Like Gleeok said
QUOTE
The mini-map could be easily scripted provided the "Subscreen Appears Above Sprites" rule is disabled. The rightmost rooms would probably be set up as side-warps.
However, pkmnfrk said
QUOTE
My theory is that in the original Zelda, there was nothing stopping Link from travelling to further right, just in the normal quests, there's walls in the way.
Further, the mini-map position would be a simple calculation without bounds checking.
My only question is how he managed to set the mini-map squares, since the unmodified code would only look for 8 bytes of data (I think)
Further, the mini-map position would be a simple calculation without bounds checking.
My only question is how he managed to set the mini-map squares, since the unmodified code would only look for 8 bytes of data (I think)
Additionally, what if it was possible to script some custom subscreen objects or make scripts for existing (implemented) subscreen objects?
Edited by XMuppetSB, 29 July 2010 - 02:13 PM.