Author Topic: The Legend of Zelda  (Read 20312 times)

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Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #30 on: May 03, 2010, 04:29:13 am »
interesting x.x

I can't imagine how I could work with that on calc, though x.x

altough Illusiat 1, 2, 3, 4 and 8 rooms were formed in a rather funky way too.
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline Zera

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Re: The Legend of Zelda
« Reply #31 on: June 25, 2010, 11:01:40 am »
Despite a lack of updates, I am actively working on this.



I have decided to use less "classical" approach to the rooms. Maps will be divided into rooms, but rooms will expanse areas larger than a single screen. (without the need to transition from screen to screen)

Offline mapar007

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Re: The Legend of Zelda
« Reply #32 on: June 25, 2010, 12:23:15 pm »
Awesomeness sensor going crazy!


I'm a tloz fan, of course. That's great, zera! (Spencer gets competition, there)

Offline ztrumpet

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Re: The Legend of Zelda
« Reply #33 on: June 25, 2010, 05:06:42 pm »
That's neat.  This will make a great project! ;D

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #34 on: June 25, 2010, 06:37:49 pm »
wow looks nice :D

It would be nice if someone could work on such project. :D
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline Zera

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Re: The Legend of Zelda
« Reply #35 on: June 28, 2010, 10:56:19 am »
I was thinking about downcoding it to monochrome, as perhaps it could be done in BASIC + xLib, Axe, or whatever else.



Just considering my options, assuming anyone might volunteer to do the coding part. I don't know if anyone would be interested if it's 4-level grayscale, and thus likely not doable in anything but ASM.

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #36 on: June 28, 2010, 11:08:14 am »
The grayscale one could be done in Axe, providing that there is no smooth scrolling. However, I kinda like the look of the monochrome one too. If one person wants to make this in BASIC+xLIB/Celtic/DCS or if one person wants a very fast-paced game. He might be best going with the monochrome one.

Nice job on designing this :)
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline Hot_Dog

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Re: The Legend of Zelda
« Reply #37 on: June 28, 2010, 11:13:03 am »
Awesome job so far!
There are people who can speak two languages, and they are called bilingual.  There are people who speak three languages and are therefore trilingual.  Then there are people who speak one language, and these people are called Americans.


Offline Zera

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Re: The Legend of Zelda
« Reply #38 on: June 28, 2010, 11:18:35 am »
Well, there would need to be smooth-scrolling. I'm planning to do each area in 16x16 blocks. While you're exploring a block, the tiles underfoot would smoothly scroll around.

Would it be possible to do this in Axe if there were only one gray?

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #39 on: June 28, 2010, 11:35:49 am »
I'm not too sure. The issue is that even in ASM, when scrolling, the grayscale looks horrible, due to the crappy quality of the 83+/84+ LCD. Because of this you need to make sure the framerate of anything that runs in grayscale is not too high (maybe between 8 and 15 FPS). Usually in Axe or ASM, you do this by refreshing the grayscale very often between each frame. However, if a game is complex, that doesn't give you as much time to refresh. You would probably need to make the game so it only works on the SE/84+ calcs, not 83+. The issue, though, is that grayscale in Axe needs to run in 6 MHz mode.

With only one gray, I think it wouldn't look as bad, though, when scrolling.
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline FinaleTI

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Re: The Legend of Zelda
« Reply #40 on: June 28, 2010, 03:13:52 pm »
To kinda show what DJ said, see attached. Smooth-scrolling 4 level grey in Axe would be very flickery when not in an aligned position (horizontally). Smooth-scrolling in 3 level is definitely more feasible and could possibly work for this project.
In the screen shot in case you can't tell prgmTILEMAP3 is 3-level grey and prgmTILEMAP2 is 4-level grey.


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Offline mapar007

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Re: The Legend of Zelda
« Reply #41 on: June 28, 2010, 03:15:48 pm »
I'd like to do the (ASM grayscale) coding for you, Zera, but I very probably won't have much time to spare this summer.

(+ my required 'knowledge update' on 4-level grayscale. I know how it works, but I've never implemented it, so speed-wise I'd run into trouble after a while)
« Last Edit: June 28, 2010, 03:16:24 pm by mapar007 »

Offline TIfanx1999

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Re: The Legend of Zelda
« Reply #42 on: June 28, 2010, 07:47:29 pm »
I think the grayscale version looks excellent. However, I don't think this converted to balck and white very well.

Offline Zera

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Re: The Legend of Zelda
« Reply #43 on: June 28, 2010, 08:16:12 pm »
Yeah. I would probably want to stick to grayscale. Even one gray would probably be fine.

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #44 on: June 28, 2010, 11:09:38 pm »
if scrolling was tile by tile (every 8 pixels), it would most likely look pretty good even in 4 lv. One issue is that when tiles are not aligned on the screen horizontally, they take longer to display.
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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