Author Topic: Zelda:Rpg Nightmares Awakening  (Read 25936 times)

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Offline kalan_vod

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Zelda:Rpg Nightmares Awakening
« Reply #150 on: January 14, 2006, 07:52:00 am »
QuoteBegin-necro+13 January 2006, 23:11-->
QUOTE (necro @ 13 January 2006, 23:11)
you NEED to archive all the pics, it is unavoidable, hope it doesn't slow it down to much for you

Yeah in Res you have to also, but if you insert
c1
-->
CODE
ec1Archive pic1
Archive pic2
Archive pic3
....
etcc2
ec2
And if the pics aren't archive it will archive them and if they are it will just skip past the command. Now that xlib surports archived pics it's no problem now, so just add this in the first few lines of code. (sorry if you knew this and just didn't add it in yet....)

dragon__lance

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Zelda:Rpg Nightmares Awakening
« Reply #151 on: January 14, 2006, 08:11:00 am »
i knew this already, just didn't want to archive the pics. I've tried that, but i think there's a considerable amount of speed difference on a regular 83+, so i just kept them in ram. We'll probably need to archive the pics of Link though, hopefully that wont slow it down too much ;)wink.gif

Offline DJ Omnimaga

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« Reply #152 on: January 23, 2006, 02:00:00 pm »
*xlibman
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Zelda:Rpg Nightmares Awakening
« Reply #153 on: January 23, 2006, 02:04:00 pm »
not much being done, i've realized the complexity of team projects, there are dozens of pros, but also some cons :(sad.gif  I will get to work, just need the right motivation :Dbiggrin.gif gotta start on deku forest now, btw, xlibman, wat happend to FFCR?

Offline DJ Omnimaga

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« Reply #154 on: January 23, 2006, 02:24:00 pm »
it died, because the author kicked me out for no reason, then canceled it 3 months afterward i think (he posted a big random rant with full of profanity on this forum) and gave too much pressure on working on the project

he got banned from omnimaga forums during two weeks twice this summer

I havent seen him since then
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dragon__lance

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« Reply #155 on: January 23, 2006, 02:30:00 pm »
i think i remember that, that sux, it was a good project too..., wat do u guys think number of dungeons should be?

Offline DJ Omnimaga

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« Reply #156 on: January 23, 2006, 03:02:00 pm »
good question, I would start with 3, then if the space allow it 8
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Offline necro

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« Reply #157 on: January 23, 2006, 04:00:00 pm »
well, intro is getting done again, map manager needs some tweaking but is getting there, should be able to move onto batle engines soon
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dragon__lance

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Zelda:Rpg Nightmares Awakening
« Reply #158 on: February 27, 2006, 01:19:00 pm »
Well this is a major update seeing u guys haven't heard anything from us. I admit i took a 3 week break on the project due to overbusyness, but now(due to a little inspiration) everything is back on track.
Things I've done:
-Recoded everything to final game state.
-Completely remade DekuVillage
-All of DekuVillage is done, Npc's work, doors work, etc...
-Added Necro's map manager(not having tested it fully yet)

Things To do:
-code DekuForest
-write some cutscenes like interaction between GreatDekuTree and link
-code cutting up plants or jars and getting bonuses from them

Miscellaneous:
-Tested on an 84+, Damn it runs so much faster and the speed is amazing.
-In the ZTALK prgm, added the ability when talking to NPC's, they do a little jig(basically walk in place), when talking, but i took it out cause it looked really bad, still will be there for cutscenes though!

All in all, a lot more progress being done!Hurray!

Offline kalan_vod

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« Reply #159 on: February 27, 2006, 04:27:00 pm »
Yays! I like the new progress! This is shaping up pretty fast. How many areas you have down/need to make?

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Zelda:Rpg Nightmares Awakening
« Reply #160 on: February 27, 2006, 05:24:00 pm »
I have forgotten to post here for a while so lemme sum it up
1. I never got Dark Link to work either  :(sad.gif
2. I dont yet know how to store gotten heart pieces/opened doors/etc., but i have an idea to save space:  allocate 1, thats rite, ONE number slot in a List to each area in your game.  then create a binary converter to save the info.  it can store up to 33 2^X (boolean) places!!
3. xLIB can run archived prgms, pics, asm prgms, AND GOD HIMSELF
4. How are the bosses coming along?
5. I plan to have 6 dungeons (if you count the first one).  I cant see the memory deficit coming....anyway, I suggest basing it on how many weapons you have
6. GL

Offline DJ Omnimaga

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« Reply #161 on: February 28, 2006, 05:02:00 am »
I gotta make a TI connect version of DLQ >.<
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« Reply #162 on: February 28, 2006, 12:36:00 pm »
thanks cryzbl, um, me and necro plan on about 7 dungeons, and lots of origional stuff. For now, i'm polishing up DekuVillage, like in the intro. The entrances to the village are blocked up by guards, until you get your sword from the elder. I guess for events like this, i'll just use a list that notes whether the event has happened or not. One problem i've been running into a lot is Mem Errors, its not because of lbls/goto's since i use none, but because of ANS. I store a lot of huge matrix's ~3000 bytes, over and over again, and the matrix gets stored also in ANS which results in a mem error. :(sad.gif Anyone got a solution?

Offline kalan_vod

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« Reply #163 on: February 28, 2006, 12:50:00 pm »
Well you could just make sure you have the mem space. Like you may have to archive a few programs and run them from memory. How big do you have the matrices? I am sure they are at least 24x36 3 8x12 mapsx3 8x12 maps?

crzyrbl

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Zelda:Rpg Nightmares Awakening
« Reply #164 on: February 28, 2006, 04:21:00 pm »
This is a very tough problem to deal with.  You have three options as i see it.  1: make maps smaller 2: optimise/del code 3: (my fav) archive archive archive
also keep in mind that the TI-OS uses a lot of RAM when dealing with big arrays!  (someone might want to confirm that) This almost killed RotP, but now i hv at least 5k RAM up at all times.  Also, it is very possible that you are cramming to many maps per map directory.  try spreading them out over more.  that's about all i can think of now...