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Calculator Community => TI Calculators => ASM => Topic started by: ACagliano on September 05, 2011, 08:08:37 pm

Title: Zelda Assistance needed
Post by: ACagliano on September 05, 2011, 08:08:37 pm
I need help from assembly programmers on certain aspects of my Zelda project. Any members working on subroutines will receive full credit for their input. Here is what I need help on...

1.  Full AI for Zelda enemies. Zelda enemy classes have two attacks. (1): Moving toward and colliding with you for damage. and (2): Randomly attacking with their ranged elemental attack (only some enemy classes will do this). There are also two enemy classes that are invisible unless you have a certain item, but should function in AI as normal. To anyone who wants to help with this, I can send more info.

2.  Ranged attacks controlled by player. Three items require this...hook/longshot and the bow.

3.  This is a request for conceptual help, and perhaps coding assistance. The issue with my maps is size. I was going to have an extraction system where I create an appvar with all the map data, then archive the appvar, then extract only the needed map to RAM. The issue is this...during extraction, I will not have enough RAM to copy all the map data to the appvar. The map data is too big. Do I have any other options? I was thinking about creating a group or making several appvars.
Title: Re: Zelda Assistance needed
Post by: Hot_Dog on September 06, 2011, 11:22:36 pm

3.  This is a request for conceptual help, and perhaps coding assistance. The issue with my maps is size. I was going to have an extraction system where I create an appvar with all the map data, then archive the appvar, then extract only the needed map to RAM. The issue is this...during extraction, I will not have enough RAM to copy all the map data to the appvar. The map data is too big. Do I have any other options? I was thinking about creating a group or making several appvars.

I can give you code/information for pucrunch if you'd like.  It's a mighty fine compression utility that I'm using for my current project.  You can archive your compressed levels and then decompress to RAM.  Btw, credit for this would go to Runer112 and especially Iambian.
Title: Re: Zelda Assistance needed
Post by: Binder News on September 06, 2011, 11:41:58 pm
I'd be willing to take a crack at some AI coding. Take a look at The Silencer. http://ourl.ca/8472
I know the AI was really buggy, but it was a MUCH more complex AI.
Title: Re: Zelda Assistance needed
Post by: ACagliano on September 07, 2011, 08:52:20 am
I'd be willing to take a crack at some AI coding. Take a look at The Silencer. http://ourl.ca/8472
I know the AI was really buggy, but it was a MUCH more complex AI.

This is a z80 project. Can you code z80?
Title: Re: Zelda Assistance needed
Post by: Binder News on September 07, 2011, 10:33:25 pm
Sure. I'm not amazing at it, but I can get by. I did a remake of Hexpic (the program included with Axe) in ASM.
Title: Re: Zelda Assistance needed
Post by: ACagliano on September 08, 2011, 09:30:52 am
Sure. I'm not amazing at it, but I can get by. I did a remake of Hexpic (the program included with Axe) in ASM.

Ok, welcome to the AI team. What is ur email address? I'll send you all the data I have thus far on the AI. And, anyone else wanna help?