This new version is currently under construction in 2.50.2
Tileset Name: MCBasic
Details: This is a reskin of ZC's default gameplay/settings (things will look like they do in Minish Cap, but function [mostly] according to ZC defaults, Link's Shield is not a button item, for instance).
Legend:
[ ] = To do
[-] = In progress
[✓] = Completed
Downloads etc.
• MCBasic.qst (current progress file) Updated 2/09/18
• MCBasic Development Doc
• ColorDebug.png (see Details Here)
• MCBasic.act (Photoshop Color Table, Details Here) Updated 4/18/16
• PhotoshopColorPicker.png Updated 4/18/16
• ghost.zh 2.3.1 mod Updated 8/09/16
• Graphics Pack (WIP) Updated 7/27/16
• MCBasic.qst (current progress file) Updated 2/09/18
• MCBasic Development Doc
• ColorDebug.png (see Details Here)
• MCBasic.act (Photoshop Color Table, Details Here) Updated 4/18/16
• PhotoshopColorPicker.png Updated 4/18/16
• ghost.zh 2.3.1 mod Updated 8/09/16
• Graphics Pack (WIP) Updated 7/27/16
8-Bit Palette Progress
Main Palette
CSets 0-14 [✓]
Main Palette Notes
Set CSet 0, Slot 0 to "63, 0, 63" for use in ZQuest Editor.
Set CSet 0, Slot 0 to "7, 5, 9" for use in Zelda Classic.
CSet 0, Slot 0: Transparent
CSet 0, Slot 1: White
CSet 1, Slot 0: Black
CSet 6, Slots 2-5 are Link's tunic colors.
CSet 9, Slots 0-8 are used for level-specific colors.
CSet 9, Slot F is the level-specific shadow color.
Constant Colors:
CSet 0, Slots 1-F
CSets 1-5
CSet 6, Slots 0-1, 6-F
CSets 7-8
CSet 9, Slots 9-E
CSets 10-13
Do not use ESP CSets for any enemies or bosses (except Ganon).
CSets 0-14 [✓]
Main Palette Notes
Set CSet 0, Slot 0 to "63, 0, 63" for use in ZQuest Editor.
Set CSet 0, Slot 0 to "7, 5, 9" for use in Zelda Classic.
CSet 0, Slot 0: Transparent
CSet 0, Slot 1: White
CSet 1, Slot 0: Black
CSet 6, Slots 2-5 are Link's tunic colors.
CSet 9, Slots 0-8 are used for level-specific colors.
Details for CSet 9, Slots 0-8
Slot 0: Main Path Color1
Slot 1: Main Grass/Ground Color1
Slots 2-4: Cliff/Wall Colors (Medium-Light, Medium-Dark and Dark)1
Slot 5: Main Water/Lava Color1
Slots 6-8: Ripple Colors (Light, Medium and Dark)2
1Use Constant 8-Bit Colors for remaining Path, Grass/Ground, Cliff Wall and Water/Lava details.
2Your Medium Ripple Color will also be your Main Shallow Water/Lava Color (use Constant 8-Bit Colors for remaining Shallow Water/Lava details).
2These Ripple Colors are also used on the swimming/diving tiles for Zora and Link (and for Link's drowning tiles).
Since Lava and Water use the same color slots and animation graphics, you shouldn't have accessible water and lava on the same level.
Slot 0: Main Path Color1
Slot 1: Main Grass/Ground Color1
Slots 2-4: Cliff/Wall Colors (Medium-Light, Medium-Dark and Dark)1
Slot 5: Main Water/Lava Color1
Slots 6-8: Ripple Colors (Light, Medium and Dark)2
1Use Constant 8-Bit Colors for remaining Path, Grass/Ground, Cliff Wall and Water/Lava details.
2Your Medium Ripple Color will also be your Main Shallow Water/Lava Color (use Constant 8-Bit Colors for remaining Shallow Water/Lava details).
2These Ripple Colors are also used on the swimming/diving tiles for Zora and Link (and for Link's drowning tiles).
Since Lava and Water use the same color slots and animation graphics, you shouldn't have accessible water and lava on the same level.
CSet 9, Slot F is the level-specific shadow color.
Details for CSet 14
Slot 0: Main Tree Foliage Color1
Slots 1-5: Bushes/Bush Leaves/Flower Sapling (Leaf) Clippings1
Slots 6-B: Tall Grass/Grass Clippings/MISC: Tall Grass1
Slots C-F:Flowers Saplings/Flower Sapling (Trunk/Stem) Clippings1
1Use Constant 8-Bit Colors (and CSet 9 when appropriate [see "Details for CSet 9, Slots 0-8" above]) for remaining details (additional Tree Foliage, visible Path elements, visible Grass/Ground elements, Tree Trunks and Branches, Bush Trunks and Branches,Flower Sapling Stems, etc.).
• Create a hidden Dummy Enemy (on each relevant screen) via "CreateEnemy" FFC Script to load a new ESPalette into CSet 14 for each level (Run Script at Screen Init); you can have up to 27 CSet 14 "Level Palettes" this way (reserve ESP CSets 3-5 for Ganon).
• Do not color Main Path, Main Grass/Ground, or Cliff/Wall tiles with CSet 9 in Ganon's room.
• Do not color Water/Lava with CSet 9 in Ganon's room.
• Do not use Water/Lava or Shallow Water/Lava Combos in Ganon's room.
• Do not color Trees with CSet 14 in Ganon's room.
• Do not use Bush, Tall Grass orFlower Sapling Combos in Ganon's room.
Slot 0: Main Tree Foliage Color1
Slots 1-5: Bushes/Bush Leaves/
Slots 6-B: Tall Grass/Grass Clippings/MISC: Tall Grass1
Slots C-F:
1Use Constant 8-Bit Colors (and CSet 9 when appropriate [see "Details for CSet 9, Slots 0-8" above]) for remaining details (additional Tree Foliage, visible Path elements, visible Grass/Ground elements, Tree Trunks and Branches, Bush Trunks and Branches,
• Create a hidden Dummy Enemy (on each relevant screen) via "CreateEnemy" FFC Script to load a new ESPalette into CSet 14 for each level (Run Script at Screen Init); you can have up to 27 CSet 14 "Level Palettes" this way (reserve ESP CSets 3-5 for Ganon).
• Do not color Main Path, Main Grass/Ground, or Cliff/Wall tiles with CSet 9 in Ganon's room.
• Do not color Water/Lava with CSet 9 in Ganon's room.
• Do not use Water/Lava or Shallow Water/Lava Combos in Ganon's room.
• Do not color Trees with CSet 14 in Ganon's room.
• Do not use Bush, Tall Grass or
Constant Colors:
CSet 0, Slots 1-F
CSets 1-5
CSet 6, Slots 0-1, 6-F
CSets 7-8
CSet 9, Slots 9-E
CSets 10-13
Additional Palettes
Level 0 Palettes (Field)
CSets 2-4, 9, 14 [✓]
Level 1 Palettes (In Progress)
CSets 2-4 [✓]
CSet 9 (0- 8) [ ]
CSet 9 (9-F) [ ]
Level 2 Palettes (In Progress)
CSets 2-4 [✓]
CSet 9 (0- 8) [ ]
CSet 9 (9-F) [ ]
Level 3 Palettes (In Progress)
CSets 2-4 [✓]
CSet 9 (0- 8) [ ]
CSet 9 (9-F) [ ]
Extra Sprite Palettes 1
CSets 0-5 [ ]
CSets 6-8, 9-12 [✓]
CSet 13 [ ]
CSet 14 [ ]
Extra Sprite Palettes 1 Notes
CSet 4, Slots 9-F should be identical to CSet 9 (in the current Level # Palettes). Stay tuned for more details.
CSet 5, Slots 9-F should be identical to CSet 9 (in the current Level # Palettes). Stay tuned for more details.
Extra Sprite Palettes 2
More details about how to color Ganon (and his interactions with various CSets) to be added.
Level 0 Palettes (Field)
CSets 2-4, 9, 14 [✓]
Level 1 Palettes (In Progress)
CSets 2-4 [✓]
CSet 9 (0- 8) [ ]
CSet 9 (9-F) [ ]
Level 2 Palettes (In Progress)
CSets 2-4 [✓]
CSet 9 (0- 8) [ ]
CSet 9 (9-F) [ ]
Level 3 Palettes (In Progress)
CSets 2-4 [✓]
CSet 9 (0- 8) [ ]
CSet 9 (9-F) [ ]
Extra Sprite Palettes 1
CSets 0-5 [ ]
CSets 6-8, 9-12 [✓]
CSet 13 [ ]
CSet 14 [ ]
Extra Sprite Palettes 1 Notes
CSet 4, Slots 9-F should be identical to CSet 9 (in the current Level # Palettes). Stay tuned for more details.
CSet 5, Slots 9-F should be identical to CSet 9 (in the current Level # Palettes). Stay tuned for more details.
Extra Sprite Palettes 2
More details about how to color Ganon (and his interactions with various CSets) to be added.
Do not use ESP CSets for any enemies or bosses (except Ganon).
Link Progress 100%
Item Progress 100%
Weapons/Misc Sprites Progress 100%
Subscreens/Menus Progress
Active (Alt, B) [-]
Active (Alt, B+A) [-]
Passive (Alt, B) [-]
Passive (Alt, B+A) [-]
Active (New, B) [-]
Active (New, B+A) [-]
Passive (New, B) [-]
Passive (New, B+A) [-]
Passive (Color Test Debug) [-]
Active Subscreen
Button Item Frames [✓]
Dungeon Item Frames [✓]
Large Map [✓]
Large Map Frame [✓]
Quest Item Frame [✓]
Triforce Frame [✓]
Passive Subscreen
Button Item Frames [✓]
Minimap (Dungeon) [✓] (Custom)
Minimap (Overworld) [✓] (Custom)
Mimimap Frame [✓]
Minimap Title [✓]
Life Gauge Piece (Clockwise, Counterclockwise) [✓]
Life Meter [✓] (MC Resize)
Rupee Icon (Large, Small) [✓]
Level/Gen. Key Icons (Large, Small) [✓]
Bomb Icon (Normal, Super) [✓]
Subscreen Vines [-]
Arrow Icon [-]
End Credits Bricks [✓]
Game Icons [✓]
Continue Screen Cursor/Fairy Ring (Life) [✓] (MC Edit)
Continue Screen Cursor (Alt.) [✓]
Misc Colors
Text [✓]
Caption [✓]
Compass Mark (Light) [✓]
Compass Mark (Dark) [✓]
Link's Position [✓]
Message Text [✓]
Message Strings
Message Box [✓]
Message More Icon [✓]
Sample [✓]
Sample (Cont'd) [✓]
Sample (Highlights) [✓]
String Font: GUI Font [✓]
Active (Alt, B+A) [-]
Passive (Alt, B) [-]
Passive (Alt, B+A) [-]
Active (New, B) [-]
Active (New, B+A) [-]
Passive (New, B) [-]
Passive (New, B+A) [-]
Passive (Color Test Debug) [-]
Active Subscreen
Button Item Frames [✓]
Dungeon Item Frames [✓]
Large Map [✓]
Large Map Frame [✓]
Quest Item Frame [✓]
Triforce Frame [✓]
Passive Subscreen
Button Item Frames [✓]
Minimap (Dungeon) [✓] (Custom)
Minimap (Overworld) [✓] (Custom)
Mimimap Frame [✓]
Minimap Title [✓]
Life Gauge Piece (Clockwise, Counterclockwise) [✓]
Life Meter [✓] (MC Resize)
Rupee Icon (Large, Small) [✓]
Level/Gen. Key Icons (Large, Small) [✓]
Bomb Icon (Normal, Super) [✓]
Subscreen Vines [-]
Arrow Icon [-]
End Credits Bricks [✓]
Game Icons [✓]
Continue Screen Cursor/Fairy Ring (Life) [✓] (MC Edit)
Continue Screen Cursor (Alt.) [✓]
Misc Colors
Text [✓]
Caption [✓]
Compass Mark (Light) [✓]
Compass Mark (Dark) [✓]
Link's Position [✓]
Message Text [✓]
Message Strings
Message Box [✓]
Message More Icon [✓]
Sample [✓]
Sample (Cont'd) [✓]
Sample (Highlights) [✓]
String Font: GUI Font [✓]
Tile Progress
Overworld
Bush/Undercombo, Field [✓]
Cliff Tiles, Autumn Field (Landlocked) [ ]
Cliff Tiles, Falls (Coastal) [ ]
Cliff Tiles, Falls (Landlocked) [ ]
Cliff Tiles, Field (Coastal) [ ]
Cliff Tiles, Field (Landlocked) [-]E (Color Loss: 1 [Staircase])
Cliff Tiles, Valley (Landlocked) [ ]
Rock/Bombable, Field [✓]
Rock/Tall Grass Undercombo, Field [✓]
Sapling/Undercombo Field [✓]
Tall Grass, Field [✓]
Grass Ridges, Field [✓]
Cloud Shadow [✓]
Objects
Chests/Locked Chests (Red, Yellow, Blue, Large) [✓]
EIncludes MC Edits
Bush/Undercombo, Field [✓]
Cliff Tiles, Autumn Field (Landlocked) [ ]
Cliff Tiles, Falls (Coastal) [ ]
Cliff Tiles, Falls (Landlocked) [ ]
Cliff Tiles, Field (Coastal) [ ]
Cliff Tiles, Field (Landlocked) [-]E (Color Loss: 1 [Staircase])
Cliff Tiles, Valley (Landlocked) [ ]
Rock/Bombable, Field [✓]
Rock/Tall Grass Undercombo, Field [✓]
Sapling/Undercombo Field [✓]
Tall Grass, Field [✓]
Grass Ridges, Field [✓]
Cloud Shadow [✓]
Objects
Chests/Locked Chests (Red, Yellow, Blue, Large) [✓]
EIncludes MC Edits
Graphics Pack
Requests:
Other:
Cliff Tiles, Autumn Field (Coastal) [ ]
Cliff Tiles, Crenel (Coastal) [ ]
Cliff Tiles, Crenel (Landlocked) [ ]
Cliff Tiles, Crenel {Stormy} (Coastal) [ ]
Cliff Tiles, Crenel {Stormy} (Landlocked) [ ]
Cliff Tiles, Forest (Coastal) [ ]
Cliff Tiles, Forest (Landlocked) [ ]
Cliff Tiles, Lake (Coastal) [ ]
Cliff Tiles, Lake (Landlocked) [ ]
Cliff Tiles, Valley (Coastal) [ ]
Other:
Cliff Tiles, Autumn Field (Coastal) [ ]
Cliff Tiles, Crenel (Coastal) [ ]
Cliff Tiles, Crenel (Landlocked) [ ]
Cliff Tiles, Crenel {Stormy} (Coastal) [ ]
Cliff Tiles, Crenel {Stormy} (Landlocked) [ ]
Cliff Tiles, Forest (Coastal) [ ]
Cliff Tiles, Forest (Landlocked) [ ]
Cliff Tiles, Lake (Coastal) [ ]
Cliff Tiles, Lake (Landlocked) [ ]
Cliff Tiles, Valley (Coastal) [ ]
Enemies Progress
Aquamentus (Left, Right) [ ]
2Armos (Stationary) [✓] (Pixel Loss: 1)
Bat [-]
Bombchu [ ]
2Boulder (Crenel) [✓]F (Color Loss: 1) *check large shadow position
Bubble (IP, IR, IT, SP, SR, ST) [✓]
Darknut (DK, 1, 2, S) [ ]
Digdogger (1K, 3K) [-]
2Digdogger Kid (1, 2, 3, 4) [✓]
Dodongo (N, BS) [ ]
2Dodongo Snake (BS) [✓]
2Fire [✓] (MC Edit)
Ganon [ ]
Ganon (Custom) [-]
2Gel (1N, 1T, 2N, 2T)A [✓] (MC Edit)
2Ghini (N, P) [✓]
2Gibdo [✓] (MC Resize)
Gleeok (1H, 2H, 3H, 4H, F1H, F2H, F3H, F4H) [ ]
Gohma (1, 2, 3, 4) [ ]
Goriya (1, 2, 3) [ ]
Keese (7B, 8R, 9K, T) [-]
2Lanmola (1, 2) [✓] (MC Resize)
Leever (1, 2, 3) [✓]
2Like Like [✓]
Lynel (1, 2) [ ]
Manhandla (1, 2) [✓]
2Moblin (1, 2) [✓] (MC Edit)
Moldorm (Classic) [-] (MC Resize)
2Octorok (1F, 1S, 2F, 2S, 3F, 3S, 4F, 4S, M) [✓] (MC Edit)
Patra (BS, 1BC, 1BO, 2, 3) [✓]
Peahat [-]
Pols Voice (A, M) [ ]
2Rock (Crenel) [✓]A (Custom)
2Rope (1, 2) [✓]
Shooter (F2, F, Fb, M, R, Sp, Sw) [ ]
Spinning Tile (C, ES) [ ]
Stalfos (1, 2, 3) [ ]
Tektite (1, 2) [-]
1Trap (HC, HL, VC, VL) [✓]
Trigger [ ]
Vire (N, T) [ ]
Wall Master [-]
2Wizzrobe (B, Fr, Fl, M, S, TG, TR, W) [✓]
2Zol (1N, 1T, 2N, 2T)A [✓] (MC Edit)
2Zora [✓] (FSA Edit)
CUSTOM ENEMIES:
Abei (Upper, Lower) [-] (MC Resize)
2Armos (Moving) [✓] (Pixel Loss: 1)
Bubble (G1, G2) [✓]
Cucco (7P, S, G, A) [-]
2Death Animation [✓]
2Gel (1NR, 1NG, 1NB, 1TR, 1TG, 1TB)A [✓] (MC Edit)
Helmasaur (M, U) [-]
Keese (Dark) [-]
2Moblin (1, 2) Charging [✓] (MC Edit)
Moldorm (Modern) [-] (MC Resize)
2Octorok (Golden) [✓] (MC Edit)
2Rope (Golden, Venom) [✓]
2Rupee Likes (G, B, R) [✓]
Tektite (Golden) [-]
2Zol (1NR, 1NG, 1NB, 1TR, 1TG, 1TB)A [✓] (MC Edit)
2Zora (Friendly) [✓] (FSA Edit)
AAnimation Edited
FFramerate Edited
2Positioned correctly (default enemies are offset by 2 [ZQ bug])
1Default position was working
Fix death animations
2Armos (Stationary) [✓] (Pixel Loss: 1)
Bat [-]
Bombchu [ ]
2Boulder (Crenel) [✓]F (Color Loss: 1) *check large shadow position
Bubble (IP, IR, IT, SP, SR, ST) [✓]
Darknut (DK, 1, 2, S) [ ]
Digdogger (1K, 3K) [-]
2Digdogger Kid (1, 2, 3, 4) [✓]
Dodongo (N, BS) [ ]
2Dodongo Snake (BS) [✓]
2Fire [✓] (MC Edit)
Ganon [ ]
Ganon (Custom) [-]
2Gel (1N, 1T, 2N, 2T)A [✓] (MC Edit)
2Ghini (N, P) [✓]
2Gibdo [✓] (MC Resize)
Gleeok (1H, 2H, 3H, 4H, F1H, F2H, F3H, F4H) [ ]
Gohma (1, 2, 3, 4) [ ]
Goriya (1, 2, 3) [ ]
Keese (7B, 8R, 9K, T) [-]
2Lanmola (1, 2) [✓] (MC Resize)
Leever (1, 2, 3) [✓]
2Like Like [✓]
Lynel (1, 2) [ ]
Manhandla (1, 2) [✓]
2Moblin (1, 2) [✓] (MC Edit)
Moldorm (Classic) [-] (MC Resize)
2Octorok (1F, 1S, 2F, 2S, 3F, 3S, 4F, 4S, M) [✓] (MC Edit)
Patra (BS, 1BC, 1BO, 2, 3) [✓]
Peahat [-]
Pols Voice (A, M) [ ]
2Rock (Crenel) [✓]A (Custom)
2Rope (1, 2) [✓]
Shooter (F2, F, Fb, M, R, Sp, Sw) [ ]
Spinning Tile (C, ES) [ ]
Stalfos (1, 2, 3) [ ]
Tektite (1, 2) [-]
1Trap (HC, HL, VC, VL) [✓]
Trigger [ ]
Vire (N, T) [ ]
Wall Master [-]
2Wizzrobe (B, Fr, Fl, M, S, TG, TR, W) [✓]
2Zol (1N, 1T, 2N, 2T)A [✓] (MC Edit)
2Zora [✓] (FSA Edit)
CUSTOM ENEMIES:
Abei (Upper, Lower) [-] (MC Resize)
2Armos (Moving) [✓] (Pixel Loss: 1)
Bubble (G1, G2) [✓]
Cucco (7P, S, G, A) [-]
2Death Animation [✓]
2Gel (1NR, 1NG, 1NB, 1TR, 1TG, 1TB)A [✓] (MC Edit)
Helmasaur (M, U) [-]
Keese (Dark) [-]
2Moblin (1, 2) Charging [✓] (MC Edit)
Moldorm (Modern) [-] (MC Resize)
2Octorok (Golden) [✓] (MC Edit)
2Rope (Golden, Venom) [✓]
2Rupee Likes (G, B, R) [✓]
Tektite (Golden) [-]
2Zol (1NR, 1NG, 1NB, 1TR, 1TG, 1TB)A [✓] (MC Edit)
2Zora (Friendly) [✓] (FSA Edit)
AAnimation Edited
FFramerate Edited
2Positioned correctly (default enemies are offset by 2 [ZQ bug])
1Default position was working
Fix death animations
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Edited by Cukeman, 09 February 2018 - 03:08 AM.