if anyone else can help me out with this, it would be great.

You will be credited as the AI engine author.

476
TI Z80 / Re: Zelda News
« on: January 27, 2011, 12:43:11 pm »
When you collect a heart piece or an item off the map, like the hook/longshot or dungeon keys, the tile changes. Only one tile at a time will ever change.

There are no buttons in this game. There are, however, two types of keys and two types of doors: regular keys, and boss keys, regular doors and boss doors. While a regular key can open any regular door, the boss door can only be opened by the boss key. There are no chests. Items to collect are hidden, but are just on the ground. Every time you collect an item from the map, the tile value is overwritten with the value that represents dry ground, an empty space. When this happens, the map's checksum changes.

477
TI Z80 / Re: Zelda News
« on: January 25, 2011, 02:00:26 pm »
Hello DJ. My activity usually goes down over breaks to some degree, so do not worry. The project is still alive, and I even made a banner, as you can see in my signature.

As for the save, no. A good hacker can find a way to cheat regardless of what I do. The checksum is there to expedite the process of quitting the game, only having the map be saved if something on the map has changed, and reverting to the original if nothing has changed. Thus, when u save, the map itself does not get saved unless it has changed since the last save in which the map was saved. Follow that?

478
TI Z80 / Zelda News
« on: January 25, 2011, 01:53:30 pm »
I am hard at work on my Zelda game. I need some help from u guys, tho. I need a routine for the calc that can convert data into RLE. And I need another routine that converts RLE back into standard data formatting. Those, while preferred in Axe, can be written in inline assembly as well. I tried to do one myself, but it failed. I'll try to post it when I can. The last request, is simply for some assistance, collaboration, on Zelda's AI routines.


In other news:

I just taped together four pieces of graph paper, to prepare to draw out the final, official version of the Legend of Zelda "Ganon's Rage" world map. There will be the main quest (the dungeons, fighting Ganon), and three side quests (the first one you kind of have to do, unless you want to go through most of the game without a sword). The second two give you, respectively, the hookshot and the longshot, which can be used to access dungeons as opposed to using magic power to cross lakes or lava.

Also in this game is the smart-save feature. When you first unpack the map file from the RLE compressed appvar into the uncompressed appvar, a 2 or 4-byte checksum (whichever would be more sensitive) of the uncompressed map is saved. As you play the game and collect pieces off the map, obviously the values of the tiles change. When you exit the game, a new checksum is calculated. If it is different than the original checksum, the map is recompressed and overwrites the original appvar. If the checksum has not changed, the current map files are deleted, leaving only the compressed file, which, theoretically, should not have changed.

479
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: January 09, 2011, 01:37:47 pm »
Zero progress made over break. Not happy with this, but I have had alot of other work to do. Should be able to restart work when term restarts.

480
Axe / Re: Help with Files
« on: December 21, 2010, 01:17:48 pm »
Ah, ok. That would help for games, when I need to read from a map without editing it.

Does Y0 take up RAM?

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