![IPB Image](http://i518.photobucket.com/albums/u343/FnrrfYgmSchnish/Zelda%20Classic/zelda016.png)
Ignore the weird bow/arrow positioning; I haven't moved the items around at all yet on this screen, so it's still expecting a vertical bow/arrow sitting next to each other instead of the "arrow diagonally across bow" sprites I had set up for them. Also, I'm not entirely sure what that random rupee is doing there, but I'm guessing it's supposed to be a heart-container piece that ended up with the wrong sprite somehow because of how I positioned them in the tileset.
Finally got almost all the item sprites done--all that's left for those is the spells and scrolls, and I think a few weapon sprites used by some items (mostly magic, boomerang/arrow sparkles, and stuff like that; the main weapon graphics are all pretty much done.)
Haven't done much with the subscreen yet, but I did do all the little icons for hearts, rupees, etc. and trim out the ones that seemed unnecessary (30 hearts seems like way too much unless you're inflating your difficulty to the point of insanity by having enemies do 15 gazillion damage, plus Zelda games always seem to have hearts in multiples of 8 from what I remember and 32 wouldn't work since the two extra hearts sitting up next to "- LIFE -" were really awkward-looking. And I'm pretty sure level-specific keys don't show as part of the "all keys" counter unless you're on that level anyway so a separate counter for them doesn't really seem necessary.)
I might trim down the magic meter also, depending on what I decide to do with the rest of the subscreen (leave the background all black, or make some sort of border between it and the screen?)... though that would make the Cane of Byrna basically impossible to use since it seems to eat up magic absurdly fast compared to every other magic-costing item.
EDIT: I think I'm just about done with overworld maptile stuff (and close to finishing both enemies and items); next will probably be Link, then on to dungeon stuff. Here's some more screenshots:
![IPB Image](http://i518.photobucket.com/albums/u343/FnrrfYgmSchnish/Zelda%20Classic/zelda006.png)
The short hookshot is now actually short (had to cut the length down to
8 from something like 50 to get this length; it's at its longest point in the screenshot. The long hookshot has the 50 length and 32 chains from the default "short" hookshot.)
Link: You can climb with this thing? I always thought it was a little portable bridge!
![IPB Image](http://i518.photobucket.com/albums/u343/FnrrfYgmSchnish/Zelda%20Classic/zelda015.png)
![IPB Image](http://i518.photobucket.com/albums/u343/FnrrfYgmSchnish/Zelda%20Classic/zelda017.png)
One of the new dungeon entrances: the MEGA-GRAVE! Originally the entrance to a "King's Tomb" dungeon from the quest that used the old version of this tileset; it's almost the same as the old version, except that the old version had a bunch of random barely-different shades of some colors and a big red crystal in the middle of the cross (tiles for the cross with crystal are included, but due to palette issues it isn't ever red. Though it can be red-brownish or blue or purple or green.) Also, the cracked graves are "BS Grave" type, crumbling into the "empty slab with rock shards" tiles seen in these screenshots.
Also, the Ghini in the second screenshot is one of the unkillable flickering ones; I forgot to set the ringleader flag when testing this. XD
=================
And finally...
![IPB Image](http://i518.photobucket.com/albums/u343/FnrrfYgmSchnish/Zelda%20Classic/zelda004.png)
Link sprites are done, at least the shieldless ones.
Edited by FnrrfYgmSchnish, 03 September 2012 - 04:24 PM.