Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: ACagliano on December 02, 2010, 09:31:25 pm

Title: Legend Of Zelda Progress Thread
Post by: ACagliano on December 02, 2010, 09:31:25 pm
Here is where I post progress on the Zelda RPG:

Current Progress

Complete:

-block list complete.
-assigned hex values to block types for easy referencing in program.


Next on the roster:

-redraw the Light World and Dark World maps.
-redraw the dungeon maps
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on December 02, 2010, 10:06:31 pm
So this is your secret project? Will it be a remake of a previous Zelda game or a fan game? Which language are you gonna use? I am curious about how this will turn out. Good luck!
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 03, 2010, 09:30:38 am
So this is your secret project? Will it be a remake of a previous Zelda game or a fan game? Which language are you gonna use? I am curious about how this will turn out. Good luck!

It will be entirely AXE. It will be very similar to an already made game, but unique in some ways. Yes, this was the secret project.
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on December 03, 2010, 09:47:28 am
Cool, do you mean a calc game (like Dark Link Quest) or a console game?
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 03, 2010, 10:09:14 am
Mine will be playable on calc. It will be based off of the Game Boy game, A Link to the Past.
Title: Re: Legend Of Zelda Progress Thread
Post by: Yeong on December 03, 2010, 10:13:54 am
Yay! Link to the Past FTW! :thumbsup:
Even though I never got to pass the first castle though... O.o
Title: Re: Legend Of Zelda Progress Thread
Post by: calc84maniac on December 03, 2010, 11:06:42 am
Mine will be playable on calc. It will be based off of the Game Boy game, A Link to the Past.
I thought Link to the Past was on the SNES. Or did you mean Link's Awakening?
Title: Re: Legend Of Zelda Progress Thread
Post by: JosJuice on December 03, 2010, 11:08:52 am
There's a GBA port of ALttP.
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on December 03, 2010, 10:29:46 pm
Mine will be playable on calc. It will be based off of the Game Boy game, A Link to the Past.
Oh yeah I knew it was on-calc, I just wondered for example if this was a port of Links Awakening/A Link To The Past/Zelda I/II or if it was a remake of Dark Link Quest or even Hero of Hyrule. :P

Alltp would be cool, but wouldn't it be a huge undertaking? O.O Either way, good luck!
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 05, 2010, 10:06:42 am
It would be, but based on the way I have it set up, the hardest part will be fitting all the map data into the calc, and not worrying about memory issues. The map interpreter is simple and small. The AI routines are coming together, thanks to nemo, and the fighting will be the last thing i code.
Title: Re: Legend Of Zelda Progress Thread
Post by: Ashbad on December 05, 2010, 12:24:48 pm
This IS a huge undertaking, but good luck none the less!  I always loved a link t the past, I hope you do a great job re-creating it! :D
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on December 05, 2010, 06:22:36 pm
You could maybe create smaller versions of AlttP maps. IMHO they don't have to be as large, you could mayeb remove some space between some trees and houses or make some houses smaller, for example. You would save a lot of space, too.

Also AlttP is my favorite Zelda game btw. Next would be Ocarina of Time, but the side quests and mini-games were way too hard, especially the ones involving hookshoot, slingshoot or bow. I got frustrated and just did the regular quest even if I had 16 hearts.
Title: Re: Legend Of Zelda Progress Thread
Post by: FinaleTI on December 05, 2010, 06:54:23 pm
I love AlttP as well. It made me wanna make a Zelda game, but I was still learning BASIC, so yeah.
I was incapable of doing too much, and got easily distracted. It's up on ticalc, and it stills shames me, though not as much as Theodore's Quest.
Maybe I'll finish it someday...
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on December 05, 2010, 07:14:18 pm
Oh you had one? I didn't knew. It would be cool if it was finished one day, although first I would like to see both Nostalgia games come out. ;D
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 07, 2010, 08:19:54 am
Current Map Progress

1- 36x21 Kakariko Village/Lost Woods
1- 36x21 Lake Hylia/Desert/Death Mountain
5- rooms, for houses in the village


Feedback needed. Is two 36x21 maps enough for a Zelda world map? Or should I have more?
Title: Re: Legend Of Zelda Progress Thread
Post by: SirCmpwn on December 07, 2010, 08:41:40 am
Perhaps have the option for extended maps via AppVars?
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 07, 2010, 02:18:58 pm
That is too complex for my first RPG attempt. I'm going to add another map of equal size, though.
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on December 07, 2010, 04:01:52 pm
Mhmm, to me it looks like something like 60x40 might be more suitable for the world map, but maybe 60x60 if Death Mountain is included. It could maybe be 48x60. Would it take too much RAM?

EDIT: In Dark Link Quest the world map is 61x31 and Death Mountain is another 61x31 chunk
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 07, 2010, 04:42:01 pm
Here's how things stand now:

Kakariko Village/Lost Woods map is 36x21, not including houses and forest temple dungeon.
The Plains/Lake Hylia is 36x21, not including the water temple and fire temple.
Death Mountain/Zora's Domain is 36x21, not including the ice temple and death mountain dungeons.
Then, there will be a smaller "Dark World" map that is not yet drawn.
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on December 08, 2010, 01:14:13 am
Sounds good. 12x7, right? :)

Also will the dark world be similar to the light world, but where only a certain area is available?
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 08, 2010, 07:21:26 pm
not sure yet.

no, 8x8. all sprites are 8x8
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on December 08, 2010, 11:53:59 pm
If maps are 8x8, how can you have 21 tiles map height? ???
Title: Re: Legend Of Zelda Progress Thread
Post by: willrandship on December 09, 2010, 12:14:28 am
scrolling? it is zelda, after all :P
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 09, 2010, 07:51:41 am
If maps are 8x8, how can you have 21 tiles map height? ???

Each 8x8 sprite counts as 1 tile. So, each screen is 9 tiles by 7 tiles. Each world map section will be 4 screens by 3 screens

Wait, do I have to do 9x6? Will 7 fit for 8x8 sprites?


Not this version. It will be screen by screen. This is my first attempt at an RPG, so I'm going simple, feature-wise.
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on December 09, 2010, 09:43:29 am
Oh ok  I thought you said in your previous post that maps were 8x8 each. :P
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 09, 2010, 11:25:39 am
no, each SPRITE is 8x8. Each sprite is 1 TILE.

But considering screen size, can I fit 7 tiles down if each tile is 8x8?
Title: Re: Legend Of Zelda Progress Thread
Post by: Builderboy on December 09, 2010, 11:27:42 am
The maximum you could fit on a single screen is 12 tiles left to right by 8 tiles up and down
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 09, 2010, 11:29:48 am
with each tile 8x8? ok good. So im good then. Maps are almost done.
Title: Re: Legend Of Zelda Progress Thread
Post by: Builderboy on December 09, 2010, 11:32:28 am
Yep, the screen is 96x64, and 96/8=12, and 64/8=8 :) So what size are you going to have for a single screen?
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 09, 2010, 05:31:38 pm
9x7 tiles. That is 72x56 pixels. The remainder of the x-column will be used for health, magic power, keys (if in a dungeon), ect.
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on December 09, 2010, 07:49:37 pm
Ah, right, sounds good, then. Some Zelda games had the health to the right of the screen but I kinda prefer at the bottom, even though it makes the screen very wide.
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 11, 2010, 01:58:58 pm
Progress Update

World sprites done. And coded. Program is at 800 bytes and change.
Still have 4 dungeon maps to do, then code all maps in.
Title: Re: Legend Of Zelda Progress Thread
Post by: willrandship on December 11, 2010, 01:59:20 pm
Nice! that was quick!
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on December 12, 2010, 05:43:49 am
Great! How many sprites do you have in total? It seems to be progressing fast!
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 12, 2010, 09:52:29 am
I have 42 different tiles. And that is in hex.
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on December 13, 2010, 01:17:23 am
I see. Any info on what type of Zelda layout you use right now? Is it more like the NES Zelda or is it more like ALTTP or LA?
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 13, 2010, 02:34:13 pm
It will use the ALTTP's layout.
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on December 13, 2010, 11:35:44 pm
Ah ok, I was wondering since I was sure ALTTP had much more sprites O.O
Title: Re: Legend Of Zelda Progress Thread
Post by: willrandship on December 14, 2010, 09:45:58 am
It probably has many more, and they are higher quality. The original zelda used the same  sprites over and over, sometimes recoloring them :P hence the green/red rock walls depending on your area. Same sprite, different color.
Title: Re: Legend Of Zelda Progress Thread
Post by: aeTIos on December 14, 2010, 09:47:51 am
Progress Update

World sprites done. And coded. Program is at 800 bytes and change.
Still have 4 dungeon maps to do, then code all maps in.
I'm busy at a decimated pokemon game (just 4 hrs of gameplay) and the maps are horrible to do :P

Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 14, 2010, 12:10:16 pm
@DJ: obviously, there won't be as many sprites. There won't even be a hookshot, fairies, boomerang, or any of that. Just standard sword, master sword, and magic power. The other stuff may be put into a future version.

@willrandship: I will accept donations toward the purchase of a color LCD for my TI-84+ at this time. lol. jk.

@aeTIos: It is the most complex and time consuming part.
Title: Re: Legend Of Zelda Progress Thread
Post by: c.sprinkle on December 14, 2010, 12:18:18 pm
That was a very short time to code that many maps in!
Impressive work, and I look forward to this for sure!
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on December 14, 2010, 11:18:31 pm
I see. Sounds good then. Will version 1.0 have an hookshoot or will it be for a sequel or expansion?

I would also recommend avoiding making the game like Dark Link Quest, where you had to use 4 different buttons to stab enemies in a specific direction, because it can be a bit annoying. Also make sure we can use both the sword and items at once. In DLQ, you had to unequip the sword, equip the hookshoot, unequip the hookshot, equip the sword, and so on. X.x
Title: Re: Legend Of Zelda Progress Thread
Post by: aeTIos on December 15, 2010, 09:25:03 am
do you have a demo version or so for the graphics? and what do you think what the completion level is of the whole game? its not in your sig x.x
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 15, 2010, 09:33:39 am
@aeTIos: I am not read to demo graphics, as I have yet to CODE and write an engine to PROCESS the map data. While the maps are complete, they have not been coded into the program yet. I should have a splash screen teaser soon, though.

@DJ: In this version, there won't be much to equip, except for magic devices. Yes, I will be consistently updating this game version with new features before moving on to a sequel.

As for item equipments. There will be two attack keys: primary and secondary. Pressing [2nd] will always attack with a sword. While you have the standard sword, that is it. Once you get the master sword the game will automatically equip it. The only equipment you will have to do is on the secondary attack. You can only use one item at any time for your secondary attack, whether magic, hookshot, ect. You will need to press a key to bring up the menu, then select an item to equip.

When you attack with the sword, an enemy in the direction you are facing will be hurt. As you defeat dungeon levels, the enemies will be harder to beat, as your "level" goes up.
Title: Re: Legend Of Zelda Progress Thread
Post by: aeTIos on December 15, 2010, 09:35:05 am
ah okay, cant wait for the teaser, then
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 15, 2010, 09:35:35 am
Should have it ready in about an hour. Let me update my sig though.



Edit: My splash screen.



(http://www.omnimaga.org/Users/acagliano/Desktop/zelda1.gif)
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on December 15, 2010, 01:56:02 pm
@aeTIos: I am not read to demo graphics, as I have yet to CODE and write an engine to PROCESS the map data. While the maps are complete, they have not been coded into the program yet. I should have a splash screen teaser soon, though.

@DJ: In this version, there won't be much to equip, except for magic devices. Yes, I will be consistently updating this game version with new features before moving on to a sequel.

As for item equipments. There will be two attack keys: primary and secondary. Pressing [2nd] will always attack with a sword. While you have the standard sword, that is it. Once you get the master sword the game will automatically equip it. The only equipment you will have to do is on the secondary attack. You can only use one item at any time for your secondary attack, whether magic, hookshot, ect. You will need to press a key to bring up the menu, then select an item to equip.

When you attack with the sword, an enemy in the direction you are facing will be hurt. As you defeat dungeon levels, the enemies will be harder to beat, as your "level" goes up.
Ah ok. I guess it's a good idea to not add to many things at first, to not be overhelmed with lots of coding to do. Also enemy strenght will be based on your level/amounts of hearts, right?

Also nice title screen, although it would be nice, eventually, if there was a Zelda logo that looked similar to the other Zelda games. You are free to inspire yourself or use parts of the Dark Link Quest one, actually.
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 15, 2010, 04:43:02 pm
For every DUNGEON you beat, the level number goes up. The level number acts as the HEALTH MULTIPLIER and ENEMY ATTACK DAMAGE MULTIPLIER, thus allowing me to increase difficulty as you progress, without coding changes in difficulty manually.
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on December 16, 2010, 01:30:45 am
I see, so basically you really gotta find as many heart pieces and power ups as possible to get to the next dungeon to be strong enough? I kinda like the concept as it is easier to work with and your game is less linear.
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 16, 2010, 09:00:18 am
Every time you defeat a boss, you are given one extra heart container. You start the game with 5 heart containers. You can end up with 10.
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on December 16, 2010, 09:43:30 am
Ah ok, I thought you could also collect heart pieces scattered around the world. That could be a nice addition later as it adds some more challenge to the game. In later versions you could maybe start at 3 hearts and have 12 hearts total, max. In DLQ each boss gives an heart container so you can have 6 hearts total if you do not collect any heart pieces (20 in total)
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 16, 2010, 09:49:31 am
Well, I was going to do that, but it would be a little more complicated to ensure that, once you collect the piece of heart, you can't just leave the map and then return to it again and collect it again. That would require directly editing the map data.
Title: Re: Legend Of Zelda Progress Thread
Post by: c.sprinkle on December 16, 2010, 10:31:37 am
Yeah, I have seen games where it is too easy to win because you can just re-acquire weapons, health, etc by going back to the same map. Also, does this have any sort of anti-hacker protection?
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on December 16, 2010, 01:27:49 pm
like what? editing the save files? no.
Title: Re: Legend Of Zelda Progress Thread
Post by: c.sprinkle on December 16, 2010, 05:16:52 pm
That's too easy in Axe or BASIC unless encryption is used. Not that I would ever hack a game. . .   :devil:
Title: Re: Legend Of Zelda Progress Thread
Post by: squidgetx on December 16, 2010, 07:25:19 pm
What you might want to look into is setting aside a part of the save file to store flags for stuff like this. For example, when you get heart container #1, set flag #1 in the save file. When you load/draw the map data, check to see if the flag is set or reset to check if the heart container has been taken or not. That's how I deal with events and such in my RPG engine, shouldn't be too hard to implement I think, unless it just doesn't mesh well with how you are storing map data, etc.
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on December 16, 2010, 11:49:41 pm
In DLQ, when entering a map containing an heart piece, it checks if the heart collected list element is 0 or 1. If it's 1 it doesn't show the sprite again.
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on January 09, 2011, 01:37:47 pm
Zero progress made over break. Not happy with this, but I have had alot of other work to do. Should be able to restart work when term restarts.
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on January 10, 2011, 06:57:01 pm
Sorry to hear. D: I hope you can make progress again soon D:
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on April 29, 2011, 11:02:42 am
Opened the Zelda files for the first time in a while today. Brushed up on the style of programming and am ready to proceed. However, I am not an AI programmer, and without the assistance of one (which I do not have) this project will not be finished.
Title: Re: Legend Of Zelda Progress Thread
Post by: Silver Shadow on April 29, 2011, 11:22:57 am
What language is this in?
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on April 29, 2011, 11:23:51 am
Axe.
Title: Re: Legend Of Zelda Progress Thread
Post by: Silver Shadow on April 29, 2011, 11:24:44 am
OK, I'm interested in helping.
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on April 29, 2011, 11:26:07 am
Wonderful. You may be pleased to know that the AI in the game is supposed to be simple. There are only 2 enemy types. Regular and boss. No fire, ice, ect. And they only need head toward your character or protect items.
Title: Re: Legend Of Zelda Progress Thread
Post by: Silver Shadow on April 29, 2011, 11:26:46 am
What do you mean by "protect items"? And do they have ranged attacks?
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on April 29, 2011, 11:28:16 am
What is that? The entire game is based off of tiles. Enemies, items, and environment are all tiles. When you step on a tile, an event runs, to either drain health (lava/enemy), pick up an item, or to not move (solid blocks).
Title: Re: Legend Of Zelda Progress Thread
Post by: Silver Shadow on April 29, 2011, 11:30:49 am
I'm not sure that it's such a good idea for enemies... tiles are better for the environment. Enemies should be apart, so that they can have more movements, etc.

EDIT: How about we speak on (Omnom)IRC? Should be easier than to wait for posts.
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on April 29, 2011, 11:31:58 am
Well, that was the issue, other than placing them directly onto the map, I did not know how to place them. It seemed the easiest. What is a better way?
Title: Re: Legend Of Zelda Progress Thread
Post by: Silver Shadow on April 29, 2011, 11:33:51 am
How about we speak on (Omnom)IRC? Should be easier than to wait for posts.
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on June 06, 2011, 05:35:31 pm
By the way is that still being worked on?
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on September 02, 2011, 11:16:32 am
Update

The first update in a long time!!

I did a complete overhaul of the game structure. First off, the game will be in z80, not Axe. Second, the map structure is different now. Instead of one large world map, I will split it into several areas for ease of coding. I also went from four dungeons to all dungeons...that's 7. There will be three item-giving miniquests. Finally, the enemy system is overhauled. I have enemy types now and they will have magic-based weaknesses, as they should. The enemy positions are written as tiles onto the map, but when a screen loads, the enemy positions get loaded into an array and handled from there. There may be other changes as well, but I don't remember them off the top of my head.

Project page: http://zelda.clrhome.tk (http://zelda.clrhome.tk)
Title: Re: Legend Of Zelda Progress Thread
Post by: annoyingcalc on September 02, 2011, 11:23:11 am
UPDATE!!!!!!!!!!!!  :w00t:: YES It IS being worked on
Title: Re: Legend Of Zelda Progress Thread
Post by: calc84maniac on September 02, 2011, 12:07:30 pm
/me checks project page

Haha, those screenshots. By the way, it's Kokiri, not Kiroki (unless you did that on purpose?)
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on September 02, 2011, 12:45:20 pm
/me checks project page

Haha, those screenshots. By the way, it's Kokiri, not Kiroki (unless you did that on purpose?)

Is it really? And what is the spelling of that village?
Title: Re: Legend Of Zelda Progress Thread
Post by: Deep Toaster on September 02, 2011, 12:48:44 pm
/me checks project page
Haha, those screenshots. By the way, it's Kokiri, not Kiroki (unless you did that on purpose?)
Is it really? And what is the spelling of that village?
Yep: http://www.google.com/search?q=Kokiri
Haha, those screenshots.
Well, I had to put something there :P
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on September 02, 2011, 01:03:37 pm
Hopefully I'll have real screenshots soon.

If anyone wants to help with AI or has sprites that I can use, feel free to post.
Title: Re: Legend Of Zelda Progress Thread
Post by: annoyingcalc on September 02, 2011, 01:05:18 pm
Sprites is something I might help with
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on September 02, 2011, 01:08:54 pm
Awesome. I don't need many. I need each major enemy type (forest, ice, water, fire, spirit, and shadow), the player, two shields (one stronger than other), Kokiri Sword, Master Sword, Hookshot and Longshot.
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on September 07, 2011, 04:43:15 pm
Update

The map system has been revamped slightly. Instead of one large main world map, I have it divided into several smaller sections. There will be three appvars for the maps...one for main map sections, one for dungeons, and one for the miniquests and village rooms. There will also be one appvar for the sprite data, and one appvar for the save file. Thus, a total of five appvars. I may even be able to destroy the sprite appvar when the game exits and recreate it when you open it again, as this data will not change. Thoughts?

Thus far, I have completed all main map sections and all three mini-quests. Just have the dungeons left, then the coding. Still need help with AI. Specifications in the z80 subforum.
Title: Re: Legend Of Zelda Progress Thread
Post by: calc84maniac on September 07, 2011, 04:45:16 pm
Why not store the data directly in the app?
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on September 07, 2011, 04:55:02 pm
Why not store the data directly in the app?
If you are talking about the map data, then I cannot because the data needs to be edited, if an item is collected from the map. Having it in the app would make me have to modify the app's flash page. If you are talking about my other question, the sprites data, then I can have that in the app, but during the game it needs to be in RAM.
Title: Re: Legend Of Zelda Progress Thread
Post by: fb39ca4 on September 07, 2011, 04:58:12 pm
You cannot have the map data in the app and then just have a list of items that are taken in the savefile?
Title: Re: Legend Of Zelda Progress Thread
Post by: calc84maniac on September 07, 2011, 04:59:28 pm
I think what might be a better solution for the maps is to keep an "initial" map inside the app (how it is when you start a new game) and also have a list of item locations. You will only need to load into RAM the currently displayed map area. Then in the save game appvar, you can just store whether each item has been picked up or not and modify the map area when you load it into RAM.

Edit: ninja'd :P
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on September 07, 2011, 05:00:19 pm
You cannot have the map data in the app and then just have a list of items that are taken in the savefile?
Its not just the items that change. Ice blocks can be melted, lava watered, keys taken, switches activated. The map will actively change, and those changes need to be preserved.
Title: Re: Legend Of Zelda Progress Thread
Post by: fb39ca4 on September 07, 2011, 05:01:54 pm
Oh, I see. I don't think any of the zelda games I've played remembered the state of the map when I exited the dungeon or went far from that area though.
Title: Re: Legend Of Zelda Progress Thread
Post by: calc84maniac on September 07, 2011, 05:01:55 pm
You cannot have the map data in the app and then just have a list of items that are taken in the savefile?
Its not just the items that change. Ice blocks can be melted, lava watered, keys taken, switches activated. The map will actively change, and those changes need to be preserved.

All of those things can be kept track of in the save file (though keep in mind that a lot of zelda games even reset some of that stuff when you leave that map area, so you won't need to save that)
Title: Re: Legend Of Zelda Progress Thread
Post by: fb39ca4 on September 07, 2011, 05:02:24 pm
lol u posted a second after me but i ninja'd u >:D
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on September 07, 2011, 06:26:14 pm
You cannot have the map data in the app and then just have a list of items that are taken in the savefile?
Its not just the items that change. Ice blocks can be melted, lava watered, keys taken, switches activated. The map will actively change, and those changes need to be preserved.

All of those things can be kept track of in the save file (though keep in mind that a lot of zelda games even reset some of that stuff when you leave that map area, so you won't need to save that)

I know it can, but considering how the game is set up, doing so would actually be harder than just using the map for that data.
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on September 13, 2011, 12:08:42 pm
Small Update

A slight revision to the text rendering routines. I will prepend each string with a two byte location. When I load the string into hl, I will load 'hl' into (penCol) and 'hl+1' into (penRow). Then, I will 'inc' twice and 'hl' should now point to the start of the string. Means I don't have to manually code the setting of penCol and penRow each time I display text.
Title: Re: Legend Of Zelda Progress Thread
Post by: Binder News on September 13, 2011, 03:22:44 pm
About storing map data, I agree that the initial data should probably bee in the app, then yuo can copy it out when a new game is started. Also, you shouldn't copy the whole map. You just need to copy the parts that can change, whether changed or not. Then, when you run through the map to load it, and encounter a tile that CAN change, you check for the changed value in the level data. It would save at least a couple of bytes.
Title: Re: Legend Of Zelda Progress Thread
Post by: ACagliano on October 06, 2011, 07:06:46 pm
If this app becomes two or more pages long (which I reckon it will), is there anything I will need to do, codewise?
Title: Re: Legend Of Zelda Progress Thread
Post by: DJ Omnimaga on November 11, 2011, 10:26:55 pm
Is this still progressing by the way? This seemed promising. Also if you go for apps, you have to swap between pages so if you got code or data accross multiple ones in some cases it can get confusing, if I remember.

Also were there ever any screenshots available?