Author Topic: The Legend of Zelda  (Read 37634 times)

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Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #30 on: May 03, 2010, 04:29:13 am »
interesting x.x

I can't imagine how I could work with that on calc, though x.x

altough Illusiat 1, 2, 3, 4 and 8 rooms were formed in a rather funky way too.

Offline Zera

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Re: The Legend of Zelda
« Reply #31 on: June 25, 2010, 11:01:40 am »
Despite a lack of updates, I am actively working on this.



I have decided to use less "classical" approach to the rooms. Maps will be divided into rooms, but rooms will expanse areas larger than a single screen. (without the need to transition from screen to screen)

Offline mapar007

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Re: The Legend of Zelda
« Reply #32 on: June 25, 2010, 12:23:15 pm »
Awesomeness sensor going crazy!


I'm a tloz fan, of course. That's great, zera! (Spencer gets competition, there)

Offline ztrumpet

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Re: The Legend of Zelda
« Reply #33 on: June 25, 2010, 05:06:42 pm »
That's neat.  This will make a great project! ;D

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #34 on: June 25, 2010, 06:37:49 pm »
wow looks nice :D

It would be nice if someone could work on such project. :D

Offline Zera

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Re: The Legend of Zelda
« Reply #35 on: June 28, 2010, 10:56:19 am »
I was thinking about downcoding it to monochrome, as perhaps it could be done in BASIC + xLib, Axe, or whatever else.



Just considering my options, assuming anyone might volunteer to do the coding part. I don't know if anyone would be interested if it's 4-level grayscale, and thus likely not doable in anything but ASM.

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #36 on: June 28, 2010, 11:08:14 am »
The grayscale one could be done in Axe, providing that there is no smooth scrolling. However, I kinda like the look of the monochrome one too. If one person wants to make this in BASIC+xLIB/Celtic/DCS or if one person wants a very fast-paced game. He might be best going with the monochrome one.

Nice job on designing this :)

Offline Hot_Dog

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Re: The Legend of Zelda
« Reply #37 on: June 28, 2010, 11:13:03 am »
Awesome job so far!

Offline Zera

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Re: The Legend of Zelda
« Reply #38 on: June 28, 2010, 11:18:35 am »
Well, there would need to be smooth-scrolling. I'm planning to do each area in 16x16 blocks. While you're exploring a block, the tiles underfoot would smoothly scroll around.

Would it be possible to do this in Axe if there were only one gray?

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #39 on: June 28, 2010, 11:35:49 am »
I'm not too sure. The issue is that even in ASM, when scrolling, the grayscale looks horrible, due to the crappy quality of the 83+/84+ LCD. Because of this you need to make sure the framerate of anything that runs in grayscale is not too high (maybe between 8 and 15 FPS). Usually in Axe or ASM, you do this by refreshing the grayscale very often between each frame. However, if a game is complex, that doesn't give you as much time to refresh. You would probably need to make the game so it only works on the SE/84+ calcs, not 83+. The issue, though, is that grayscale in Axe needs to run in 6 MHz mode.

With only one gray, I think it wouldn't look as bad, though, when scrolling.

Offline FinaleTI

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Re: The Legend of Zelda
« Reply #40 on: June 28, 2010, 03:13:52 pm »
To kinda show what DJ said, see attached. Smooth-scrolling 4 level grey in Axe would be very flickery when not in an aligned position (horizontally). Smooth-scrolling in 3 level is definitely more feasible and could possibly work for this project.
In the screen shot in case you can't tell prgmTILEMAP3 is 3-level grey and prgmTILEMAP2 is 4-level grey.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

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Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline mapar007

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Re: The Legend of Zelda
« Reply #41 on: June 28, 2010, 03:15:48 pm »
I'd like to do the (ASM grayscale) coding for you, Zera, but I very probably won't have much time to spare this summer.

(+ my required 'knowledge update' on 4-level grayscale. I know how it works, but I've never implemented it, so speed-wise I'd run into trouble after a while)
« Last Edit: June 28, 2010, 03:16:24 pm by mapar007 »

Offline TIfanx1999

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Re: The Legend of Zelda
« Reply #42 on: June 28, 2010, 07:47:29 pm »
I think the grayscale version looks excellent. However, I don't think this converted to balck and white very well.

Offline Zera

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Re: The Legend of Zelda
« Reply #43 on: June 28, 2010, 08:16:12 pm »
Yeah. I would probably want to stick to grayscale. Even one gray would probably be fine.

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #44 on: June 28, 2010, 11:09:38 pm »
if scrolling was tile by tile (every 8 pixels), it would most likely look pretty good even in 4 lv. One issue is that when tiles are not aligned on the screen horizontally, they take longer to display.