Author Topic: Zelda progress  (Read 15532 times)

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Offline DJ Omnimaga

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Zelda progress
« Reply #30 on: April 25, 2006, 02:09:00 am »
*xlibman
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Offline TsiJiang

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« Reply #31 on: April 25, 2006, 04:03:00 am »
Me TOO

:)smile.gif

Offline necro

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« Reply #32 on: April 26, 2006, 10:57:00 am »
Id love to see a demo
I'm like a woot burger with awesome fries


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shadow

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« Reply #33 on: April 26, 2006, 01:06:00 pm »
QuoteBegin-Tsijiang+Apr 25 2006, 10:03 AM-->
QUOTE (Tsijiang @ Apr 25 2006, 10:03 AM)
Me TOO

:)smile.gif

 ditto, can't wait

Dragon__lance

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« Reply #34 on: April 26, 2006, 01:14:00 pm »
a demo would be cool, but i'd rather wait for the final version and not let anything spoil this :D
Just tease us with screenies... :D

crzyrbl

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« Reply #35 on: April 26, 2006, 01:16:00 pm »
after fixing several bugs in the door/event detector, the first level has been completed.  All thats left to prgm is the boss and maybe one other well known Zelda enemy...

as for the other five lvls, i hv 2 pretty much planned out.

Offline kalan_vod

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« Reply #36 on: April 26, 2006, 02:15:00 pm »
Great, I am happy this is still alive! I wish to be tortured by sweet looking screenies soon!

Offline DJ Omnimaga

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« Reply #37 on: April 27, 2006, 01:03:00 am »
wow nice, feeel free to inspire yourself of Dark Link Quest bosses (if you ever got it to run)
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crzyrbl

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« Reply #38 on: April 28, 2006, 02:21:00 pm »
NEW ENEMY AI ADDED!
its the electric orb enemy i mentioned earlier. i prgmed it while watchin the daily show and the colbert report, so there may be a couple minor bugs.

the good:
it sucessfully clings to whatever is to the left of it and glides along the sides of the walls and objects.  like in other zelda games, if it is gliding on a pot and you destroy the pot, the orb will have nothin to cling to and travel in circles

the bad:
even though the code is pretty small, there is a noticable slow down.  in fact, areas with the orb slow down to the speed of a regular TI-83+.  i dont even want to know how slow it is on one of those...

in light of these shortcomings, their use will now be limited to the outside of boss rooms and will provide a guarenteed drop of a fairy to make boss fights more, um, consistent

Offline DJ Omnimaga

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« Reply #39 on: April 28, 2006, 02:31:00 pm »
hmm does it really run that slow, I would need to see myself. Maybe you could just use that enemy in a few areas, that would still be cool I think and not a big matter since the game in overall run pretty fast

keep up the good work on this game ^^
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Offline kalan_vod

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« Reply #40 on: April 28, 2006, 04:07:00 pm »
Great job! I hope you can make it faster for what you need it to be, but I am willing to take a hand in optimizing it if needed.

crzyrbl

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« Reply #41 on: April 29, 2006, 04:59:00 am »
QuoteBegin-kalan_vod+Apr 28 2006, 10:07 PM-->
QUOTE (kalan_vod @ Apr 28 2006, 10:07 PM)
Great job! I hope you can make it faster for what you need it to be, but I am willing to take a hand in optimizing it if needed.

you asked for it  :Ptongue.gif

first the puesdocode:

c1
-->
CODE
ec1if the space to its left is empty, turn left
if the space ahead has something in the way, turn right
if the space ahead is empty, move forwardsc2
ec2

the rest is stuff to satify the other prgms
F must be the direction
S must be [A](A,B (A being the next V, B being the next W)
L4(7P-1 is F
L4(7P-2 is what is under the enemy
L4(7P-3 is W
L4(7P-4 is V
(V is the enemy's X and W is the enemy's Y)


c1
-->
CODE
ec1L4(7P-1->F
For(G,0,2
If not(G:Then
V+(F=1)-(F=3->A
W-(F=2)+(F=4->B
Else
V-(F=2)+(F=4->A
W-(F=1)+(F=3->B
End:[A](A,B->S
A=/=1 and B=/=1 and A=/=8 and B=/=11 and .1=/=fPart(S) and .3=/=fPart(S
If Ansnot(G
F-1+4(F=1->F
If G=1 and not(Ans:F+1-4(F=4->F
If Ans(G=2
Then
L4(7P-2->[A](V,W:A->V:B->W
[A](V,W->L4(7P-2:V->L4(7P-4
W->L4(7P-3
End:End
F->L4(7P-1
If V=X and W=Y
Then:C->L4(7P-2
prgmZHITc2
ec2

btw, this is not the original code.  i was experimenting with a way to free up the max RAM at any point in time, and a got a RAM clear (kind of ironic really...).  well, lucky i created a backup yesterday and the only code that was lost was the AI for the orbs.  lucky, i remembered it and i was sucessfully reprgmed to what you see now!

Offline kalan_vod

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« Reply #42 on: April 29, 2006, 06:33:00 am »
I will give it a few tweaks, but it looks like you have it pretty much covered.

crzyrbl

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« Reply #43 on: April 29, 2006, 02:56:00 pm »
QuoteBegin-xlibman+Apr 27 2006, 07:03 AM-->
QUOTE (xlibman @ Apr 27 2006, 07:03 AM)
wow nice, feeel free to inspire yourself of Dark Link Quest bosses (if you ever got it to run)  

 did you use the same engine for the boss fights or a different one?  the speed was very fast

Offline DJ Omnimaga

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« Reply #44 on: April 29, 2006, 03:18:00 pm »
different ones
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