Author Topic: Zelda resumed and almost done...a bit of help needed  (Read 8181 times)

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Offline ACagliano

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #15 on: April 24, 2012, 05:50:21 pm »
I seem to be unable to use the Pucrunch tools, since im on a Mac. If I put the data I need Pucrunched here, can someone run it through the utils and post the compressed data back?

Offline ACagliano

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #16 on: September 20, 2012, 02:03:37 pm »
UPDATE:

Project progress halted because I'm waiting on AI routines. In the meantime, I want to redo the maps. Since I have a lot of other work to do as well, someone who has the time please create a list of sprites I need. You do not need to draw or code the sprites, or make a map. I will use ClrHome's Pixelscape for that. I'm just looking for a list of all tiles in the game.

Offline aeTIos

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #17 on: September 20, 2012, 03:06:37 pm »
Well I can probably give some directions on AI.
1) Some enemies move randomly or until they hit a wall. This shouldnt be such a problem.
2) Other ones move at you by just changing the coords so that they are more close to you. this shouldnt be a problem either.
3) finally, there are enemies that follow a certain path (ie, the green traps). Not too hard either I guess.

These things are based on more early Zelda games I played. Point I want to make: You don't need an advanced pathfinding algorithm IMO.

If you want some pseudocode for this, I'd be happy to write some. Just ask me (you can also send me a PM if you want to be sure that I read it)
« Last Edit: September 20, 2012, 03:08:17 pm by aeTIos »
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Offline ZippyDee

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #18 on: September 21, 2012, 03:23:20 am »
You definitely do not need advanced pathfinding of any kind for this.

Something thing to note is that most enemies who move deliberately closer to you don't begin to do so until you're within a certain distance from them, within their line of sight, etc. Otherwise, they just move randomly as well. Even so, the best they can do is simply move toward you, they never actually do any pathfinding. Ever. EVER. (Ever.)

Also........Which Zelda game specifically is this a clone of? Is it Link's Awakening? Or an older one than that?
« Last Edit: September 21, 2012, 03:23:28 am by ZippyDee »
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Offline ACagliano

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #19 on: September 21, 2012, 08:11:04 am »
Ok. This is being molded in the fashion of aLttP, but it adds one or two items from OoT.

Offline aeTIos

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #20 on: September 21, 2012, 02:34:22 pm »
As I mentioned in the PM I sent you, I can help you with AI. Could you send me a list of AI characters?
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Offline Sorunome

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #21 on: September 21, 2012, 06:35:20 pm »
Nice, I love zelda-like games and i would like to play this one :D

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Offline ACagliano

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #22 on: September 30, 2012, 05:00:52 pm »
Update

Have a new sprites list. It is enclosed.

Code: [Select]
Textures

$00 Desert Sand
$02 Tree
$04 Grass
$06 Water full tile
$08 Water top-left edge
$0A Water top-right edge
$0C Water bottom-left edge
$0E Water bottom-right edge
$10 Lava
$12 Sheet of Ice
$14 Block of Ice
$16 Hedge
$18 Fence
$1A Solid Block
$1C Trick Block
$1E Bottomless Pit
$20 Ground
$22 Cactus
$24 Death Mountain sign
$26 Lake Hylia sign
$28 Kakariko village sign
$2A Graveyard sign
$2C Desert sign
$2E Lost Woods sign
$30 Quest 1 sign
$32 Quest 2 sign
$34 Quest 3 sign
$36 Deku tree sign
$38 Castle Wall
$3A Castle Tower
$3C Dark Barrier

Buildings

$3E left edge w/ roof
$40 right edge w/ roof
$42 left edge w/o roof
$44 right edge w/o roof
$46 roof extension
$48 building extension w/o roof
$4A building extension w/ roof
$4C door: temple of time
$4E door: link's house
$50 door: sage's house
$52 door: Ganon's house
$54 door: Zelda's house
$56 door: deku tree
$58 door: forest temple
$5A door: ice temple
$5C door: water temple
$5E door: spirit temple
$60 door: shadow temple
$62 door: fire temple
$64 door: Ganon's castle
$66 exit to prior map

In Dungeon

$68 stairs up
$6A stairs down
$6C boss door
$6E locked door
$70 key
$72 boss key
$74 warp to boss
$76 spikes
$78 webbed hole (in deku tree)
$7A hole to deku tree below ground

Other

$7C Quest 1 Entrance
$7E Quest 2 Entrance
$80 Quest 3 Entrance

Items

$82 Heart Refill
$84 Heart Container
$86 Magic Refill
$88 Din's Fire
$8A Faore's Wind
$8C Nayru's Love
$8E Wooden stick
$90 Wooden Shield
$92 Kokiri Sword
$94 Hylian Shield
$96 Master Sword
$98 Mirror Shield
$9A Fire Tunic
$9C Zora Slippers
$9E Empty Bottle
$A0 Fairy
$A2 Light Magic
$A4 Lens of Truth
$A6 Hookshot
$A8 Longshot
$AA Quiver (20 max)
$AC Quiver (50 max)
$AE Bow
$B0 Bundle of 5 arrows
$B2 torch

Characters

$B4 You (Link)
$B6 Sage
$B8 Zelda
$BA Death Mountain Guard                                          
$BC Deku Tree
$BE Old Man

Enemy Classes

$C0 Soldiers ATK 1 / DEF 1
$C2 Trolls ATK 3 / DEF 2
$C4 Spirits ATK 3 / DEF 5
$C6 Shades ATK 1 / DEF 3
$C8 Zombies ATK 2 / DEF 2
$CA Keese ATK 2 / DEF 1
$CC Fire Keese ATK 1 / DEF 2
$CE Ice Keese ATK 1 / DEF 2
$D0 Goblins ATK 4 / DEF 4
$D2 Sorcerers ATK 5 / DEF 5

Boss Enemies

$D4 Deku Tree (troll class) ATK 5 / DEF 7
$D6 Forest Temple (troll class) ATK 9 / DEF 3
$D8 Ice Temple (sorcerer class) ATK 7 / DEF 5
$DA Water Temple (sorcerer class) ATK 9 / DEF 7
$DC Spirit Temple (spirit class) ATK 11 / DEF 9
$DE Shadow Temple (shade class) ATK 4 / DEF 10
$E0 Fire Temple (goblin class) ATK 13 / DEF 12
$E2 Ganondorf (sorcerer class) ATK 15 / DEF 15

**For enemies that damage you once, the ATK factor is dealt immediately. For enemies that damage you by burning, freezing, or poisoning, the damage is dealt once per every couple cycles until the damage counter expires.

**The DEF value of an enemy determines how much damage it can take before it dies. The damage you deal is determined by the base attack of your player (increases as you clear dungeons), with the weapon type as an attack multiplier.

**enemy class attacks
Soldiers have swords and swing at you.
Trolls have clubs and try to club you.
Spirits try to collide with you.
Shades shoot a poisonous spray at you.
Zombies try to collide with you.
Keese try to fly into you.
Fire Keese try to fly into you and set you on fire.
Ice Keese try to fly into you and freeze you.
Goblins have axes and swing at you.
Sorcerers fire spells at you. Spell classes include: fire, freeze, and stun. Stun deals damage once. Freeze and fire deal freeze and burn damage.


I added the Deku Tree dungeon for all of those who have played Ocarina of Time. Thus, I also added the STICK and the WOODEN SHIELD as items. Both have a set number of hit points, before they break. The other two shields have no set hit points.

Also, I need routines for rotating a sprite by 90, 180, and 270 degrees.
« Last Edit: September 30, 2012, 05:42:22 pm by ACagliano »

Offline ben_g

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #23 on: October 01, 2012, 02:20:06 pm »
Also, I need routines for rotating a sprite by 90, 180, and 270 degrees.
If I'm correct, axe has routines for that.

EDIT:
Code: [Select]
p_RotC:
ex de,hl
ld c,8
__RotCLoop1:
ld hl,vx_SptBuff+8
ld b,8
ld a,(de)
__RotCLoop2:
dec l
rra
rr (hl)
djnz __RotCLoop2
inc de
dec c
jr nz,__RotCLoop1
ret

p_RotCC:
ex de,hl
ld c,8
__RotCCLoop1:
ld hl,vx_SptBuff+8
ld b,8
ld a,(de)
__RotCCLoop2:
dec l
rla
rl (hl)
djnz __RotCCLoop2
inc de
dec c
jr nz,__RotCCLoop1
ret

p_RotC should rotate the sprite pointed to by hl 90° clockwise, while p_RotCC should do the same counter-clockwise. I think vx_SptBuff is where the result is stored.
« Last Edit: October 01, 2012, 02:25:19 pm by ben_g »
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Offline chickendude

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #24 on: October 01, 2012, 02:37:45 pm »
I'm curious, are there any screenshots? It sounds really cool.

Offline ACagliano

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #25 on: October 01, 2012, 02:39:30 pm »
Thanks. I do actually have some screenshots, but they are of my computer screen, while working on the map in Pixelscape.
« Last Edit: October 01, 2012, 02:41:25 pm by ACagliano »

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #26 on: October 01, 2012, 05:22:00 pm »
I didn't know there was a new online map editor! O.O

Anyway looks quite nice so far, although it would be nice if the houses were made more like in Zelda (ALttP, OoA, OoS or LA style)

Offline ACagliano

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #27 on: October 01, 2012, 05:29:03 pm »
I didn't know there was a new online map editor! O.O

Anyway looks quite nice so far, although it would be nice if the houses were made more like in Zelda (ALttP, OoA, OoS or LA style)

I'd be willing to alter the sprite, if i have a reference. Can someone upload/link to an image of what it looks like.

Offline chickendude

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #28 on: October 01, 2012, 06:48:16 pm »

Offline ACagliano

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #29 on: October 01, 2012, 08:58:58 pm »
Check out Sam Heald's projects:
http://www.ticalc.org/archives/files/fileinfo/119/11911.html (12x12 sprites)
http://www.ticalc.org/archives/files/fileinfo/76/7633.html (16x16 sprites)

I'm trying to duplicate the second one, but in 8x8 (splitting it up into several sprites). Not succeeding.