Omnimaga: The Coders Of Tomorrow
Welcome, Guest. Please login or register.
 
Omnimaga: The Coders Of Tomorrow
20 June, 2013, 02:24:03 *
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.

Pages: [1] 2 3 4   Go Down
  Print  
Author Topic: Zelda News -  (Read 2864 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: 25 January, 2011, 20:53:30 »
0

I am hard at work on my Zelda game. I need some help from u guys, tho. I need a routine for the calc that can convert data into RLE. And I need another routine that converts RLE back into standard data formatting. Those, while preferred in Axe, can be written in inline assembly as well. I tried to do one myself, but it failed. I'll try to post it when I can. The last request, is simply for some assistance, collaboration, on Zelda's AI routines.


In other news:

I just taped together four pieces of graph paper, to prepare to draw out the final, official version of the Legend of Zelda "Ganon's Rage" world map. There will be the main quest (the dungeons, fighting Ganon), and three side quests (the first one you kind of have to do, unless you want to go through most of the game without a sword). The second two give you, respectively, the hookshot and the longshot, which can be used to access dungeons as opposed to using magic power to cross lakes or lava.

Also in this game is the smart-save feature. When you first unpack the map file from the RLE compressed appvar into the uncompressed appvar, a 2 or 4-byte checksum (whichever would be more sensitive) of the uncompressed map is saved. As you play the game and collect pieces off the map, obviously the values of the tiles change. When you exit the game, a new checksum is calculated. If it is different than the original checksum, the map is recompressed and overwrites the original appvar. If the checksum has not changed, the current map files are deleted, leaving only the compressed file, which, theoretically, should not have changed.
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: --)
*
Online Online

Gender: Male
Last Login: Today at 02:20:50
Date Registered: 25 August, 2008, 07:00:21
Location: Québec (Canada)
Posts: 50643


Total Post Ratings: +2640

View Profile WWW
« Reply #1 on: 25 January, 2011, 20:57:36 »
0

Hey welcome back ACagliano. I was worried you ditched calculators completely. I'm glad this is still alive. Are you planning to post pictures of the map as it progresses?

As for RLE, Nemo wrote a routine for that I think. You would need to check the Axe sub-forum for it or ask there or him directly.

As for the save, is it mostly to prevent cheating?
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 #2 on: 25 January, 2011, 21:00:26 »
0

Hello DJ. My activity usually goes down over breaks to some degree, so do not worry. The project is still alive, and I even made a banner, as you can see in my signature.

As for the save, no. A good hacker can find a way to cheat regardless of what I do. The checksum is there to expedite the process of quitting the game, only having the map be saved if something on the map has changed, and reverting to the original if nothing has changed. Thus, when u save, the map itself does not get saved unless it has changed since the last save in which the map was saved. Follow that?
« Last Edit: 25 January, 2011, 21:21:51 by ACagliano » 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: --)
*
Online Online

Gender: Male
Last Login: Today at 02:20:50
Date Registered: 25 August, 2008, 07:00:21
Location: Québec (Canada)
Posts: 50643


Total Post Ratings: +2640

View Profile WWW
« Reply #3 on: 27 January, 2011, 07:50:51 »
0

Ah ok I'M glad it's just due to the break. Is it due to limited internet access or more that other hobbies have higher priorities?

And thanks for clarifying about the Checksum. I think I understand, now. Cheesy
Logged

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

Follow me on Bandcamp|Facebook|Reverbnation|Youtube|Twitter|Myspace
Builderboy
Physics Guru
LV13 Extreme Addict (Next: 9001)
*************
Offline Offline

Gender: Male
Last Login: Yesterday at 08:32:53
Date Registered: 20 April, 2009, 00:28:53
Location: Ravenholm
Posts: 5645


Total Post Ratings: +589

View Profile
« Reply #4 on: 27 January, 2011, 08:03:32 »
0

So I have a question, the parts that you change, are they usually things like chests and buttons and doors?  Things that are usually one tile, or a series of unique tiles?
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 #5 on: 27 January, 2011, 19:43:11 »
0

When you collect a heart piece or an item off the map, like the hook/longshot or dungeon keys, the tile changes. Only one tile at a time will ever change.

There are no buttons in this game. There are, however, two types of keys and two types of doors: regular keys, and boss keys, regular doors and boss doors. While a regular key can open any regular door, the boss door can only be opened by the boss key. There are no chests. Items to collect are hidden, but are just on the ground. Every time you collect an item from the map, the tile value is overwritten with the value that represents dry ground, an empty space. When this happens, the map's checksum changes.
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%

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 #6 on: 28 January, 2011, 01:10:32 »
0

Sorry for the double post...

Can anyone help with artificial intellegence for Zelda. There are alot of specifications, as to what enemies can cross in order to reach the player. Some tiles must be moved around, not over. And the AI must be able to account for changing of the main character's position, and must have a bounceback (after the enemy attacks once, it bounces back to the open space right before the closest impassable block) (this also happens when your sword or hook/longshot attacks the enemy).

I believe someone else was going to help, but was stumped, so if anyone else can help me out with this, it would be great.

You will be credited as the AI engine author.
« Last Edit: 28 January, 2011, 01:15:04 by ACagliano » 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%

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: 28 January, 2011, 20:32:05 »
0

The main map is dooonne. Oh yeah. Heck yeah. About time. Oh and the Kakariko village rooms are done too. On to dungeons.
« Last Edit: 28 January, 2011, 20:32:27 by ACagliano » 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%

Ashbad
Guest
« Reply #8 on: 28 January, 2011, 20:42:21 »
0

Sounds great!  Is it possible for you to post any screenies right now, or is it in a state of testing?  Because I think this will really turn out cool, it's good to see another zelda-ish project out there besides trio and niko Cheesy
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 #9 on: 28 January, 2011, 20:43:29 »
0

It is not at a stage where i can post screenies, as a bunch of hex numbers without an engine to display them is pretty bad. lol.
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%

Ashbad
Guest
« Reply #10 on: 28 January, 2011, 20:45:04 »
0

yeah, I'd be fine seeing the hex numbers instead Cheesy  j/k Tongue Smiley

How is the engine going to be?  Will it be more traditional-zelda or will it be really revolutionary and be like Zelda II?
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: 28 January, 2011, 20:46:01 »
0

what is ur definition of revolutionary?
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%

Ashbad
Guest
« Reply #12 on: 28 January, 2011, 20:48:39 »
0

Well, things normal zelda games don't/didn't have, like zelda II, the only real sidescrolling zelda.  Or if it implements something new, like Magic spells, or extreme puzzles, or a non-triforce related story.

though, it doesn't have to be revolutionary to be great.  It could be just like the other zelda's too; which proved to be a winning formula.  I think the lowest rated zelda game ever was 8/10 which was that crappy spirit tracks one, which proves the classic style can work well Cheesy
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 #13 on: 28 January, 2011, 20:51:38 »
0

It is based on the classic story, but you dont get the triforce. You battle through dungeons, complete 3 mini-quests (if you want), then get back to the temple of time where you warp to the dark world and kick Ganon's sorry posterior section. There arent that many puzzles.
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%

Ashbad
Guest
« Reply #14 on: 28 January, 2011, 20:54:39 »
0

hmm, sounds interesting Smiley

I'm guessing then that the engine will be based on more of an action standpoint?  I always did like the action parts of zelda, at least you can't get frustrated at those for being unable to solve a puzzle Smiley

Looks like you already have many specs worked out, and that this game will be amazing when finished.  I wish you best of luck Cheesy
Logged
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 0.2 seconds with 31 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.