ZELDA v0.3
Par Aghnar le bisaïeul <aghnar666@caramail.com>
Zelda is a freeware, so the distribution of Zelda is encouraged,
as long as all files are kept together, and the user doesn't have to
pay anything to get Zelda.
TABLE OF CONTENTS
III Features & Planned Features
Since Jean Milleron stopped his zelda project, i'm trying to make a better Zelda, which will be the original game boy version.
It was a challenge for me, since i discovered asm (in 1997), to program in asm.
Unfortunately to program in asm you must be a genious and you must have a lot of time to learn, to code and to debug. So i only have some rudiments in asm.
C is very easier than asm, and i just want to say to everybody that great game could be done. Stop wasting time on this awful asm and make great game in C !
** For the 89 (any ROM, any HardWare version) :
Transfer to your calc the following files :
_ zelda.89z (ASM file)
_ zeldalib.89y (PAK file)
It's advising to ARCHIVE them to avoid wasting memory !
Then, Execute zelda().Press [ESC] to quit.
** For the 92 Plus (any ROM, any HardWare version) :
Transfer to your calc the following files :
_ zelda.9xz (ASM file)
_ zeldalib.9xy (PAK file)
It's advising to ARCHIVE them to avoid wasting memory !
Then, Execute zelda().Press [ESC] to quit.
** Warning :
_ Press [+]/[-] to change contrast. DON'T use [diamond]+[+]/[-].
_ Zelda is not really compatible 89/92+, so the 89 version
should not work properly on the 92 Plus, and the 92 Plus version
should not work properly on the 89.
_ zeldalib must be in CURRENT folder, else it will be not found.
III-Features & Planned Features
III-1)Features
_ *Perfect* collision system.
_ More than 100 sprites (MASKED) 16*16 in *GRAYSCALE*
_ No need of Kernel.
_ Work on ALL ROM and ALL HW vesion.
_ Auto-check for free memory when unpacking.
_ The program auto-break the 8Ko limitation.
_ Packed program (50 % compression ratio), with auto-unpack feature.
III-2)Planned Features
_ implementation of the houses (extra maps)
_ implementation of ability to speak to people
_ implementation of animate the people (it looks heavy to code)
_ implementation of the sword (it looks very heavy to code)
02/2001 :Zelda v0.3
* Again smaller (12ko) version !
* Speed enhanced !
* ALL sprites are grayscale !
* A Compression system allow me to win 50% of space
and to break the 8Ko limitation...Thanx to Thomas Nussbaumer for it !
01/2001 : Zelda v0.2
* Completely rewritten in C !
* Faster !
* Smaller (17ko) !
* 89 AND 92+ support !
* HTML Doc.
12/2000 : Zelda v0.1
* First public release.
* Written in Basic, requiring flib 2.2.
* Slow and huge (30 ko without flib), because it's basic !
* For the moment, the game has only a tecnical interest :
Lot of tecnical features have been implemented, and the motor of
the game can be considered realized at 50%.
_ All the staff of ti-gcc.
_ All the staff of ticalc.org.
_ All the staff of ti-fr.org.
_ David Ellsworth, Rusty Wagner, Xavier Vassor, Julien Muchembled.
_ Jimmy Mardell, Patrick Davidson, Don Barnes.
_ Thomas Corvazier, Thomas Fernique, Thomas Nussbaumer.