Author Topic: Zelda News  (Read 8844 times)

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Offline ACagliano

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Zelda News
« on: January 25, 2011, 01:53:30 pm »
I am hard at work on my Zelda game. I need some help from u guys, tho. I need a routine for the calc that can convert data into RLE. And I need another routine that converts RLE back into standard data formatting. Those, while preferred in Axe, can be written in inline assembly as well. I tried to do one myself, but it failed. I'll try to post it when I can. The last request, is simply for some assistance, collaboration, on Zelda's AI routines.


In other news:

I just taped together four pieces of graph paper, to prepare to draw out the final, official version of the Legend of Zelda "Ganon's Rage" world map. There will be the main quest (the dungeons, fighting Ganon), and three side quests (the first one you kind of have to do, unless you want to go through most of the game without a sword). The second two give you, respectively, the hookshot and the longshot, which can be used to access dungeons as opposed to using magic power to cross lakes or lava.

Also in this game is the smart-save feature. When you first unpack the map file from the RLE compressed appvar into the uncompressed appvar, a 2 or 4-byte checksum (whichever would be more sensitive) of the uncompressed map is saved. As you play the game and collect pieces off the map, obviously the values of the tiles change. When you exit the game, a new checksum is calculated. If it is different than the original checksum, the map is recompressed and overwrites the original appvar. If the checksum has not changed, the current map files are deleted, leaving only the compressed file, which, theoretically, should not have changed.

Offline DJ Omnimaga

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Re: Zelda News
« Reply #1 on: January 25, 2011, 01:57:36 pm »
Hey welcome back ACagliano. I was worried you ditched calculators completely. I'm glad this is still alive. Are you planning to post pictures of the map as it progresses?

As for RLE, Nemo wrote a routine for that I think. You would need to check the Axe sub-forum for it or ask there or him directly.

As for the save, is it mostly to prevent cheating?
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Offline ACagliano

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Re: Zelda News
« Reply #2 on: January 25, 2011, 02:00:26 pm »
Hello DJ. My activity usually goes down over breaks to some degree, so do not worry. The project is still alive, and I even made a banner, as you can see in my signature.

As for the save, no. A good hacker can find a way to cheat regardless of what I do. The checksum is there to expedite the process of quitting the game, only having the map be saved if something on the map has changed, and reverting to the original if nothing has changed. Thus, when u save, the map itself does not get saved unless it has changed since the last save in which the map was saved. Follow that?
« Last Edit: January 25, 2011, 02:21:51 pm by ACagliano »

Offline DJ Omnimaga

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Re: Zelda News
« Reply #3 on: January 27, 2011, 12:50:51 am »
Ah ok I'M glad it's just due to the break. Is it due to limited internet access or more that other hobbies have higher priorities?

And thanks for clarifying about the Checksum. I think I understand, now. :D
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Offline Builderboy

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Re: Zelda News
« Reply #4 on: January 27, 2011, 01:03:32 am »
So I have a question, the parts that you change, are they usually things like chests and buttons and doors?  Things that are usually one tile, or a series of unique tiles?

Offline ACagliano

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Re: Zelda News
« Reply #5 on: January 27, 2011, 12:43:11 pm »
When you collect a heart piece or an item off the map, like the hook/longshot or dungeon keys, the tile changes. Only one tile at a time will ever change.

There are no buttons in this game. There are, however, two types of keys and two types of doors: regular keys, and boss keys, regular doors and boss doors. While a regular key can open any regular door, the boss door can only be opened by the boss key. There are no chests. Items to collect are hidden, but are just on the ground. Every time you collect an item from the map, the tile value is overwritten with the value that represents dry ground, an empty space. When this happens, the map's checksum changes.

Offline ACagliano

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Re: Zelda News
« Reply #6 on: January 27, 2011, 06:10:32 pm »
Sorry for the double post...

Can anyone help with artificial intellegence for Zelda. There are alot of specifications, as to what enemies can cross in order to reach the player. Some tiles must be moved around, not over. And the AI must be able to account for changing of the main character's position, and must have a bounceback (after the enemy attacks once, it bounces back to the open space right before the closest impassable block) (this also happens when your sword or hook/longshot attacks the enemy).

I believe someone else was going to help, but was stumped, so if anyone else can help me out with this, it would be great.

You will be credited as the AI engine author.
« Last Edit: January 27, 2011, 06:15:04 pm by ACagliano »

Offline ACagliano

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Re: Zelda News
« Reply #7 on: January 28, 2011, 01:32:05 pm »
The main map is dooonne. Oh yeah. Heck yeah. About time. Oh and the Kakariko village rooms are done too. On to dungeons.
« Last Edit: January 28, 2011, 01:32:27 pm by ACagliano »

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Re: Zelda News
« Reply #8 on: January 28, 2011, 01:42:21 pm »
Sounds great!  Is it possible for you to post any screenies right now, or is it in a state of testing?  Because I think this will really turn out cool, it's good to see another zelda-ish project out there besides trio and niko :D

Offline ACagliano

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Re: Zelda News
« Reply #9 on: January 28, 2011, 01:43:29 pm »
It is not at a stage where i can post screenies, as a bunch of hex numbers without an engine to display them is pretty bad. lol.

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Re: Zelda News
« Reply #10 on: January 28, 2011, 01:45:04 pm »
yeah, I'd be fine seeing the hex numbers instead :D  j/k :P :)

How is the engine going to be?  Will it be more traditional-zelda or will it be really revolutionary and be like Zelda II?

Offline ACagliano

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Re: Zelda News
« Reply #11 on: January 28, 2011, 01:46:01 pm »
what is ur definition of revolutionary?

Ashbad

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Re: Zelda News
« Reply #12 on: January 28, 2011, 01:48:39 pm »
Well, things normal zelda games don't/didn't have, like zelda II, the only real sidescrolling zelda.  Or if it implements something new, like Magic spells, or extreme puzzles, or a non-triforce related story.

though, it doesn't have to be revolutionary to be great.  It could be just like the other zelda's too; which proved to be a winning formula.  I think the lowest rated zelda game ever was 8/10 which was that crappy spirit tracks one, which proves the classic style can work well :D

Offline ACagliano

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Re: Zelda News
« Reply #13 on: January 28, 2011, 01:51:38 pm »
It is based on the classic story, but you dont get the triforce. You battle through dungeons, complete 3 mini-quests (if you want), then get back to the temple of time where you warp to the dark world and kick Ganon's sorry posterior section. There arent that many puzzles.

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Re: Zelda News
« Reply #14 on: January 28, 2011, 01:54:39 pm »
hmm, sounds interesting :)

I'm guessing then that the engine will be based on more of an action standpoint?  I always did like the action parts of zelda, at least you can't get frustrated at those for being unable to solve a puzzle :)

Looks like you already have many specs worked out, and that this game will be amazing when finished.  I wish you best of luck :D