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gameboy/gameboy color scripts?

gameboy all scripts

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#1 Shadowblitz16

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Posted 27 December 2015 - 10:35 PM

can someone help me find a collection of gameboy scripts?

 

i'm not sure where to exactly look beyond the scripts database page.

but I would like to post all gameboy scripts in this topic with the scriptwriters consent.

this would be to make easier for people to find gameboy styled scripts

 

and no minish cap scripts doesn't count

I'm referring to LA, OOA, and OOS



#2 Timelord

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Posted 27 December 2015 - 11:20 PM

I'm already working on this, as a side-project. See the description of my entry in the script database, or try my IotM for December, as that's a somewhat newer version of the header. I'll be adding more to this in coming months, mostly from scratch. There are a very small assortment of scripts that already exist, that I am likely to use, and some of these will likely require modification, to work with all of the other components.


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#3 Shadowblitz16

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Posted 28 December 2015 - 11:24 AM

wow awesome

so this isn't going to be link's awakening right?

also I was wondering are you using this for your tileset?



#4 Timelord

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Posted 28 December 2015 - 02:27 PM

wow awesome

so this isn't going to be link's awakening right?

also I was wondering are you using this for your tileset?

 

No, it's a template for Gameboy style quests, and aye, it uses the EZGB 2.5 tileset, for the present. To be honest, the tileset needs a fair amount of expansion, particularly to include many of the items, and dungeon objectsfrom the Oracle games.



#5 Shadowblitz16

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Posted 28 December 2015 - 04:31 PM

what type of scripts do you have?



#6 Timelord

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Posted 28 December 2015 - 07:10 PM

what type of scripts do you have?

 

I'm afraid that in my case, that question would be far too complex to answer; given that my master ZScript archive has over 2,000 files in it. :/

 

For Gameboy related things, I've been working on the engine code, as well as some item code. Last month, I made the Oracle switchshot, and I featured it in the first IotM event. I also have two different 'shovel/dig' scripts, and some of the other oracle items. At present, I'm working on the Oracle rings. Those will need a fancy display menu, and interaction with Vasu (more code).

 

My goal for the GB header is in a series of prorities:

 

Engine Dynamics (enemy displacement and death effects, special characters such as Moosh--the one from the game, not to be confused with Moosh here, who is also...oh, nevermind--moving platforms, and such) and Engine Dynamics Items (e.g. Pieces of Power, Guardian Acorns, Beaks, seeds)

Gameplay Items (Switchshot, fire rod, Harp of Ages, Instruments)

Visual Effects and Animations

..and in last place, because I hate making them, enemies.

 

I will likely use some existing enemy code for the common foes from the GB games, but making the GB bosses is either going to be a huge pain in the arse, taking forever; or I'll have collaboration, and it will take slightly less then forever.

 

Zeldarina asked for this a year ago (or longer, perhaps) and it's a slow process, primarily because it is not my highest priority for ZScript/ZQuest. it is however, one of my template projects.

 

If you want to know what scripts I have, a better place is to start by asking if I have specific things. You may be shocked at the answers, and at times, so may I.



#7 Shadowblitz16

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Posted 28 December 2015 - 08:39 PM

well i downloaded you switchhook_0.7_IotM_NO_1 quest and the scripts don't compile :(

 

Edit: let me explain some more

I goto Quest/Scripts/Compile ZScript+++

then I click Compile! button and it throws like 3 errors


Edited by Shadowblitz16, 28 December 2015 - 08:55 PM.


#8 cavthena

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Posted 28 December 2015 - 10:45 PM

When posting errors please list what errors the compiler is giving you. If your not sure what your looking for then post a screen shot.



#9 Shadowblitz16

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Posted 28 December 2015 - 11:17 PM

sorry here are the errors



#10 cavthena

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Posted 28 December 2015 - 11:52 PM

"FLIP_H" and "MAX_ITEMS" are both global constants included in stdExtra.zh. You need to import stdExtra into your script file.

 

At the top of your script file check to make sure you have: import "stdExtra.zh"

if you don't add it.

 

I don't think it comes with ZC(?) so here is a link to stdExtra on the database.


Edited by cavthena, 29 December 2015 - 12:01 AM.


#11 Shadowblitz16

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Posted 29 December 2015 - 03:55 PM

why don't the scripts have these lines already?

 

Edit also how do I use stdExtra.zh?

I see import script options in the editor but it looks like there is tons of script types and sub types


Edited by Shadowblitz16, 29 December 2015 - 04:06 PM.


#12 cavthena

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Posted 29 December 2015 - 10:36 PM

There are two kinds of files used in zscript ".z" and ".zh". z files typically, but not always, contain scripts for the different slots you see in ZC like FFC, Item or global. zh files are a special file called a header. Headers typically hold constants, global variables, functions and other data that can be used across multiple scripts. There are many header files included with ZC, like std.zh, and there are headers that you can add yourself, like stdExtra.zh, ghost.zh, and many more...

 

Of course the compiler doesn't know what header files you need and what ones you don't so you need to tell it what you want. Don't worry its not hard.

 

First place the .zh file you want to use into the Zelda Classic folder. Then open the script file you wish to compile in notepad.

At the top you need to import the .zh files you want included. I've placed examples of what you want to add in below.

//Top of file...
import "std.zh" //These are header files.
import "stdExtra.zh" //The import command tells the compiler you want it to compile these to.

//Below are the scripts you want to add to your game!
ffc script DoTheThing()


Once you've added the import commands save your file. Then compile it in ZC like you normally would.

 

Here is a tutorial that covers compiling. Sadly the pictures are missing but it's better than nothing!


Edited by cavthena, 29 December 2015 - 10:37 PM.


#13 Shadowblitz16

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Posted 29 December 2015 - 11:35 PM

Sadly the pictures are missing but it's better than nothing!

 

ya it seems to be the problem with most tutorials I find :/





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