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Legend of Zelda Demo v0.52.6 released
Posted on 27 January 1999, 05:46 GMT

[Legend of Zelda Demo Screenshot]

Sam Heald has released the Legend of Zelda Demo v0.52.6 for the TI-82 (Ash), TI-83 (AShell83), and TI-86. This new version adds a shield, an octorak enemy, increased hit points for the bosses, four directional sprites for enemies, a larger overworld, and fixes numerous bugs. The level development is now being headed up by Derrick Ward. A final release should be available in mid-April.

 


The comments below are written by ticalc.org visitors. Their views are not necessarily those of ticalc.org, and ticalc.org takes no responsibility for their content.


Re: Legend of Zelda Demo v0.52.6 released
Cyberllama

Now perhaps I am an idiot, but i was under the impression that the 82/83/86 version was made by the same person/people that the 89 version is. If this is the case, where is the new 89 version? I hate to sound like i am demanding; I am merely wondering.
Or is it that the 89 version was a version ahead and now they are all catching up? I have no idea, fill me in please.

     28 January 1999, 00:44 GMT


Re: Re: Legend of Zelda Demo v0.52.6 released
akdjr
(Web Page)

Actually, the 89 version of zelda is being made by someone completley different. the 82/83 version was made by harper maddox first, then sam heild took it over and ported it to the 86. the 89 version, journey to a new world, is being made by the ccia. (and the 85 version, by maccross software).

     28 January 1999, 02:28 GMT


Re: Re: Re: Legend of Zelda Demo v0.52.6 released
Cyberllama

Ahhh....Thank you. :)

     28 January 1999, 02:36 GMT

How bout fixing these bugs?
Weiss

When "saving" in the dungeon by pressing clear, and continuing, the enemy revives and kills me quickly!

Also, it would be nice if Link could automaticly move to the left or right if withing 4 pixels of the edge of the walls...

Also, when using the sheild on the monster while it's on the left side of the screen, the monster "dances" about the left side of the screen.

Other than that, it is a great game, I can't wait for final release, or the "bigger overworld" demo anyway.

     28 January 1999, 02:53 GMT

Re: Legend of Zelda Demo v0.52.6 released
JBrett
(Web Page)

I think this is a nice game, the only major flaw I see is the total lack of sprite masking. I think if you masked the sprites, it would have a much better look. Anyways, nice game.

     28 January 1999, 03:07 GMT


Re: Re: Legend of Zelda Demo v0.52.6 released
Guy

Zelda does feature masking. Masking is when you can see through the sprites. I actually think that Zelda shouldn't use complete masking, because when your walking through the sand, you can't see anything.

     28 January 1999, 22:43 GMT

Re: Re: Re: Legend of Zelda Demo v0.52.6 released
JBrett
(Web Page)

Not really...
It looks to me as if he uses a putsprite routine to just OR the sprite to the screen. He needs to use masking in a better way, like what you said, about the sand showing through Link.

     29 January 1999, 02:24 GMT


Sprite Masking
David Phillips
(Web Page)

No, Zelda does not use masking. Masking is not where you can see through sprites. Masking is where you can see through some parts of the sprites, and not through others. If not using masked sprites, you can draw it so off pixels are clear or white. Zelda draws them so they are clear. But with masked sprites, some of the pixels can be white (like the ones "inside" Link), and others can be clear (the ones "outside" Link).

     29 January 1999, 02:25 GMT


Re: Sprite Masking
Sam Heald

I've never actually used a masking routine, but from what I've about it, it sounds like the last thing I would want to use. It requires two sprites per sprite(not that that makes sense). So take my 16x16 sprite(32 bytes), it uses 2 sprites a direction for animation (32*2=64), it moves in 4 directions (32*2*4=256 bytes), now double that to make a mask (32*2*4*2= 512 bytes). In the end, Zelda will have ~25 enemies (32* 2* 4*2* 25=12800 bytes). Add 2K for Link sprites, and 1-2K for maps and table. You get the idea.

Maybe once the game is finished, I will consider masking if Zelda is still under 20K.

     29 January 1999, 03:01 GMT

Chill...
Kupare(Eugene)

some of you are takin this way.... too far...
just games for your calcs d00ds.... the programmers
have NO need to go to your every whim i.e- WHERE IS THE 85 VERSION FOR REAL MAN and On my gameboy... The programmers are doing this either
out of intrest fun or some other miscellanous reasons. Sure bug reports are fine but whining is unacceptable. Games like this are really hard to program especially when they are bugged constantly about ports and such. If you want a perfect zelda game tell ya what.. get about 70 dollars and head down to your local funcoland store pick up a gameboy for like 40 dollars and zelda for 20. Talk about a no brainer... As for braggin about having a cetain better calculator...
whats so macho about that? You must not have any life at all.. I mean not all of us have bill gates for daddy and steve case for a mommy...
course this is a ramble if you couldn't tell already... I don't care about your opinion to my opinion you can disagree with me..you can flame me
but you can't change me mind!
P.S. Keep up the good work!
P.P.S This is my own narrowminded naive ignorant view! Be warned!
P.P.P.S I am not some of those other eugene's here!

     28 January 1999, 06:04 GMT

Re: Chill...
David
(Web Page)

Hey, Bryan...can you please get rid of this 15 character limit, or at least extend it a bit? Putting spaces in words is getting pretty annoying...

Anyways on to the subject of this message.

Eugene: Are you that same guy who wanted the
83+ "ported" to the 86? The spelling of "d00d"
makes me suspiciou s...

I agree with you, tho...program ming something like
THIS must be hell on a programmer (even experien ced ones.) The people who should be complaining are the good ASM programmers, because then THEY can back up their complaints with fix-it hints and possibly even code snippets.

And now to contradict myself!

Is there a more "technical" reason why changing sprite size from 16x16 -> 12x12 or even 8x8 would be a major problem? From what I see
(and bear in mind, the largest ASM project I've ever undertaken involves poly nomial factori
zation...a very simple operation, by all means) sprite size change would involve changing the sprite routines (a bit), drawing routines (a bit more), and possibly movement routines.

Oh well. *Awesome* game in any case, and yet more proof that good TI-82/83 ASM programm ers aren't dead...yet.

--David <-http:// welcome.to/ SITW->
Without the spaces, of course.
<nudge nudge wink wink...>

V3 Re direction Services:
A solution for all Monolith users!
go to: http://come.to

     28 January 1999, 06:42 GMT

Re: Re: Chill...
Sam Heald

>Is there a more "technical" reason why changing >sprite size from 16x16 -> 12x12 or even 8x8 would >be a major problem? From what I see a
>very simple operation, by all means) sprite size >change would
>involve changing the sprite routines (a bit), >drawing routines (a bit more), and possibly >movement routines.

I'm sure redrawing 100+ sprites then making completely new ones for later development won't be any sort of an inconvenience (sarcasm).
And then there's the detection routines, the entire mapping system, enemy routines, and the list goes on. It would be easier to reprogram the game from scratch. If you don't like Zelda, don't play it. Simple as that.

     28 January 1999, 22:18 GMT


Re: Re: Re: Chill...
David

Hmm...guess my ignorance shone blindly through the mesh of junk again :)

Anyways, don't get me wrong--I love the game...just was curious about the sprite issue. (Aren't those two words starting to tick you off? :)

--David

     29 January 1999, 00:47 GMT

Re: Re: Chill...
Eugene

>Eugene: Are you that same guy who wanted the
>83+ "ported" to the 86? The spelling of "d00d"
>makes me suspiciou s...

You are missing the point of Kupare's message. And no, I myself doubt it.

(In case you haven't figured out, there is more than one Eugene around here.)

     30 January 1999, 06:46 GMT


Re: Re: Chill...
Kupare

eh? Nah I just do that some times.. A rare
occasion when I use "d00d"
- Kupare a.k.a the "hated" Eugene who is gonna get
his "ass" hunted down or something to that

     30 January 1999, 06:52 GMT

Take a chill pill
Megatron

Can you port Zelda to the TI-89 for us? We like this version and want it ported, so if you don't want us to bug the program, then let's bug you. (Btw, I know there's Zelda89, I just wanted to say this =)

     28 January 1999, 17:47 GMT

Re: Chill...
Eugene

Oh, so it's you. Never mind...

     29 January 1999, 04:22 GMT


On second thought...
Eugene (a.k.a. meingts)

Kupare, I think it's about time I talked some sense into your messed-up head. The way you present yourself around here makes me think you are posting to spite me. That is impolite. It only proves your immaturity.

I respect your views on this issue. That is not what I'm attacking at this point. What I'm attacking is your PRACTICES.

So, all I'm asking is for you to do is to stop posting as if you scorn me. This is not a place to talk out of your ass or insult people. If you want to do just that, then just send me an e-mail. But don't insult me like there's no tomorrow, because I have feelings just as well as you do.

I want you to respond before Sunday, 6:00 am GMT, preferably by e-mail. I don't want to carry on a fight here; that would make the whole TI community sick of "Eugene". And if I don't hear from you by then, then I'LL chase after your ass. Do you understand?

     29 January 1999, 05:35 GMT

Re: On second thought...
Kupare

I didn't scorn you I just didn't want people
to think I was some other eugene there are alot
of them here Geez.... Immature nothin either
either way If you were offended(This goes to also anyone else) Then I'm sorry
geez.. didn't know people would take THAT personally.....

     30 January 1999, 06:46 GMT


I forgot one thing
Kupare(Eugene)

I completly forgot to address your questions!

Spite? Nope I don't do that, If you were the one
with the 89 or something well then I see too many
people like you braggin bout what you have and not realizing that most people couldn't afford it.. It wasn't to spite you if I did well then sorry... It was purely unintentional

Immature? Hmm.. Chasing after my As$.. doesn't sound like your much more mature.... Plus your incessant word use of "!@$$" Doesn't show a level much higher then mine

My views? Why thank you

My practices? I was just ravin to remind em that its only a calculator

I never meant to scorn you ass I said in answer 1
If I did it was unintentional. and I will apoligize once again.. Sorry

E-mail? Whats that? :P

Oh yes if you notice above the little thing it says no flames or vulgar language a.k.a Do not swear curse etc in layman's terms....

P.S I can talk bigwords if I want to.. I tend to switch between styles depending on what I respond too.....
-Kupare, some idiot

     30 January 1999, 07:06 GMT

GAMING STAFF NEEDED!
Terence Lindsey

(This has nothing to do with Zelda, but I need help on a game I'm designing so I came here)

Currently, I have all the designs and plans drawn out for a killer 3D RPG for PC. Currently, I've writing the 3D engine for it, but I need staff to help me with this game entitled, "Dark Nightmares: Summoning of Inferno". This is just a temporary title, though I may change it. Please, if you are interested on being apart of the staff, contact me. If anybody can get me a server to put up page and setup beta tests of the game on, e-email me. I need 4 other computer programmers on my staff (C++ prgrammers using Visual C++, I'm using VC++ 6 Professional), plus at least 4 3D artists, musician and sound designer. Also my ICQ number is #22798255.

     28 January 1999, 19:27 GMT


Re: GAMING STAFF NEEDED!
Kupare(Eugene)

but why ask here? This is a calculator thingy mabobber...... there are many other good boards to post to...... Just curious....
- Kupare

     30 January 1999, 07:09 GMT


Re: Re: GAMING STAFF NEEDED!
Eugene (not Kupare)

That may have been the case in January, but in February, there are no usable message boards. First, the TI-Files message board is being overwhelmed by the smart aleck known as Dean. Ever since, about four or five other people have caught on to the fad of Dean, so there goes that message board. (And I daresay that I forsee the day when Dean will infect this place as well.) Second, Catscanner, on which Dimension TI's message board stands, is down and hasn't been up for a week. I wonder what Adam will do about that.

I guess the only places left that I know of are IRC and the mailing newsgroups. Anywhere else?

     6 February 1999, 07:42 GMT

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