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  The Legend of Zelda Symphony v0.0.2
Posted by Kiekoes on Wed, July 27th, 2011 at 19:07 - 4 Comments
 
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Kiekoes Netherlands

 
[User Posted Image]The Legend of Zelda Symphony v0.0.2
An update for the Zelda Symphony homebrew
[User Posted Image][User Posted Image]
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DS-Scene member RDilus has released version 0.0.2 of his new Zelda Symphony homebrew. In this homebrew you can play the Ocarina from The Legend of Zelda.


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Changelog:
July 27 2011 Version 0.0.2
  • Fade in/Fade out effects
  • Added link animation (thank you Foxi4 for helping me a little out)
  • Improved sound (not sure not tested)

[User Posted Image]
Download The Legend of Zelda Symphony 0.0.2
Via: RDilus on IRC.


 
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#1
 
Foxi4 Poland

  Wed, July 27th, 2011 at 23:02
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I'm currently working on a more "efficient" way to include animations, in other words, a non-tiled one. Too many tiles and you get glitches mmm-hmm. You know where to look for it when it's done.
 
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 » Comment on: The Legend of Zelda Symphony v0.0.2
#2
 
Azazel91 Poland

  Thu, July 28th, 2011 at 08:11
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It would be nice if it had all ocarina sounds :) But ok, I'll live with OoT ones.
Good to know that Poles are also working on the homebrew :)
 
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 » Quoting: Comment on: The Legend of Zelda Symphony v0.0.2
#3
 
retrohead United Kingdom

  Thu, July 28th, 2011 at 10:55
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Foxi4 on Wed, July 27th, 2011 at 23:02 GMT  
I'm currently working on a more "efficient" way to include animations, in other words, a non-tiled one. Too many tiles and you get glitches mmm-hmm. You know where to look for it when it's done.


Could try loading each frame into a buffer then show each frame as a bg instead of using sprites (I guess sprites is how this was done?). Potentially a lot of memory being used to store all the frames but using a static buffer for it should work. I'm sure the animations won't be more than about 500kb - 1mb

This post has been edited by retrohead, Thu, July 28th, 2011 at 10:56
 
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 » Quoting: Comment on: The Legend of Zelda Symphony v0.0.2
#4
 
Foxi4 Poland

  Thu, July 28th, 2011 at 15:17
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retrohead on Thu, July 28th, 2011 at 10:55 GMT  
Foxi4 on Wed, July 27th, 2011 at 23:02 GMT  
I'm currently working on a more "efficient" way to include animations, in other words, a non-tiled one. Too many tiles and you get glitches mmm-hmm. You know where to look for it when it's done.


Could try loading each frame into a buffer then show each frame as a bg instead of using sprites (I guess sprites is how this was done?). Potentially a lot of memory being used to store all the frames but using a static buffer for it should work. I'm sure the animations won't be more than about 500kb - 1mb


To load a tiled Bg externally, you need to load the Palette, the Map and the Tileset and then you need to parse the .C file into the PA_BgStruct structure. Why do all that if you can just init a 16bit Background and load jpeg's.

Also, the days of worrying about the filesizes are long-gone - loading from Nitro and FAT is common in homebrew. All you need to worry about is not crossing the VRAM limit and the RAM limit at any given time.

This post has been edited by Foxi4, Thu, July 28th, 2011 at 15:19
 
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