Zelda 2 on Uzebox

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Re: Zelda 2 on Uzebox

Postby blue_knight » Fri Dec 25, 2009 2:59 am

Flecko wrote:I would say that 4x compression is pretty admirable. Especially if you're still able to run in real time. Have you gotten to any sound or music yet?

Your conversion project is extremely impressive and makes me wish that I had more time to work on my project. Keep the udpates coming...I always check back.
It's actually 8x, but thank you (16KB -> 2KB). :) I didn't post about it until scrolling actually worked with the compression, just to make sure it's fast enough. Collision is already stored in a different compressed format, so collision/gameplay doesn't get any more expensive with extra compression for the visuals. Fortunately collision data only takes up 1 bit per meta-tile (2x2 tiles), so not much. :D I don't have sound or music yet, but I'm planning on implementing both for the gameplay demo.
uze6666 wrote:I've added a .UZE file for the demo on the main post. Just in case you want to add it on the SD card to show it off during Christmas!

-Uze
Thanks.
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Re: Zelda 2 on Uzebox

Postby blue_knight » Tue Dec 29, 2009 2:15 am

Another update.

I've simplified the scrolling code for the overworld area, it's now much simpler and handles stopping at the edges and having the character move away from the center like the sidescrolling areas. In addition the overworld collision detection is now working properly. Finally some of the teleports are working as well, so if you walk on the palace icon, for example, you'll be transported to the sidescrolling area. Here is an overworld screenshot:

Image

In addition, to avoid weird artifacts when switching between areas, I started looking at the Fading code. I don't really want to fade in and out, more just blank out the screen for a few frames so I added my own "color shift" function. So it's a nice convenient way to blank out the screen and get rid of the glitchy look when transitioning. After looking at it, though, I realized I could use the color shifting to save a lot of space in some cases. For example, before you get the candle, caves are supposed to be dark. On the NES they accomplished this by changing the palette but on Uzebox I can use the "DDRC" to colorshift and achieve a similar effect, as seen here:

Image

No additional tiles are needed, but it unfortunately also effects the UI - not much I can do about that though. :? All in all, though, I'm happy with the effect. So I'll finish connecting the overworld locations and sidescrolling areas and probably release another interim demo, so you can look around the demo area properly. Once that is done I'll start on combat.
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Re: Zelda 2 on Uzebox

Postby D3thAdd3r » Wed Dec 30, 2009 7:57 am

I implemented something simple and similar for overcast weather/lightning effects in rc pro am just manually controlling ProcessFading(). It seems to me appropriately designed graphics and fade tables could work together for palette like effects/free animations. Perhaps by using a ram fade table skewed to darken blue colors more/less, recoloring your UI graphics to minimize what you don't want effected etc. Could be way off base here, its been a while since I looked at that. Either way I'm definitely looking forward to this project, it's looking good.
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Re: Zelda 2 on Uzebox

Postby uze6666 » Wed Dec 30, 2009 6:49 pm

No additional tiles are needed, but it unfortunately also effects the UI - not much I can do about that though. :? All in all, though, I'm happy with the effect. So I'll finish connecting the overworld locations and sidescrolling areas and probably release another interim demo, so you can look around the demo area properly. Once that is done I'll start on combat.

Don't worry about the UI part, in fact *something* can be done about it. Quite easily. I can add per-section DDRC value so you will be able to have two different setting for the main and overlay sections. How is that? :D

I'll patch that in sometime after the holidays.

-Uze
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Re: Zelda 2 on Uzebox

Postby blue_knight » Wed Dec 30, 2009 9:57 pm

uze6666 wrote:
No additional tiles are needed, but it unfortunately also effects the UI - not much I can do about that though. :? All in all, though, I'm happy with the effect. So I'll finish connecting the overworld locations and sidescrolling areas and probably release another interim demo, so you can look around the demo area properly. Once that is done I'll start on combat.

Don't worry about the UI part, in fact *something* can be done about it. Quite easily. I can add per-section DDRC value so you will be able to have two different setting for the main and overlay sections. How is that? :D

I'll patch that in sometime after the holidays.

-Uze
That would be awesome. :) I admit, I've only briefly looked at the scanline rendering loop but not too much else in the core video kernel so I guess I spoke too soon. This is one case where I'm glad I'm wrong though. :lol:

I'm planning on doing some video mode experiments in the future to get more familiar with the low level code - but for now I'm just sticking to video mode 3 for this project. One idea is a "column renderer", where some data is stored in ram per column - then that data is used for rasterizing the columns in the scanline loop. All the data would be stored in ram and key data (such as colors) would be stored in registers. At minimum 3 colors + fade could be done but I suspect texturing (from ram tiles) may also be possible (affine scaling only per column, no perspective calculations). On the app side, the column data could be fed from a Wolfenstein style grid-based raycaster. Basically 1 intersection per ray, 1 ray per column, intersections only on grid edges, fade "fogging" to limit the maximum number of steps. A nice DDA loop (like I used in a GPU based voxel renderer in the past, though this would be 2D not 3D) would allow for a very fast raycasting loop with very accurate intersections. I haven't figured out how to get sprites in yet, though. Anyway I'm digressing - an experiment for the future. :D
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Re: Zelda 2 on Uzebox

Postby ozzlpz » Tue Feb 21, 2012 12:36 am

I would like to say great no excellent work that you have been doing thus far. I had a similar idea a while back but not as elaborate as your though with Zelda II. I was only going to tackle the graphics by improving them from NES to SNES look. More detailed. Also I'd like to say your work on the editor you have created is great. Do you have any plans on making your editor work with other game dev tools like Pygame, SDL or the such?
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Re: Zelda 2 on Uzebox

Postby uze6666 » Tue Feb 21, 2012 2:29 am

ozzlpz wrote:I would like to say great no excellent work that you have been doing thus far. I had a similar idea a while back but not as elaborate as your though with Zelda II. I was only going to tackle the graphics by improving them from NES to SNES look. More detailed. Also I'd like to say your work on the editor you have created is great. Do you have any plans on making your editor work with other game dev tools like Pygame, SDL or the such?

This thread is over two years old, not sure you will hear a response on this... :(
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