Thursday, May 28, 2015

Zelda Deathmatch - Map Generation

Select-button menu now generates maps for every dungeon and for the overworld.

First draft.  A few of the columns still aren't processing correctly (note entrance room for Lev1 looks screwy) and there are still issues with position jumping around when transitioning between rooms, but otherwise it seems to work.

Two connected clients, one (on the right) with map open:



Local player shows as a blue/green flashing dot (Entrance room to level 1, outside level 1) and remote players show up as red/blue flashing dot (left side of level 1, west of overworld start spot).

Also added arrow and boomerang combat, and made it so you can hit left/right on the player select screen to select 1st/2nd quest.  This might be ready for testing sometime soon.

Major things to still do:
- Game modes (PVP deathmatch, PVP race, PVE Co-op, etc)
- Syncing enemy positions
- Second quest handling (currently only first quest maps etc work)
- Bomb support for PVP - no idea how to do this yet since it's the only weapon that doesn't have an enemy equivalent that will damage the player.

Monday, May 4, 2015

Anonymous Comments

.. have been enabled.  I had forgotten that I had to do this on the som-edit blog ages ago too.

Friday, May 1, 2015

Zelda Deathmatch - World Map

Since Zelda 1's select-button pause is pretty boring I thought I'd replace it with a menu that shows some interesting stuff.

Here's an early draft of a world map generated on the pause screen from loaded ROM data.


Player locations will (optionally) be shown here, probably using the same little dot sprite that the game uses for the somewhat less interesting map in the upper left.

It also optionally shows game locations (Levels, sword upgrades, etc) as you find them so you can remember where they were (this is for randomizer runs).

The corrupted menu graphics are due to me replacing tiles 0x80 through 0xFF with the generated map data temporarily.  This can easily be fixed; there are other unused tile slots I can use.  Alternatively, I may not even keep the stuff on top around when you pause, and just replace the whole screen with the new menu stuff.

Next up: trying to come up with a good solution for syncing enemy positions so co-op games can be a thing.