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ZC 'Win Game' Ending Timing (Cutscene and Credits Scroll)


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#1 Timelord

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Posted 30 January 2018 - 01:25 PM



Klop asked me about this, but I may as well post a thread on it, in the event that anyone else needs to know how it works.

This is the timing of the 'win game' cutscene and credits scroll:


1,492 frames from Link standing next to Zelda, before the text scroll appears:


//frame   //event
0    LINK at ZELDA's side      
288  begin WIPE (8px per side per step, each 5 frames)      
363  WIPE complete, DOT out, A/B items out      
     QMisc.colors.link_dot = 255;     
     show_subscreen_items = false;      
365  first MESSAGE character in      
371  next character in      
407  last character in      
668  LINK out, ZELDA out      
669  LINK in (TRIFORCE overhead), ZELDA in (TRIFORCE overhead)      
733  BLUE flash bg      
734  RED      
735  GREEN      
736  BLACK      ...      
860  BLACK, LINK out, ZELDA out      
861  LINK in, ZELDA in      
927  first MSG character in      
935  next character in      
1335 last character in      
1461 LINK out, ZELDA out      
1492 end of Link and Zelda cutscene.       
1493 begin SCROLL

The code/timing for scrolling text depends on the quest:

Custom quests, and 1st quest, should be 1,200 frames after frame 1,492.
2nd and above, 1,440 frames (also after frame 1,492), it seems.


So, custom quests and 1st.qst, the total ending time is 2,692 frames (44.8666666 [repeating] seconds).

2nd.qst and above, 2,932 frames (48.8666666 [repeating] seconds).


#2 Cukeman

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Posted 30 January 2018 - 04:00 PM

Would it be an easy script to skip to "begin scroll" on warp out of a screen?


Edited by Cukeman, 30 January 2018 - 04:00 PM.


#3 Timelord

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Posted 30 January 2018 - 04:15 PM

There is no way to 'call' that ending seuence text scroll, but you can script your own.

#4 Cukeman

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Posted 30 January 2018 - 04:18 PM

Ah, didn't want credits, was just trying to think of a way to skip the ending cutscene and go right to the part where it says you beat the quest and shows your time. Just because it can look glitchy when you're using custom tilesets.



#5 klop422

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Posted 30 January 2018 - 06:05 PM

Can I just ask at which frame the ending music is supposed to start as well?

 

EDIT: Watching the ending sequence on Youtube makes it seem like it happens in frame 669, when Link and Zelda hold the Triforce.Is that right?


Edited by klop422, 30 January 2018 - 06:13 PM.


#6 Timelord

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Posted 02 February 2018 - 02:12 AM

Can I just ask at which frame the ending music is supposed to start as well?
 
EDIT: Watching the ending sequence on Youtube makes it seem like it happens in frame 669, when Link and Zelda hold the Triforce.Is that right?


Err, I'll need to have another look at ending.cpp for that.

Are you trying to time music to the credits scroll?

Ah, didn't want credits, was just trying to think of a way to skip the ending cutscene and go right to the part where it says you beat the quest and shows your time. Just because it can look glitchy when you're using custom tilesets.


An ffc script ending works very well to replace the win game flag ending. I haven't decided how best to allow modification of the old, hardcoded ending. As you can see, events occur with quite specific timing.

#7 klop422

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Posted 02 February 2018 - 07:25 AM

Yes, I'm trying to do some kind of timing.

My idea is basically to have an opening section which plays throughout the scroll, then a continuation and/or a loop for afterwards. Not exact Mickey Mousing (I don't think the frame rate is quite consistent enough, and I'm not skilled enough), but something.

Now I think about it, I forget whether ZC stays on the ending screen afterwards or pushes you back to the title screen without prompt. If the latter, then that kind of ruins my plans...



#8 Timelord

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Posted 02 February 2018 - 08:50 AM

Yes, I'm trying to do some kind of timing.
My idea is basically to have an opening section which plays throughout the scroll, then a continuation and/or a loop for afterwards. Not exact Mickey Mousing (I don't think the frame rate is quite consistent enough, and I'm not skilled enough), but something.
Now I think about it, I forget whether ZC stays on the ending screen afterwards or pushes you back to the title screen without prompt. If the latter, then that kind of ruins my plans...


Are you doing this for the open assets music components?

If so... The oficial open modules won't have the same ending sequence. It will either be replaced by a script (likely), or a module-supported system that has yet tobe determined (less likely).

So, it's more than reasonable to try to time ending credits to whatever ending music you make, rather than expecting the open quests to have the same timing sequence and durations as the NES Zelda credits scroll--although this would be an amusing idea, and might be possible via modules, to change graphics, text, and sounds in the ending.

I'll still try to figure out the music timing for you, when I feel a bit better. I'm laying down at present.

#9 klop422

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Posted 02 February 2018 - 09:22 AM

Oh, if the timings won't be the same, you don't have to do it. I was meaning to use this for the open assets. I'm not 100% why I assumed they would be... :/

If you still want to do it, it could still be useful, to be fair. I might make my own ending theme for my own quest at some point (if not this one, then the next one, whenever that happens), so it could still be useful to know.




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