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I have resumed my Legend of Zelda project. And, I have it mostly done, although the most daunting parts lie ahead. Any coders who have expertise in the areas I will list below and want to help me out with coding this...I would be happy.1. Greyscale texture sprite rendering system. Tiles are 8x8.2. Animated sprite rendering system (for the player and enemies). Tiles are 8x8, but should move 1 pixel at a time, and support all directions of movement, even diagonal.3. AI system.Other than that, the rest of the game is fully coded Although I do want to do one more thing...RLE encode the maps. I need, thus, a compression utility that I can use on computer to compress a string of bytes, as well as a z80 routine that will decompress it. I'm sure the later is lying around on these forums somewhere.
Quote from: ACagliano on April 20, 2012, 07:39:23 pmI have resumed my Legend of Zelda project. And, I have it mostly done, although the most daunting parts lie ahead. Any coders who have expertise in the areas I will list below and want to help me out with coding this...I would be happy.1. Greyscale texture sprite rendering system. Tiles are 8x8.2. Animated sprite rendering system (for the player and enemies). Tiles are 8x8, but should move 1 pixel at a time, and support all directions of movement, even diagonal.3. AI system.Other than that, the rest of the game is fully coded Although I do want to do one more thing...RLE encode the maps. I need, thus, a compression utility that I can use on computer to compress a string of bytes, as well as a z80 routine that will decompress it. I'm sure the later is lying around on these forums somewhere.A couple of questions:1. You're talking about greyscale for the background, right? Is it smooth-scrolling, or one-screen-at-a-time like in the very first zelda game?2. Are you absolutely sure you want RLE? Iambian and many other programmers recommend pucrunch. I can give you his on-computer compressor and on-calc decompressor--I use these with great success.
How hard would that be to implement? You would need to rotate the pixels? I don't have the foggiest how to do that.
Quote from: ACagliano on April 20, 2012, 09:03:53 pmHow hard would that be to implement? You would need to rotate the pixels? I don't have the foggiest how to do that. I don't think anything rotates. As far as I know it's just that the next screen slides in smoothly instead of jumping in, when your character reaches the edge of the screen.
I'd be happy to do a background engine of this type. I just need to figure out how to do grayscale without crystal timers. (Normally it's straight forward, but it would be nice to alow calibration if possible)EDIT: Later today, if I get the chance, I'll give you the pucrunch stuff and see what you think.