Omnimaga: The Coders Of Tomorrow
Welcome, Guest. Please login or register.
 
Omnimaga: The Coders Of Tomorrow
25 May, 2013, 10:46:16 *
Welcome, Guest. Please login or register.

Login with username, password and session length
 
   home   news downloads projects tutorials misc forums rules new posts irc about Login Register  
+-OmnomIRC

You must Register, be logged in and have at least 40 posts to use this shout-box! If it still doesn't show up afterward, it might be that OmnomIRC is disabled for your group or under maintenance.

Note: You can also use an IRC client like mIRC, X-Chat or Mibbit to connect to an EFnet server and #omnimaga.

Poll
Question: How many App Pages would be OK for this game?
I can live with 3 - 27 (75%)
2 preferably, but 3 if absolutely necessary - 5 (13.9%)
no more than 2 - 4 (11.1%)
Total Voters: 36

Pages: [1] 2 3 4   Go Down
  Print  
Author Topic: Zelda resumed and almost done...a bit of help needed -  (Read 1506 times) Bookmark and Share
0 Members and 1 Guest are viewing this topic.
ACagliano
LV8 Addict (Next: 1000)
********
Offline Offline

Last Login: 14 May, 2013, 13:02:38
Date Registered: 03 July, 2009, 01:06:06
Posts: 764


Topic starter
Total Post Ratings: +29

View Profile WWW
« on: 21 April, 2012, 01:39:23 »
+1

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 Wink

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.
Logged

-ACagliano
TI-Basic software developer

My Website


Current Projects
----------------------------
1. Legend of Zelda "Revenge of Ganon"
        -maps: 100%
        -graphics engine: 20% (sprites)
        -AI engine: 0%
        -event scripts: 60% (text left)
        -walking engine: 100%
        -miscellaneous: 40%
  -total progress:  54%

DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
Editor
LV15 Omnimagician (Next: --)
*
Offline Offline

Gender: Male
Last Login: Today at 08:39:50
Date Registered: 25 August, 2008, 07:00:21
Location: Québec (Canada)
Posts: 50235


Total Post Ratings: +2615

View Profile WWW
« Reply #1 on: 21 April, 2012, 02:35:32 »
0

Almost done? shocked

Glad to see you still worked on it and are still around the community. I can't help personally, but I wish you good luck. Smiley

To me for a calc RPG, as long as it is under 18 pages I am fine (above that I get connectivity problems often). It's Zelda, after all, so large size is to be expected if anyone wants a good Zelda clone.
Logged

Retired 83+ coder, Omnimaga/TIMGUL founder. Now doing power metal music (formerly did electronica)

Follow me on Bandcamp|Facebook|Reverbnation|Youtube|Twitter|Myspace
Hot_Dog
If you can't find a cat, look for its tail.
Support Staff
LV11 Super Veteran (Next: 3000)
*
Offline Offline

Gender: Male
Last Login: 21 May, 2013, 21:08:05
Date Registered: 28 December, 2009, 18:47:54
Location: Midland, Washington
Posts: 2940


Total Post Ratings: +428

View Profile
« Reply #2 on: 21 April, 2012, 02:36:17 »
0

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 Wink

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.
Logged

There are people who can speak two languages, and they are called bilingual.  There are people who speak three languages and are therefore trilingual.  Then there are people who speak one language, and these people are called Americans.

ACagliano
LV8 Addict (Next: 1000)
********
Offline Offline

Last Login: 14 May, 2013, 13:02:38
Date Registered: 03 July, 2009, 01:06:06
Posts: 764


Topic starter
Total Post Ratings: +29

View Profile WWW
« Reply #3 on: 21 April, 2012, 02:45:26 »
0

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 Wink

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.

1. I'm going with Screen by screen rendering. You move off screen, the next screen over is rendered.

2. I can go with Pucrunch just as well. As long as I can get a good compression ratio.
Logged

-ACagliano
TI-Basic software developer

My Website


Current Projects
----------------------------
1. Legend of Zelda "Revenge of Ganon"
        -maps: 100%
        -graphics engine: 20% (sprites)
        -AI engine: 0%
        -event scripts: 60% (text left)
        -walking engine: 100%
        -miscellaneous: 40%
  -total progress:  54%

DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
Editor
LV15 Omnimagician (Next: --)
*
Offline Offline

Gender: Male
Last Login: Today at 08:39:50
Date Registered: 25 August, 2008, 07:00:21
Location: Québec (Canada)
Posts: 50235


Total Post Ratings: +2615

View Profile WWW
« Reply #4 on: 21 April, 2012, 02:58:15 »
0

Will you have the screen to screen scrolling animation like in all old Zelda games and the calc Dark Link Quest?
Logged

Retired 83+ coder, Omnimaga/TIMGUL founder. Now doing power metal music (formerly did electronica)

Follow me on Bandcamp|Facebook|Reverbnation|Youtube|Twitter|Myspace
ACagliano
LV8 Addict (Next: 1000)
********
Offline Offline

Last Login: 14 May, 2013, 13:02:38
Date Registered: 03 July, 2009, 01:06:06
Posts: 764


Topic starter
Total Post Ratings: +29

View Profile WWW
« Reply #5 on: 21 April, 2012, 03:03:53 »
0

How hard would that be to implement? You would need to rotate the pixels? I don't have the foggiest how to do that.
Logged

-ACagliano
TI-Basic software developer

My Website


Current Projects
----------------------------
1. Legend of Zelda "Revenge of Ganon"
        -maps: 100%
        -graphics engine: 20% (sprites)
        -AI engine: 0%
        -event scripts: 60% (text left)
        -walking engine: 100%
        -miscellaneous: 40%
  -total progress:  54%

Deep Thought
So much to do, so much time, so little motivation
Administrator
LV13 Extreme Addict (Next: 9001)
*
Offline Offline

Gender: Male
Last Login: Today at 01:40:03
Date Registered: 19 May, 2009, 08:00:00
Location: The Universe
Posts: 7813


Total Post Ratings: +706

View Profile WWW
« Reply #6 on: 21 April, 2012, 03:13:15 »
0

How 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.
« Last Edit: 21 April, 2012, 03:13:29 by Deep Thought » Logged




ACagliano
LV8 Addict (Next: 1000)
********
Offline Offline

Last Login: 14 May, 2013, 13:02:38
Date Registered: 03 July, 2009, 01:06:06
Posts: 764


Topic starter
Total Post Ratings: +29

View Profile WWW
« Reply #7 on: 21 April, 2012, 03:15:17 »
0

How 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 meant shift. You would need to shift in the pixels one at a time.
Logged

-ACagliano
TI-Basic software developer

My Website


Current Projects
----------------------------
1. Legend of Zelda "Revenge of Ganon"
        -maps: 100%
        -graphics engine: 20% (sprites)
        -AI engine: 0%
        -event scripts: 60% (text left)
        -walking engine: 100%
        -miscellaneous: 40%
  -total progress:  54%

Runer112
Anti-Riot Squad
LV10 31337 u53r (Next: 2000)
*
Offline Offline

Gender: Male
Last Login: Today at 07:49:03
Date Registered: 02 July, 2009, 06:38:05
Posts: 1680


Total Post Ratings: +493

View Profile
« Reply #8 on: 21 April, 2012, 03:22:15 »
0

Actually, I believe Link's Awakening shifted 8 pixels at a time when transitioning between screens. You can shift 8 pixels easily, as the shifting works out to even bytes. Although technically, since you have half the screen size, you would want to only shift 4 pixels per frame. This is easily done vertically of course, and although horizontal shifting is more difficult, you can actually shift horizontally by 4 pixels quite well with the rld and rrd instructions.
« Last Edit: 21 April, 2012, 03:23:22 by Runer112 » Logged
DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
Editor
LV15 Omnimagician (Next: --)
*
Offline Offline

Gender: Male
Last Login: Today at 08:39:50
Date Registered: 25 August, 2008, 07:00:21
Location: Québec (Canada)
Posts: 50235


Total Post Ratings: +2615

View Profile WWW
« Reply #9 on: 21 April, 2012, 05:24:37 »
0

It shifted one at a time, but the other calc Zelda clones that had shifting did it entire tiles at a time. If you play Zelda by Void Productions it shifts by 12 pixel chunks. Basically you shift a few pixels away, then draw the first column of tiles from the next map, then repeat with each other columns, or rows if it shifts vertically.
Logged

Retired 83+ coder, Omnimaga/TIMGUL founder. Now doing power metal music (formerly did electronica)

Follow me on Bandcamp|Facebook|Reverbnation|Youtube|Twitter|Myspace
Runer112
Anti-Riot Squad
LV10 31337 u53r (Next: 2000)
*
Offline Offline

Gender: Male
Last Login: Today at 07:49:03
Date Registered: 02 July, 2009, 06:38:05
Posts: 1680


Total Post Ratings: +493

View Profile
« Reply #10 on: 21 April, 2012, 05:48:05 »
0

I lied, Link's Awakening shifts 4 pixels at a time, not 8. But it doesn't really matter what amount he shifts by in the end as long as the transition isn't too fast or too slow.
Logged
ACagliano
LV8 Addict (Next: 1000)
********
Offline Offline

Last Login: 14 May, 2013, 13:02:38
Date Registered: 03 July, 2009, 01:06:06
Posts: 764


Topic starter
Total Post Ratings: +29

View Profile WWW
« Reply #11 on: 21 April, 2012, 15:45:48 »
0

Well, doing this is beyond my skill level. If another coder offers to help, then sure.
Logged

-ACagliano
TI-Basic software developer

My Website


Current Projects
----------------------------
1. Legend of Zelda "Revenge of Ganon"
        -maps: 100%
        -graphics engine: 20% (sprites)
        -AI engine: 0%
        -event scripts: 60% (text left)
        -walking engine: 100%
        -miscellaneous: 40%
  -total progress:  54%

Hot_Dog
If you can't find a cat, look for its tail.
Support Staff
LV11 Super Veteran (Next: 3000)
*
Offline Offline

Gender: Male
Last Login: 21 May, 2013, 21:08:05
Date Registered: 28 December, 2009, 18:47:54
Location: Midland, Washington
Posts: 2940


Total Post Ratings: +428

View Profile
« Reply #12 on: 21 April, 2012, 16:24:17 »
0

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.
« Last Edit: 21 April, 2012, 16:25:01 by Hot_Dog » Logged

There are people who can speak two languages, and they are called bilingual.  There are people who speak three languages and are therefore trilingual.  Then there are people who speak one language, and these people are called Americans.

ACagliano
LV8 Addict (Next: 1000)
********
Offline Offline

Last Login: 14 May, 2013, 13:02:38
Date Registered: 03 July, 2009, 01:06:06
Posts: 764


Topic starter
Total Post Ratings: +29

View Profile WWW
« Reply #13 on: 21 April, 2012, 16:32:55 »
0

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.

Thanks and thanks.

Note: I'm not trying to just not do this myself. I know from experience that I learn better from seeing how others do things, especially of this nature, rather than keep failing myself (at which point I just give up). Not to mention that I want to expedite the release process, since I've been promising this for months.
Logged

-ACagliano
TI-Basic software developer

My Website


Current Projects
----------------------------
1. Legend of Zelda "Revenge of Ganon"
        -maps: 100%
        -graphics engine: 20% (sprites)
        -AI engine: 0%
        -event scripts: 60% (text left)
        -walking engine: 100%
        -miscellaneous: 40%
  -total progress:  54%

Xeda112358
Xombie. I am it.
Coder Of Tomorrow
LV12 Extreme Poster (Next: 5000)
*
Offline Offline

Last Login: 23 May, 2013, 22:01:23
Date Registered: 31 October, 2010, 08:46:36
Location: Land of Little Cubes and Tea, NY
Posts: 3760


Total Post Ratings: +610

View Profile
« Reply #14 on: 21 April, 2012, 16:59:19 »
0

hehe, just wanted to link here:
http://www.omnimaga.org/index.php?topic=1598.msg236718#msg236718
That is the shifting code in question Azn

EDIT: For horizontal shifting by 4 pixels, anyways. I feel rather proud of myself for that >.>
« Last Edit: 21 April, 2012, 17:00:41 by Xeda112358 » Logged



Grammer Download (2.29.04.12)
Latest update (possibly incomplete)
My pastebin
Spoiler for FileSyst:
FileSyst is an application that provides a folder and filesystem for the TI-83+/84+ calculators. It is designed to be easy to access and use in BASIC, and it can be used to access game files and save data, or to create a command prompt, among other things:

Spoiler for Graphiti:
This is a graph explorer for graph theory. It will require lots of work to finish. Currently you can:
Add/delete vertices
Add edges (direction not shown, but they are directed)
Arrange vertices in a circle (in the future, you will be able to define levels of rings and the number of nodes in each)
Create complete graphs quickly

Plans:
Add adjacency matrix viewer
Deleting edges
Multiple graphs support
Arrows for directed graphs
Planarity testing
Matrix operations
Weighted edges
Chromatic polynomials
Chromatic numbers

Spoiler for Stats:

Samocal             [o---------]
Virtual Processor   [o---------]
EnG                 [oo--------]
Grammer             [ooo-------]
AsmComp             [ooo-------]
Partex              [oooo------]
BatLib              [oooooooo--]
Grammer82           [----------]
Grammer68000        [----------]


Pseudonyms:  Zeda, Xeda, Thunderbolt
Languages:   English, français
Programming: z80 Assmebly
             Grammer
             TI-BASIC (83/84/+/SE, 89/89t/92)
Known For:   -Creator of the Grammer programming language
              (Winning program of zContest2011)
             -BatLib- One of the most feature packed libraries for BASIC programmers available
              with over 100 functions and a simple programming language
             -Learning to program z80 in hexadecimal before using an assembler (no computer was
              available!)
╔═╦╗░╠═╬╣▒║ ║║▓╚═╩╝█


Pages: [1] 2 3 4   Go Up
  Print  
 
Jump to:  

Powered by EzPortal
Powered by MySQL Powered by SMF 1.1.18 | SMF © 2013, Simple Machines Powered by PHP
Page created in 0.293 seconds with 33 queries.
Skin by DJ Omnimaga edited from SMF default theme with the help of tr1p1ea.
All programs, games and songs avaliable on this website are property of their respective owners.
Best viewed in Opera, Firefox, Chrome and Safari with a resolution of 1024x768 or above.