Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => Topic started by: necro on January 21, 2006, 12:58:00 pm

Title: Map Manager
Post by: necro on January 21, 2006, 12:58:00 pm
So, I figured out a more effecient and managable way to do maps...it works like this

All maps (loadable matrices) fall onto a grid, your map is changed ,depending on the direction you move to go off screen. the Map number is changed based upon the total # of maps and all...and that your X and Ys corrospond to the X and Ys you previosly had.  In the case a map isn't used, it won't take any space as it won't have to be stored...but you will have to line up the Xs and Ys (don't worry, that shouldn't be to hard to do) and each program will hold a certain set of maps verticaly and horizontaly.  This program should work realy well, I hope to get it FINISHED very soon.

Question: what is your top priotity for me right now?  I did this first as it seemed very important as far as orginising and keeping this project from falling part down the road...but if you need me to get something else done please list them in order of priority.
Title: Map Manager
Post by: dragon__lance on January 21, 2006, 02:34:00 pm
sweet! grreat job necro :thumb:google.gif i think i understand wat u mean, but maybe a better explanation.
*sighs: i guess this project is starting to lag...would u mind if i take over the plot summary, i wrote some stuff up, based on our early notes about Vaitti and the triforce. And as for intro, i'm kinda still waiting for that. List of priorities for you:

-maybe finish intro?(i could make one just based off of the graphics u posted of Vaitti, it'd be 16*16  and not close up. Just so u know, the graphics of Vaitti look really good just still, but when u make them walk, they look odd.)
-some various people sprites that we'll have in the game, EX: Saria, Gorons, Zoras, basically people that can join ur party.
-map manager
-battle system, it seems like u don't have a lot of time right now, so if u need too, once i get done with majority of Hyrule, i can start working on battlesystem.
-maps of Nightmare world, i think itd be best if we divide up the maps, i'll make real world, and itd be cool if u could make dream world, of course, we'll have to coordinate the 2 to match.
-dungeon help, last thing we work on?

all in all, i feel kinda tired from programming, and i'll try my very best to finish this project up. but it might be my last. I hope this project can show the power of joint partnership >D
Title: Map Manager
Post by: necro on January 21, 2006, 03:27:00 pm
I can mod vaatii...but irregardless, I will get the intro done.  It will be done right after the map system.  I think the battle engine is the last thing to do as we need to know what will work.  A story seems less important than the map and dungeons...but I realy think that dungeons and puzles are the MOST important part of the game.  Also, I am not sure if possibly removing the team aspect of the battles would help more than hurt as it would alow for a lot more enemies and equipment and stuff.  I have dabbled in it, and will try and get a few simple ones together.

Map Manager
Intro
simple battle engine testing
other priorities decided after that point
Title: Map Manager
Post by: dragon__lance on January 23, 2006, 02:37:00 pm
sound good!! as for intro, ur still planning on doing wat we discussed before right? my version i posted in the plot forum...then now should i just start actual coding of game, like where Link wakes up in Saria's house after the nightmare, (i forgot to mention if the whole intro thing can be kinda Links nightmare, and then he awakes from it and comes out of his coma)? my plan-

-After Intro, some talk between Link and Saria, Saria joins party
-see village elder for advice, he tell u to visit Great Deku Tree
-At Great Deku Tree, wants u to go vanquish some things inside it, (first dungeon), also tutorial dungeon
-once u do, Great Deku Tree tells u about triforce and unbalance, saids go find Impa at Hyrule Kingdom

thats about all, should i start coding?
also, for dungeons, i think we should start narrowing down a little, 8 might be a little too much just for a calc game, maybe 6?
Title: Map Manager
Post by: necro on January 23, 2006, 04:42:00 pm
Well, that'll work for now...but try to keep the maps equal in dimentions for the area in which they are connected.  Eg: if Deku Town is 16 high and joins Deku Woods on the right side, make Deku woods also 16 high so that the map manager can pass the y location along when loading the map, and if it were 20 wide and joining to the north then you'd make the woods the same width  (one of the 'features' of the map manager is just that, no look up tables or anything to get your cordinates)

So:
[MP][MP] Heights need to be the same, widths don't

[MP] widths need to be the same, hieghts don't
[MP]
Title: Map Manager
Post by: dragon__lance on January 24, 2006, 02:57:00 pm
k, then i gotta start planning :)smile.gif i'm thinking that instead of making DekuTree a dungeon in realworld, the dead deku tree is dungeon in dream world, and we might have to take out Wind Shrine, depending on space. As for memory issues, do u realize the amount of space pics take up? i propose that we split the game into 3 sections, u can return to dungeons any time, its just the pics for cutscenes and such are different.
For our intro,(and all cutscenes), could u possibly design a text decoder that also allows animation. I already sent u the text decoder i have, it works fairly well. wat i mean is the people are animated as their mouths move, kinda like in Dyfunctions BSG latest SS. Thatd be really cool, but maybe a waste of mem, but still....(all u need to do is add in some interrupts)  
Title: Map Manager
Post by: necro on January 24, 2006, 03:19:00 pm
Dead deku tree IS the wind shrine...basicaly, same dungeon but with holes in the walls and areas that extend into the clouds and stuff, and wind based challanges.  I probably could make something like that...but it should be a low priority compared to all of the other stuff.  I am trying to figure out some xlib problems at the moment, untill I can get the archive functions up and running I can't finish the mapper.  If you want to know how it works:

prgmZLDMPMNG
:"D is maps per vertical line
:"C is maps per horizontal line
:A0+(K=24)-(K=26)->A
:B0+(K=25)-(K=34)->A
:M+A->M
:(M/C+B)
:B->M
:"Next part of the program is broken (archive copying is hosed), but it takes M and loads a Program Depending on its X and Y cords in the map grid and then sets the Xs and Ys
Title: Map Manager
Post by: dragon__lance on January 25, 2006, 01:15:00 pm
k, i think i understand wat ur geting at. I guess ill wait until ur finished with it though. When u have some freetime, could u please make some 16*24 sprites or 24*32 versions of Link and all main characters in all 8 directions. I figure this could be really useful in making cutscenes :)smile.gif
Title: Map Manager
Post by: necro on January 25, 2006, 03:25:00 pm
well, xlib is finished...debugging and thouroughly checking the map loader (works, but it has some occasional weirdness I am trying to find)
Title: Map Manager
Post by: dragon__lance on January 26, 2006, 03:03:00 pm
sweet!! a copy.... :Dbiggrin.gif
Title: Map Manager
Post by: necro on January 31, 2006, 12:00:00 pm
well...I could give you the map loader by itself (there was an error in the way I used the stings, "123...890" instead of "0123...789" and I forgot to truncate properly)...as I haven't finished the position shifter yet...though I am not sure how much it'd help...I hope to finish the shifter soon
Title: Map Manager
Post by: necro on February 01, 2006, 04:54:00 pm
Untested...but here is the 'finished program'
Zelda Map Loader Beta

"E is maps per horizontal line, M is Map Var
"Code to Change your Map
(K=3)-(K=2->C
(K=1)-(K=4->D
M+C->M
E(M/E+D->M
M/E->C
"find which map, set it in
Title: Map Manager
Post by: dragon__lance on February 02, 2006, 02:10:00 pm
sweet i'll test it!!! i don't have much time to program at the moment,schools catching up to me :(sad.gif i HAVE TO FINNISH this project though, so dont worry...as for current work, remodifying everything to final game status, reworked Deku Village, completely changed, Almost done with Deku Forest. as for this program, could u give me some examples of how to use it?
Title: Map Manager
Post by: necro on February 02, 2006, 04:24:00 pm
Well, first write down all your maps and in order of how they line up side by side. Like:
c1-->
CODE
ec1
Town :Dngn :Mntn:-N/A-:Town :Forst :Dngn
Beach:Feilds:Feild:-N/A-:Forst:Dngn:-N/A-
Dunes:Feilds:Town :Feilds:Mntn :Caves:-N/A-
Town :-N/A-:Dngn:-N/A-:-N/A-:Town :-N/A-
Dngn :-N/A-:Feild:-N/A-:Woods:-N/A-:-N/A-
-N/A-:Dngn :Forst :Town :Lake :Town :Dngn
c2
ec2
where each [] has a map in it and the linking sides are of equal width or hieght (based on direction to aproach), and say each set program contains 6 maps (eg. Town:Dngn:Mntn:-N/A-:Town:Forst:Dngn)
then youd make variable E equal to 6, and it would open the aproriate map collection for the direction you moved.  In that map collection program, you'd use "if M=1:then[A]end, if 2...if 6:then[A]end, return" and as such load matrix data for getting that map, and it would then set all location vars and return to the game.

+) So...maps stored into programs
+) maps per pgroram stored into E
+) must keep maps the same size for each side that touches another map and it should be able to do the rest.
+) All map data is stored to be called by if M:then:end inside the programs
Title: Map Manager
Post by: DJ Omnimaga on February 03, 2006, 02:23:00 am
^^
Title: Map Manager
Post by: dragon__lance on February 03, 2006, 12:41:00 pm
looks good, but a simple problem. Hyrule fields basically connect all the maps, and multiple maps lead off of each side, so that may lead to a problem. A solution i came up with was to have mapvar M, be the int part stores X locaation and the fractional part stores y location. At the element in the matrix where the Link walks off of, there will be an added .0XY where X is added to X and Y is added to Y. This could help allow diagonal and multiple map entrances as well as maps of any size. wat do u think?
Title: Map Manager
Post by: necro on February 03, 2006, 07:58:00 pm
but you can't move diagonaly, so diagonal maps would never be used, hyrule feilds would proably be multiple maps to encompass everything needed (and would likely be one of the larges areas of the game just like OOT) but it is not the hub to everything.  Hylia Lake is off of Goron Mountain, cuscost and lon lno are before the falls area, etc.  

Also, the maps don't have to be the same dimensions as long as the line up map map, are overlap where you want to connect maps
Title: Map Manager
Post by: dragon__lance on February 05, 2006, 06:40:00 am
i c, well if u could, should we make a finalized form of all maps of the real world. that way, each map will have its number and it should be easier. out of curiosity, is ur method really the best way to do it, wat if we used a number M, with the Xmap being the integer and Ymap being the fraction. That to me seems easier...



Edit: i just had some ideas for intro and all cutscenes, i think itd be really cool if we do them in asm, as long as u could draw the pics, i could make a prgm in Asm(well u could too) and convert it. Kinda like wat Dys and Patori are doing for Aura. (did u read my post about drawing some close ups of the main chars in 24*48. that way i could help make some cutscenes too. as for right now, i'm gonna go back and comment all my code and resend u a finalized version of the overall game layout.
Title: Map Manager
Post by: necro on February 05, 2006, 07:46:00 am
well, I need to know how we are handling events (like talking to people, opening chests, or perhaps a permenant event like a dungeon being opened or a master defeated) to know exactly how we will set up the maps, and we shouldn't make the maps to large or else we might have problems.

Please resend the newer map system with the teleporting door additions so I can see what I can do.

As far as chars...which chars do you want specificaly?
Title: Map Manager
Post by: dragon__lance on February 05, 2006, 01:26:00 pm
Link, Saria, Gannon, Vaitti, etc...
Title: Map Manager
Post by: necro on February 14, 2006, 12:50:00 pm
Oh, did the MM work?  If so, we could use it in the Group Project to.

Also, hope to get the time to work on em soon.
Title: Map Manager
Post by: dragon__lance on February 21, 2006, 04:58:00 pm
eh sorry...i just am not in the mood for programming, i didn't realize it'd be this hard...not that i'm giving up, just saying that we might have to take a little break. As for door system and insides of houses, i've decided to revert back to origional system, it just isn't worth it doing wat u suggested, it is an extreme pain to make the maps...anywho, i also complleted a snake game in my free time, but dont feel like releasing it and also fully commented some zelda code, but same feeling...maybe i'll get back into programming soon...
Title: Map Manager
Post by: necro on February 22, 2006, 05:17:00 pm
Well, I think we realy just need to restructure our code.  Right now it all jerrymandered all over the place, we need to conciley manage how everything runs and plan all of the tile types we need.  Also, it might not be a bad idea to take this game and make a simpler game based off of it to help move things along.  If you wouldn't mind taking it and removing all the doors and npc and everything and try and just focus on making a simple adventure game like quest quest, itd probably help us get this program going strong again.

As far as the snake game goes, Id love to see it.  I always enjoy reading new code and you could always try and make a more advanced game out of it (like simple moving enemies and scrolling levels and such).
Title: Map Manager
Post by: dragon__lance on February 23, 2006, 12:44:00 pm
very true, i'm  not an incompetant programmer you know, pretty advanced, but the main problem is i have absolutely no time right now. like super busy with school, extracurricual ativities, and such. that's the main reason for my absense lately. the snake game was actually made like 6 months ago, i just dug it out and optimissed it. i'll post it asap. :)smile.gif
for now, i'm gonna try to do my best to get it going again, wouold u mind also making a few maps, all you gotta do is just make a bitmap out of it, easily converted to calc...
Title: Map Manager
Post by: necro on February 23, 2006, 12:56:00 pm
well, I'd like to make a faster way to prgram these and all...I'll bug a few people.

also, I'd realy like to tie up some loose endes on other things before we try and tackle this again.  IOW, lets put this on hold for just a bit while I see if I can get more time and rescources to work on this.
Title: Map Manager
Post by: dragon__lance on February 24, 2006, 05:12:00 pm
okay, i've always kinda been taking a break, actually right now, i feel motivated to program again, so expect something, thenagain don;t...hope ur loose ends get tied...
Title: Map Manager
Post by: necro on February 24, 2006, 05:17:00 pm
well, kerm martian said he would try and make a map manager in php and all, so cross your fingers.  He did do all that stuff for opti-ti group project.
Title: Map Manager
Post by: dragon__lance on February 25, 2006, 04:03:00 pm
cool, today i actually did a lot of work!! :)smile.gif I tested ur mapmanager prgm, it seems to work fine moving horizontally between maps, but some errors moving vertically, so i decided to rewrite it and modify it to suit my needs. I also started working on nthe whole sceme of tihngs, basically my plan is the intro sequence is Links nightmare, and he wakes up from coma in Saria's house, then the game progresses from there. As for cutscenes, i've decided that easiest would probably just to use 16*16 sprites...
Title: Map Manager
Post by: necro on February 25, 2006, 04:50:00 pm
we should hold off on cut scenes and all untill last.  Its importance is small, if the game works well then even if we had to just have the text screen explain what happened it would still be an impressive game.  Could you please post the modded Map Manager's code.  Also, I am realy sorry I don't have time to work on the game atm.  I should have more time soon.
Title: Map Manager
Post by: dragon__lance on February 26, 2006, 09:25:00 am
i'll get it up as soon as possible, so far, everything works all right. I completely change DekuVillage and am finalizng it with npc's and all. What's cool is i'm getting help with making maps from this one kid at school, he's totally obssesed with zelda and is willing to help.