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Author Topic: Dev Team for Zelda - I need to put together a dev team to complete Zelda. Anyone interested?  (Read 879 times) Bookmark and Share
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Hot_Dog
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« Reply #15 on: 26 April, 2012, 22:26:42 »
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Cool, that would be helpful Cheesy And if you guys know exactly what arguments will be passed to the code, I have a novel idea for what to do Smiley All I have to do is make it chase the main character around, right? (that is what I had in mind for being able to do or help with). I could also potentially return collision detection info, as well.

What I know I will need as arguments passed are:
Size of the Enemy
Coordinates of the enemy
Size of the player
coordinates of the player

As for bullet code, I have no experience with that, really, but if it is only in 16 directions, I think I can handle that. What I would ideally like is:

A buffer for bullets (no clue what size)
A 768 byte scrap buffer

ACagliano, it's quite common for special Ti-83+ games to require user RAM.  Both Xeda and I need scrap RAM for our code, so maybe you should plan on Zelda requiring 2-3 KB of user RAM.  (B_CALL _InsertMem is perfect for this)
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