Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI Z80
»
The Legend of Zelda
« previous
next »
Print
Pages:
1
2
[
3
]
4
5
...
11
Go Down
Author
Topic: The Legend of Zelda (Read 37666 times)
0 Members and 1 Guest are viewing this topic.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: The Legend of Zelda
«
Reply #30 on:
May 03, 2010, 04:29:13 am »
interesting
I can't imagine how I could work with that on calc, though
altough Illusiat 1, 2, 3, 4 and 8 rooms were formed in a rather funky way too.
Logged
Zera
LV8
Addict (Next: 1000)
Posts: 737
Rating: +82/-7
Monochrome Artisan
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)
Logged
+1/-0 karm for this message
mapar007
LV7
Elite (Next: 700)
Posts: 550
Rating: +28/-5
The Great Mata Mata
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)
Logged
ztrumpet
The Rarely Active One
CoT Emeritus
LV13
Extreme Addict (Next: 9001)
Posts: 5712
Rating: +364/-4
If you see this, send me a PM. Just for fun.
Re: The Legend of Zelda
«
Reply #33 on:
June 25, 2010, 05:06:42 pm »
That's neat. This will make a great project!
Logged
If I'm wrong, please correct me!
Unfinished Projects:
Elmgon
14%
Basic
Movement Demo
Homescreen Game Pack
80%
Basic
Latest Release
Cube Droid Saves the Galaxy
65%
Axe
Demo
Detonate
70%
Axe
Completed Projects:
Exodus
|
Midnight
|
Drifter
|
Axe Snake
|
Jump!
|
Factory Theta
|
Spider
|
Plot Drop
|
Papi Jump
|
Numb3rs
|
Nibbler
|
Boost
|
Duel Tile Map Editor
|
Homescreen Map Editor
|
Key Group Check
|
Oasis
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: The Legend of Zelda
«
Reply #34 on:
June 25, 2010, 06:37:49 pm »
wow looks nice
It would be nice if someone could work on such project.
Logged
Zera
LV8
Addict (Next: 1000)
Posts: 737
Rating: +82/-7
Monochrome Artisan
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.
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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
Logged
Hot_Dog
CoT Emeritus
LV12
Extreme Poster (Next: 5000)
Posts: 3006
Rating: +445/-10
Re: The Legend of Zelda
«
Reply #37 on:
June 28, 2010, 11:13:03 am »
Awesome job so far!
Logged
Zera
LV8
Addict (Next: 1000)
Posts: 737
Rating: +82/-7
Monochrome Artisan
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?
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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.
Logged
FinaleTI
Believe in the pony that believes in you!
CoT Emeritus
LV10
31337 u53r (Next: 2000)
Posts: 1830
Rating: +121/-2
Believe in the pony that believes in you!
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.
Logged
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.
Spoiler
For
Nostalgia Origins: Sky's Story
:
Prequel to Nostalgia. On hold, especially while the story is re-worked.
mapar007
LV7
Elite (Next: 700)
Posts: 550
Rating: +28/-5
The Great Mata Mata
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
»
Logged
TIfanx1999
ಠ_ಠ ( ͡° ͜ʖ ͡°)
CoT Emeritus
LV13
Extreme Addict (Next: 9001)
Posts: 6173
Rating: +191/-9
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.
Logged
Zera
LV8
Addict (Next: 1000)
Posts: 737
Rating: +82/-7
Monochrome Artisan
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.
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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.
Logged
Print
Pages:
1
2
[
3
]
4
5
...
11
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI Z80
»
The Legend of Zelda