ZELDA v0.1

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

_________________

I Introduction

II Installing Zelda

III Features & Planned Features

IV History

V Thanks to

______________

I-Introduction

______________

Zelda is an attempt to prove that powerful prgm, as great game such

zelda, is possible to realize in basic.

However, Zelda is maybe more an asm-prog than a basic-prog, because

it uses a very powerful lib, written in C, called flib, made by

François LEIBER (Francois.leiber@libertysurf.fr and

http://leiber.free.fr).

This lib offers all main instructions that asm programmers use.

That's why zelda could be considered as an asm prgm, because his

realization is better than many asm-progs.

I encourage all basic programmers to use this marvellous lib !

Warning : Flib 2.2 is required to play Zelda 0.1.

ALL other version LOWER than 2.2 WILL NOT work .

If you have already flib in your calc, please upgrade your

version to the 2.2 version (included in this package).

___________________

II-Installing Zelda

___________________

** For the 89 (any ROM, any HardWare version) :

-----------------------------------------------

Transfer to your calc the following files :

_ flib.89z

_ flib2.89z

_ zelda.89p

_ zeldata.89p

_ zeldalib.89p

All files MUST be in main folder.

Then, Execute zelda()

Press APPS during the game for the options and ESC to quit.

 

** Warning :

------------

_ The program need 45K of RAM free to run, and more if flib is not

archived. I advise to archive flib in main, it is very simple to

access it (especially if you program with it) and you do not need

to copy in RAM after every crash (Thanx to TI for the archive

recovery).

_ Zelda is not compatible 89/92+, so the 89 version

will not work on the 92 Plus.

_ I can not use local vars, so i use global vars, and all are stored

in main :

So in your MAIN folder, A-Z character variables and some others

will be cleared.

_ Since i do not use local var, never break the program during its

execution ! It will cause a lot of mess in your Var-Link !

If you did it, simply restart zelda and quit properly.

_______________________________

III-Features & Planned Features

_______________________________

III-1)Features

--------------

_ Huge maps.

_ Masked sprites.

_ Boss Key (ESC).

_ Options Menu (APPS)

_ Adjustable speed.

_ Perfect collision system.

_ More than 100 sprites 16*16 in b&w.

_ Beautiful menus. (Not really implemented yet)

_ Speed is adjustable at any time. (No need to restart)

_ No need of Kernel. Work on ALL ROM and ALL HW vesion.

_ Key Delay is reduced to the max to speed up the game.

(That's why it is almost impossible to move of one 'units' only)

_ The program save and restore your key delay.

_ Ultra fast scrolling, and additional scrolling for the 89 to

permit (8*10) map (89 screen allow only 5*10=50 sprites).

_ Possibility to pause game, and to turn off the TI for long pause.

_ Auto Test if required libraries are on calc.

_ The Basic libraries can't be executed from the home screen by the

user.

_ I have reproduced partially the map of the GameBoy Version

(Link's Awakaning).

_ The screen is used at its maximum : You have 5*10 sprites displayed

for the 89.

_ Auto Test to check if the TI is a TI-89, a TI-92 or a TI-92+ :

89 version will run only on the TI-89.

The game will not run on the TI-92 I or II or TI-92+.

_ Powerful Map Editor : It is not released because

you need a short time of programmation after creating map.

_ Very small executable (zelda.89p) to increase global speed (Huge

prgms are very slow). It's why there are basic 'libraries' :

zeldata.89p and zeldalib.89p.

_ Open Source program (basic is always open source...)

 

III-2)Planned Features

----------------------

Note : The planned features depends a lot of possible improvments of

flib.

_ Could disable totaly the breaking of the prgm, if 'breakoff'

function was enhanced (but it seems impossible).

_ Could speed up the prgm of 25% if flib supported the disable of

the auto-ints (but it seems impossible).

_ Could display grayscale sprites, if flib supported it (but it seems

impossible, even with the instructions 'gray').

_ Could reduce the size of zeldalib of 10 Ko, if flib had a support

for 'for..endfor' or 'loop..endloop' instructions (Those are too

low in basic : just see at the beginning of the game : That's the

result of a for..endfor instruction !).

_ Could reduce the size of zelda and zeldata of approximatively 20%,

if flib had its instructions coded by numbers.

_ Could seriously continue the project, if you send me cool emails.

However, the project should never reach its end, since its too

huge, and because i program only during the holidays, when i have

nothing to do. I also can not answer to emails during school

periods.

_ New versions will never be in basic. There will be in C, so 10 times

faster and smaller.

In fact, porting basic to C is extremely easy and fast !

Stay tuned...

__________

IV-history

__________

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%.

___________

V-Thanks to

___________

_ Thomas Corvazier.

_ Francois Leiber.

_ 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.