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


I Introduction

II Installing Zelda

III Features & Planned Features

IV History

V Thanks to

 

  


I-Introduction


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 !

  


II-Installing Zelda


** 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)

 

 


IV-History


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%. 

 

 


V-Thanks to


_ 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.