Author Topic: Legend Of Zelda Progress Thread  (Read 24310 times)

0 Members and 1 Guest are viewing this topic.

Offline Deep Toaster

  • So much to do, so much time, so little motivation
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 8217
  • Rating: +758/-15
    • View Profile
    • ClrHome
Re: Legend Of Zelda Progress Thread
« Reply #75 on: September 02, 2011, 12:48:44 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?
Yep: http://www.google.com/search?q=Kokiri
Haha, those screenshots.
Well, I had to put something there :P




Offline ACagliano

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 919
  • Rating: +32/-2
    • View Profile
    • ClrHome Productions
Re: Legend Of Zelda Progress Thread
« Reply #76 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.

Offline annoyingcalc

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1953
  • Rating: +140/-72
  • Found in Eclipse.exe
    • View Profile
Re: Legend Of Zelda Progress Thread
« Reply #77 on: September 02, 2011, 01:05:18 pm »
Sprites is something I might help with
This used to contain a signature.

Offline ACagliano

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 919
  • Rating: +32/-2
    • View Profile
    • ClrHome Productions
Re: Legend Of Zelda Progress Thread
« Reply #78 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.

Offline ACagliano

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 919
  • Rating: +32/-2
    • View Profile
    • ClrHome Productions
Re: Legend Of Zelda Progress Thread
« Reply #79 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.

Offline calc84maniac

  • eZ80 Guru
  • Coder Of Tomorrow
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2912
  • Rating: +471/-17
    • View Profile
    • TI-Boy CE
Re: Legend Of Zelda Progress Thread
« Reply #80 on: September 07, 2011, 04:45:16 pm »
Why not store the data directly in the app?
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline ACagliano

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 919
  • Rating: +32/-2
    • View Profile
    • ClrHome Productions
Re: Legend Of Zelda Progress Thread
« Reply #81 on: September 07, 2011, 04:55:02 pm »
Why not store the data directly in the app?
If you are talking about the map data, then I cannot because the data needs to be edited, if an item is collected from the map. Having it in the app would make me have to modify the app's flash page. If you are talking about my other question, the sprites data, then I can have that in the app, but during the game it needs to be in RAM.

Offline fb39ca4

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1749
  • Rating: +60/-3
    • View Profile
Re: Legend Of Zelda Progress Thread
« Reply #82 on: September 07, 2011, 04:58:12 pm »
You cannot have the map data in the app and then just have a list of items that are taken in the savefile?

Offline calc84maniac

  • eZ80 Guru
  • Coder Of Tomorrow
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2912
  • Rating: +471/-17
    • View Profile
    • TI-Boy CE
Re: Legend Of Zelda Progress Thread
« Reply #83 on: September 07, 2011, 04:59:28 pm »
I think what might be a better solution for the maps is to keep an "initial" map inside the app (how it is when you start a new game) and also have a list of item locations. You will only need to load into RAM the currently displayed map area. Then in the save game appvar, you can just store whether each item has been picked up or not and modify the map area when you load it into RAM.

Edit: ninja'd :P
« Last Edit: September 07, 2011, 04:59:54 pm by calc84maniac »
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline ACagliano

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 919
  • Rating: +32/-2
    • View Profile
    • ClrHome Productions
Re: Legend Of Zelda Progress Thread
« Reply #84 on: September 07, 2011, 05:00:19 pm »
You cannot have the map data in the app and then just have a list of items that are taken in the savefile?
Its not just the items that change. Ice blocks can be melted, lava watered, keys taken, switches activated. The map will actively change, and those changes need to be preserved.

Offline fb39ca4

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1749
  • Rating: +60/-3
    • View Profile
Re: Legend Of Zelda Progress Thread
« Reply #85 on: September 07, 2011, 05:01:54 pm »
Oh, I see. I don't think any of the zelda games I've played remembered the state of the map when I exited the dungeon or went far from that area though.

Offline calc84maniac

  • eZ80 Guru
  • Coder Of Tomorrow
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2912
  • Rating: +471/-17
    • View Profile
    • TI-Boy CE
Re: Legend Of Zelda Progress Thread
« Reply #86 on: September 07, 2011, 05:01:55 pm »
You cannot have the map data in the app and then just have a list of items that are taken in the savefile?
Its not just the items that change. Ice blocks can be melted, lava watered, keys taken, switches activated. The map will actively change, and those changes need to be preserved.

All of those things can be kept track of in the save file (though keep in mind that a lot of zelda games even reset some of that stuff when you leave that map area, so you won't need to save that)
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline fb39ca4

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1749
  • Rating: +60/-3
    • View Profile
Re: Legend Of Zelda Progress Thread
« Reply #87 on: September 07, 2011, 05:02:24 pm »
lol u posted a second after me but i ninja'd u >:D

Offline ACagliano

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 919
  • Rating: +32/-2
    • View Profile
    • ClrHome Productions
Re: Legend Of Zelda Progress Thread
« Reply #88 on: September 07, 2011, 06:26:14 pm »
You cannot have the map data in the app and then just have a list of items that are taken in the savefile?
Its not just the items that change. Ice blocks can be melted, lava watered, keys taken, switches activated. The map will actively change, and those changes need to be preserved.

All of those things can be kept track of in the save file (though keep in mind that a lot of zelda games even reset some of that stuff when you leave that map area, so you won't need to save that)

I know it can, but considering how the game is set up, doing so would actually be harder than just using the map for that data.

Offline ACagliano

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 919
  • Rating: +32/-2
    • View Profile
    • ClrHome Productions
Re: Legend Of Zelda Progress Thread
« Reply #89 on: September 13, 2011, 12:08:42 pm »
Small Update

A slight revision to the text rendering routines. I will prepend each string with a two byte location. When I load the string into hl, I will load 'hl' into (penCol) and 'hl+1' into (penRow). Then, I will 'inc' twice and 'hl' should now point to the start of the string. Means I don't have to manually code the setting of penCol and penRow each time I display text.