Ok, so I finally got all the base sprites I need for Link. Spent forever ripping them myself (the ones on Spriter's Resource -the ones I used in the previous version of this tileset- turned out to be full of errors, mistakes, missing pixels, etc.)
These are all straight from the game (minus a few frames that had to be dropped) and they are all positioned exactly in relation to each other (which means I had to line up the sprites to the in-game grid horizontally and vertically when I captured them) EDIT: splash graphics aren't aligned yet. The "hold up item in water" sprites and the bottom row of splash graphics are the only sprites I made edits to. The sprites are all recolored, but there is no color loss (except in the bottom row of splash graphics).
These aren't ready to be brought into ZQuest just yet, there are a few more edits I have to make, along with some repositioning, but the heavy part of the work is done, and I needed to make a save of this version anyway, before I make any further changes.
EDIT: Hmm, it appears the diving/floating/swimming sprites only use 2 graphics, not 3...
Looks really neat! Are they 8-bit tiles, or do you only need a single CSet for them? If they only need 1 CSet, you think you'd want to upload them stand-alone to the site? I found that Minish Cap graphics look pretty nice in Firebird (I found a Deku Tree done in edited MC tiles, that made a beautiful setpiece to a map I was making, and it fit in really well), but trying to rip them myself was a pain.
Link himself fits into a single CSet, these are 8-Bit because the water details (and the shadow) will be using additional colors from another CSet. If you want them to be purely 16 color, it's not too hard to simplify them. If you'd like I can upload them (after I make the final adjustments)- the only thing is that all of Link's items (like the sword and hookshot) have to be rearranged to line up with Link's hands, so they're not instantly compatible with just any tileset.
This is looking pretty fantastic! The minimap palette is really mellow and I'm impressed how you got Link's sprite into Zelda Classic. That must've taken ages. X_X
As for your Abei, does he really need to be 2 sprites tall? Are you doing that so that he's properly layered? If so, there's an easier way to accomplish that! First, make a 32x32 Abei tile for each direction. Put him down as an NPC, then Extend his sprite so he takes up the entire 32x32 tile. If Link's x position is greater than Abei, draw Abei in a layer below Link. If Link's x position is less than Abei, draw Abei above Link.
Presto! Abei now uses a single sprite and behaves exactly like in your screenshot. This method of layering can be generalized to anything and is very common in games.
Edited by DragonDePlatino, 04 May 2016 - 07:46 PM.
Thanks DDP! Actually, getting MC Link into ZC is fairly straghtforward once you have all the sprites. I'd like to try your NPC suggestion, but I don't know how to do that.
are these link tiles 4x4 or edited for 2 tiles tall? I ripped a lot of link stuff from MC and FSA and edited it for 16x32 16 color, then put it into Koten for my quest, and was planning on throwing the original rips and palettes up at some point.
are these link tiles 4x4 or edited for 2 tiles tall? I ripped a lot of link stuff from MC and FSA and edited it for 16x32 16 color, then put it into Koten for my quest, and was planning on throwing the original rips and palettes up at some point.
These Link sprites are all 2 tiles wide and 2 tiles high, but in ZC you have to line each one up in the center of a 3 tiles wide and 2 tiles high space. They are essentially 16 colors with some exceptions: http://www.purezc.ne...=54729&p=995577
are these link tiles 4x4 or edited for 2 tiles tall? I ripped a lot of link stuff from MC and FSA and edited it for 16x32 16 color, then put it into Koten for my quest, and was planning on throwing the original rips and palettes up at some point.
They have to be 2x2, because Link holding the shield won't really look right otherwise.
That's very nice. May I ask what your progress on the overworld and dungeon tiles is? You seem to have been focusing on setting up sprites, mostly.
I've made some progress on the Hyrule Field overworld area- basic stuff like cliffs, grass, bushes, rocks. Haven't touched the dungeons.
You're right, my primary focus is on Link sprites, item actions, the items themselves, and subscreens. I'm pretty much just adding in the overworld tiles and enemy sprites when I want a break from my primary focus. Since I overhauled my palette I'm gonna have to recolor everything I'd done in the previous version of this tileset, so there's still catching up to do.
And I've thrown in a few scripts. For instance all Flowers combos are now Flowers->Next combos, and Link can climb up scalable walls like he does in Minish Cap.
For precise details on my progress I've been keeping the first post of this thread updated, and there's even a download link there that I've been updating a lot if you wanna look around the .qst file.
Animation
FFCs Are Visible While The Screen Is Scrolling: ON
Invincible Link Flickers: ON
Items Held Above Link's Head Continue To Animate: ON Enemies
Temporary No Return Disabled: ON
Constant Traps Can Pass Through Enemies: ON
Broken Enemy Shield Tiles: ON
Translucent Shadows: OFF
Enemies Flicker When Hit: ON NES Fixes
Items Disappear During Hold-Up: OFF Other
Can Select A-Button Weapon On Subscreen: ON
Fast Heart Refill: ON
Enable 1/4 Heart Life Bar: ON
Healing Fairy Heart Circle Is Centered Around Link: ON
Special Room Guys Don't Create A Puff When Appearing: ON
Scripts
std.zh [✓]
string.zh [✓]
ffcscript.zh 1.1.1 [✓] by Saffith
ghost.zh 2.3.1 Mod [✓] by Saffith, MoscowModder, Cukeman, grayswandir
tango.zh 1.1.0 [✓] by Saffith
Global "Combined" [✓] by Saffith
global LinkOffset [✓] by Coolgamer012345, grayswandir, Avataro
global "BombBlastFake" [-] (for SpawnLWeaponBomb) (note: add Remote and Super Bombs)
global "UpdateFlowers" [✓] by ywkls, Lejes
global "MessageSound" [✓] by ZoriaRPG, Lejes
global "UpdateRupeeSFX" [✓] by Saffith
CreateEnemy [✓] (FFC) by Avataro
AdvPickUpMessage [✓] (Item) by Joe123, MoscowModder, Isdrakthül, cavthena, Coolgamer012345, Cukeman
AdvPickUpMessageArgs567 [✓] (Item) by Joe123, MoscowModder, Isdrakthül, cavthena, Coolgamer012345, Cukeman
ComboTileMod [✓] (FFC) by Dimentio, Coolgamer012345, Lejes, Avataro
RocsFeatherUseSFX [✓] (Item) by C-Dawg, Lejes
CreateItem [✓] (FFC) by Saffith, Isdrakthül, Cukeman, Lejes
SpawnLWeaponBomb [✓] (Item) by ywkls, C-Dawg, justin, Lejes, Cukeman
SpawnRemoteLWeaponBomb [-] (Item) by ywkls, C-Dawg, justin, Lejes, Cukeman (WIP, fuse duration=0 not set up yet)
SpawnSuperLWeaponBomb [✓] (Item) by ywkls, C-Dawg, justin, Lejes, Cukeman, Russ
CreateEndlessHPEnemy [✓] (FFC) by Avataro, Lejes, MoscowModder, Cukeman
PotScript [✓] (FFC) by Avataro, Lejes, TheBlueTophat
OldPotScript [✓] (FFC) LinktheMaster, Lejes, Cukeman
HoleLava [✓] (FFC) by Joe123, Lejes, Avataro, Cukeman
BlockPermSecrets [✓] (FFC) by MoscowModder
WhistleKill [✓] (Item) by ZoriaRPG, TheBlueTopHat
RopeFaster [✓] (FFC) by Lejes
(note: add NPC, and item holdup scripts)
Notes
• Check the game's script file for detailed instructions on how to use the scripts (in progress).
• Don't use the Screen Data > Dark Room S.Flag (it overwrites Main Palette CSets 2-4). I suggest using Burn Flags to remove dark layers instead.
• Default Combos and Combo Aliases have been deleted.
• Cheats have been enabled.
• Init Data is being edited for testing purposes.
• SFX 25 (Item pickup 2) has been muted so that it won't play with Message Strings. Item Pickup Sounds can be reassigned in the Item Editor for each item.
• Abei, Abei 2, Ama, the Merchant and room Fires are now invisible so they may be replaced with custom graphics.
• The pink square grid spaces are open and available to edit. Their purpose is to make it evident which fully transparent tiles (filled with "static") are in use and shouldn't be edited (in progress).
• Tiles outlined in red aren't colored correctly yet.
• Leave "Link's Bombs Hurt Link" Quest Rule unchecked. Bomb and Super Bomb Damage to Link can be modified in the script file (const int BOMB_DAMAGE_TO_LINK = 8;) (const int SBOMB_DAMAGE_TO_LINK = 8;).
• Enemies using ESP CSets (such as bosses) are now set to use ESP CSet 0 (more on this later).
• Flower combos will be set up to be saplings.
• I have set all enemies to "Instant" rather than "Puff" unfortunately, certain enemies ignore this setting.
• Item pickup sounds need to be checked.
• All Flowers combos are now Flowers>Next combos. Next combos should be 8-Bit, otherwise they will be drawn in CSet0.
• By default, Link's death animation changes all CSet 6 colors to gray. Currently, only part of Link's sprites use CSet 6 (turn gray), but if I were to fix this I'd have to reduce the number of colors in my palette, and I just don't think it's worth it.
• Fix item catch positions
• Abei is now scripted (check later for details).
• Farore's Wind Warp Animation colors aren't easily edited. Probably not worth fixing.
• Triforce (Whole) Cutscene Type 0 overwrites CSet9. Use Type 1 instead.
• Golden Octorok/Rope attributes are approximate.
• Wallet Message Strings are set up to update the Rupee Counter Icon(s).
• 6 Custom Item Classes have been used.
• I turned off the Side Warp for the Triforce Fragment so a string message can play a fanfare. I would advise setting up a warp combo to exit the room instead.
• Some animation speeds could be fine tuned (framecount is good though).
• As soon as Link gets a Shield, he will start using the shielded sprite, so if Link holds up a new shield that he finds, a "duplicate shield" will also appear on his arm... (to account for this, I made shield items 2-Handed pickups)
• Except for the main Link sprites, most animations were captured at 20FPS.
• My custom subscreen has 20 Heart Containers and 10 Magic Containers (320 MP).
• Use layers to create floors under shattering pots and stones.
• Keep/Gain Lower Items edited for Pickup Message Strings. (I forget what this means)
• Allow title space for full set of widest possible characters (note to self).
• A. Speeds, and F. Rates might use a bit of fine-tuning, some audio pops (Armos) might need fixing.
• Check enemy death animations.
• Check enemy item drop sets.
• Check Item Pickup Script/SFX/Operations
• Shields have been edited to reflect rocks.
• I edited the Red and Blue Potions to NOT refill Magic (because they only use Heart Refill SFX).
• Do NOT use Whistle > Palette Change. Secret combos are probably the best coice.
• Currently, the only enemy that loads ESP CSets into CSet 14 is default Ganon.
• Link uses the pound animation for Farore's Wind, which I didn't know, so that's messed up.
• Left statues are used as drowning combos, when the drowning script is active.
Tutorials
Features and stuff I should document:
• Making scalable walls
• Making large Abei
• Making large enemies
• Recoloring MC Graphics
• Life Gauge Piece details
• Making an Armos
• Making large treasure chests
• Water vs. Lava
Misc. Credits
• Early Palette/Image Editing advice: Radien, Sheik91
• ZQuest help: Sepulcher, MoscowModder, Ebola Zaire, Lunaria, Saffith
• (and many others)
Alright, half a zillion years and edits later I finished all the Link sprites
For instance, the only Shield pose Link does in Minish Cap is the crouching strafe... Link never does a crouching strafe in ZC... that's a lot of edits... also, Link's sword moves up and down when he does a charging strafe in Minish Cap, not in ZC... more edits. Whatever, it's done.
(Falling and Drowning sprites haven't been tested yet, but everything else is implemented and working.)
I've been making a lot of progress, and I just wanted to share:
Scalable walls, friendly (and unfriendly) River Zoras:
A little landscaping:
Aggressive Octos:
A mostly done "Abei":
One of the less obvious plusses is that a tileset with larger sprites set up is easier to modify into other graphics than the default set would be. Granted the colors in this palette lean towards the high saturation of MC, but edits are possible (and this is just trailing off into a rambling paragraph so I'll stop).