Author Topic: The Legend of Zelda: Sacred Pearls (ideas/progress)  (Read 10265 times)

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Offline DJ Omnimaga

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The Legend of Zelda: Sacred Pearls (ideas/progress)
« on: May 06, 2013, 05:35:17 pm »
Ok so when I released that one other crappy Zelda game that looks like Atari 2600 material, my intention was to see how fast TI-84 Plus C Silver Edition BASIC drawing was in games of my own, but I wouldn't stop there. I had plans, once I finish that game, to go a little bit further, first of all with better graphics and secondly with actual Zelda gameplay rather than just finding keys and avoiding enemies. Currently, this project is mainly in experimental and planning stages, but should it go further, it could possibly be the first Zelda clone to arrive on the TI-84+CSE color screen calc.

The game would be written in TI-BASIC, with the help of LCDTOOL ASM lib so that the game can run in 160x240 resolution. The game style would be similar to the original NES Zelda from 1986, especially dungeon map layout, but with lower quality graphics, for speed reasons. In some cases, the game might still look Atari 2600-like, but far better than in Sord of Atari. Coding might still be sloppy, though, because it has been over 3 years since I last touched TI-BASIC.

Currently, ideas for items were found, but the blue and red tunics are not guaranteed to remain in. Also, I am still unsure if I'll use the heart pieces format or full hearts yet. I also have ideas for the types of dungeon/overworld rooms.

All that is implemented so far is initial map loading (without the doors, floor content, items, etc) and link's movement (he faces 4 directions) with no collision detection, map/sprite interaction, with bombs/equiped items/keys still missing from HUD. I also have an experimental boss 1 program which doesn't do anything else than displaying the boss then moving it around. Bosses will most likely use their own map/movement engine to avoid losing speed in the main engine and it is possible that multiple bosses' behavior will be identical, to save RAM. The title screen is also done, including a spinning triforce. The Zelda logo is generated using stat plots. I also have the map data for the overworld done, but I need to convert it to a different format, so hopefully it should make things easier to test.

The reason why I want to use the NES dungeon layout is to save size/speed. With the way maps are layed out in my engine, when you switch from one room to another, only the doors/pathways and the floor sprites have to be erased, then the next map sprites are loaded. THe only time the entire map (and menu) would have to be reloaded while in-game is when exiting or entering the dungeon, since the color palette or floor texture can be different.

Anyway, will this be another project that will die? Will it go further than an engine? Or will it eventually be the 2nd real calculator Zelda project ever completed since 1985? Hopefully it is the latter. For now, I'm leaving you with screenshots, which runs roughly at the same speed as the calc (walking is about 10% slower on calc, but it flickers much less).
« Last Edit: May 06, 2013, 05:47:33 pm by DJ Omnimaga »

Offline Juju

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Re: The Legend of Zelda: Sacred Pearls (ideas/progress)
« Reply #1 on: May 06, 2013, 05:46:53 pm »
So the calc RPG legend is back with a new RPG project it seems.

Nice, can't wait to see how nice games on the CSE would be.
« Last Edit: May 06, 2013, 05:48:15 pm by Juju »

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Re: The Legend of Zelda: Sacred Pearls (ideas/progress)
« Reply #2 on: May 06, 2013, 06:22:24 pm »
Finally getting back into some programming, eh? I'd like to see what this turns into later.
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Offline pimathbrainiac

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Re: The Legend of Zelda: Sacred Pearls (ideas/progress)
« Reply #3 on: May 06, 2013, 06:25:00 pm »
Awesome initial screenies!

* pimathbrainiac wants a CSE now.
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Offline zeldaking

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Re: The Legend of Zelda: Sacred Pearls (ideas/progress)
« Reply #4 on: May 06, 2013, 06:26:11 pm »
I agree with pimath, I haven't really thought much about getting a CSE but I am starting to want one. Great job and keep with it!

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Re: The Legend of Zelda: Sacred Pearls (ideas/progress)
« Reply #5 on: May 06, 2013, 06:29:40 pm »
you are actually programming again? O.O
Nice, and I hope you'll be able to finish that project :D

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Offline annoyingcalc

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Re: The Legend of Zelda: Sacred Pearls (ideas/progress)
« Reply #6 on: May 06, 2013, 06:45:52 pm »
Wait what !!! DJ is going back into programming?
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Offline Streetwalrus

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Re: The Legend of Zelda: Sacred Pearls (ideas/progress)
« Reply #7 on: May 07, 2013, 02:05:28 am »
Nice to see you picked programming back up. ;)
And yeah same as Pimath and Zeldaking, I was waiting to see what the community would come up with before I get a CSE, and since it looks like we already know a lot about it, I'll probably get one. I hope the speed is not an issue though.

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Re: The Legend of Zelda: Sacred Pearls (ideas/progress)
« Reply #8 on: May 07, 2013, 03:32:25 am »
Good luck with this. Looks pretty nice already.


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Offline DJ Omnimaga

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Re: The Legend of Zelda: Sacred Pearls (ideas/progress)
« Reply #9 on: May 07, 2013, 04:15:12 am »
Thanks guys. :) As for speed in this game I guess we'll see, but I don't think it should be that bad if I keep all events outside the main loop. As for the calc in general it depends what you do, but it seems that so far it isn't as bad for certain tasks like we thought before.

Offline JamesV

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Re: The Legend of Zelda: Sacred Pearls (ideas/progress)
« Reply #10 on: May 07, 2013, 08:43:30 am »
It's great to see you coding again DJ_O! I look forward to seeing the development of this project

Offline Hayleia

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Re: The Legend of Zelda: Sacred Pearls (ideas/progress)
« Reply #11 on: May 07, 2013, 11:13:58 am »
Great ! Can't wait to see finally a true game on this calc :D
Not that I don't like Sord of Atari but this one looks better :P

Good luck with it, and if you need beta testers, I may not have a lot of time to do bug hunting (like bumping each wall to see if one in particular doesn't support collisions) but I still can test quickly if the overall thing works :)
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Offline Streetwalrus

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Re: The Legend of Zelda: Sacred Pearls (ideas/progress)
« Reply #12 on: May 07, 2013, 12:26:24 pm »
(like bumping each wall to see if one in particular doesn't support collisions)
I 120'd at that one.
But yeah I'm looking forward to progress on this. I wish there were a BootFree-like thing for the CSE so I can check this out before I eventually get my hands on one. ;)

Offline Hayleia

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Re: The Legend of Zelda: Sacred Pearls (ideas/progress)
« Reply #13 on: May 08, 2013, 04:08:30 am »
(like bumping each wall to see if one in particular doesn't support collisions)
I 120'd at that one.
What does "120" mean ?
Also, maybe you are wondering why it is needed to bump each wall, but there are some strange particular bugs in Pokemon Topaze:
-One trainer in the last Gym teleports you out of the Gym when you beat him. Other trainers don't teleport you.
-One tile in the last cave (iirc) teleports you if you encouter and beat a Pokemon on it. Other tiles don't teleport you (proof in attachement, it is an old version of Pokemon Topaze, where Pokemons were not drawn in battle).
I never found where those bugs came from :P
If you have spare time, I encourage you to try those bugs, they are completely harmless and pretty fun to see ^^
« Last Edit: May 08, 2013, 04:08:47 am by Hayleia »
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Offline Streetwalrus

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Re: The Legend of Zelda: Sacred Pearls (ideas/progress)
« Reply #14 on: May 08, 2013, 04:50:53 am »
What does "120" mean ?
Well, in 1337, LOL becomes 101 which is 5 in binary. Hence LOL! is 5! which is equal to 120. :P