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#1026527 Kokiri Forest

Posted by Sheik on 10 August 2017 - 05:40 AM

Hey guys and gals.

I thought I'll throw in another update. This time I want to share the daytime, present map for the Kokiri Forest. Let me know what you think about my take on the area! Without further ado:


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#891427 I'm stuck in Zelda's Butt

Posted by The Satellite on 24 March 2014 - 11:19 PM

This topic's title is amazing.

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#1010410 Server Migration (and my Retirement)

Posted by LinktheMaster on 26 November 2016 - 11:22 AM

Hello everyone! For everyone in the US, I hope you had a good Thanksgiving! And for everyone, I hope you all have been enjoying the much better holiday of the release of a new Pokemon game. :P


I know it's not typical for the staff to announce their retirement (especially in an announcement) and I'm honestly not the type to want to make a big fuss over it, but I figured you all deserve to officially know. Over the years I've unfortunately felt myself drifting away from Zelda Classic and the PureZC community. I've loved this place, and it's been my home online for around 12-13 years. I have a lot of memories here with a lot of amazing people. However, all things tend to come to and end, and lately I've found myself having other priorities and interests in life, and I haven't been able to give PureZC the attention it deserves, and I don't really want to string you all along into thinking that I'm here when I'm not. Granted, I don't plan on vanishing completely, but I doubt I'll be very active outside of GD and GE.


With my departure from the staff, I am leaving the site in the very capable hands of the staff, and I've been working on trying to give them more access to some things that they may need in my absence. Part of this process involves me transitioning PureZC over to another server (the former beta server). With this migration, I've been able to clean up a couple things up a bit, isolate PureZC on its on environment, as set things up to allow giving the keys to someone else. Furthermore, it's getting PureZC out of the Linode datacenter which has been plagued with lots of DDOS attacks, so hopefully this will also give the site some more stability.


I'm planning for this migration to happen tomorrow morning around 7am EST. I don't expect any issues with the transfer process, but as there are some DNS configuration changes, it may take a while for people to get directed to the new site.


I'll make a post when the updates are done tomorrow, but otherwise, thanks for everything, everyone. :)


(P.S. Since I assume that it'll come up at some point, Nick and I are hoping to release what we've done on Fairy Dream to the public in the future, as well as release an unpassworded version of it with all of our scripts.)

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#995085 Rules for Reviews and Ratings

Posted by Aevin on 18 April 2016 - 04:20 PM

After a recent topic and several staff discussions, we have decided to add rule #12 to the Site and Forum Rules to clarify our expectations for ratings and reviews. Most of this isn't new, but we wanted to make it clear that yes, we expect you to play quests and try other submissions yourself before rating them.


This by no means requires you to play a whole quest, of course. If you lose interest or rage quit, by all means share your experience in a review. But if you haven't played any of the quest yourself, your impressions from quest projects or let's plays would make more sense in the comments.


If you see any ratings or reviews breaking these rules, please use the report function to let us know.


12. Be considerate with reviews and ratings.


Reviews should reflect your own opinion after trying a database submission for yourself. In the case of quests, it's recommended that you at least play in a few dungeons (depending on the format of the quest), but more complete playthroughs are ideal. Do not rate quests based solely on viewing a Let's Play or on the description, screenshots, or quest project alone. Music submissions need to be listened to. Scripts should be at least tried in an example quest. Tilesets and loose tiles should be tried for yourself, unless a significant portion of the tiles are displayed in the screenshots. Any reviews that rate the submission without trying it first will be removed.


Database entries should be rated with your own personal opinion, not to "correct" other peoples' ratings. Do not rate things higher or lower than you normally would with the intent of undermining other members' reviews or adjusting the overall score. Reviews that do this will be removed.


Constructive criticism is of course encouraged in reviews, but please try to be respectful of the person who submitted it. Remember that in the end, we're a community mostly of amateurs doing this for fun. Just like with other areas of the forum, harassment will not be tolerated in the reviews and comments on a submission.

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#977794 Zelda Classic 2.50.2

Posted by Saffith on 22 October 2015 - 10:49 PM

This is it. No betas, no release candidates. See shardstorm.com (since build 1703) for changes since 2.50.1.

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#976568 Mass recoloring

Posted by Saffith on 11 October 2015 - 01:19 PM

It's not available quite yet (should be soon, honest), but I thought I'd provide a brief introduction to 2.50.2's new mass recoloring tool. It's useful for fixing tiles that don't match your palette structure or making palette-swapped enemies.

(Yeah, it says ESP 2, and it looks fine in that. Just go with it.)

Select the tiles to be recolored and click "Recolor" or press Ctrl+R, and this window will pop up:

Each color in under "From" will be replaced with the corresponding color under "To." Drag and drop colors into "To" to create the desired mapping.

Click "OK," et voilà:

If you've got a lot of tiles to redo, you can press Ctrl+Shift+R to repeat the last recolor without bringing up the dialog again.

As you can see, this can be selectively applied to each CSet in 8-bit tiles, but there's also a separate 8-bit mode. This works a bit differently.

Drag and drop colors to both the "From" and "To" sets. Any colors not in "From" will be unchanged. You can do up to 16 at a time.

This mode only recolors 8-bit tiles; any 4-bit tiles selected will be unaffected.
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#1029707 Vintage Dreams Tileset

Posted by Shane on 27 October 2017 - 04:56 AM

Vintage Dreams Tileset

by Shane and Lunaria


The Vintage Dreams tileset is a new tileset that aims to offer a more refine GB Zelda working environment.
EZGBZ has been the long running goto GB style tileset and it has done a pretty fine job, however certain parts of it have left some quest authors more frustrated than they should. This tileset aims to offer practical solutions to some of those problems while also offering additional options. However this sounds like mumbo jumbo, so I'll just break down the main aims of the tileset:

  • Provide better accuracy when replicating GB Zeldas.
  • Provide a more efficient base tileset.
  • Providing the means to create a contemporary quest for designers.

But what does this actually mean? Well for a practical example: GB treetops is a staple in more quests than you can count, it's also often common practice to draw these on any layer higher than 1 (and possibly let the player walk behind them). The Game Boy only has one layer outside of sprites, so given that it's not feasible to draw sprites for all the trees... well, you get my drift. The VD tileset does in base provide (and advocate) solid tree tops on layer 0 in contrast to the weirdly configured transparent ones in EZGBZ. This is more accurate but I can already see some people shake their heads, don't worry, we offer transparent tree tops too!
In regards to efficiency... all tile data and combo data have been re-configured (from scratch in regards to combos) to have better organization. EZGBZ likes to map almost all tiles as combos, this is seldom practical to given quest author who'll only use a fraction. Do you need five bridge designs? What about four mountain types? Sure, there are quests that does use all these assets, but for most it's simply more than is needed. No tile data has been removed, but the combo pages are way more compact focusing more on a wide selection of assets, rather than all different versions of said assets. Only two mountain types are mapped for combos, for example, but you could easily replace which one you want to use by copy pasting the tilepage of your prefered one over the already mapped one. (Or insert and map new combos!)
Furthermore, EZGBZ palette configuration is one I could not describe as anything other than a mess. As such it has been thrown out for a new one (all tile assets re-coloured to work) that has, in my opinion, a bit more thought put into it. Main palettes has only one highlight colour and then several colour ramps followed by black and white at the end. Level palettes follow the same structure, except one ramp is replaced with a new highlight colour (for the last two ramps) as well as generic shade of gray. Duplicate colours have been cut down en-mass except for where it's not possible (CSet 6, mainly). All of this should make it much easier to know what tiles, items, or enemies are affected by what palette changes, and setting up new palettes should be much easier.
Now, for the the forward thinking one you might realize that, "hey, that means I can use main palettes for screens and level palettes for items", and yes, that is indeed true. But as per usual, it's recommended that quest authors keep best practices and don't do that. :P
And finally, providing the means to make a contemporary quest. That might sound vague or complex, but it's actually quite simple: The Vintage Dream tileset is not JUST a tileset. In fact, a better way to describe it would be a Quest Starter Pack. Not everyone can script, in fact just getting scripts into a quest is a hassle for many. This tileset therefore comes pre-packed with a lot of practical ones. Most of them are aimed at replicating GB features, but some insert custom things or ports from other Zelda titles. Stuff like pits you can jump over, NPCs to talk to, and enemies a plenty are really common features in quests these days. Therefore the aim is to make the entry level to use these features be lowered.

But it doesn't really stop at scripts either, everything has (or will be) looked over for refinement. The Palette rips offered in EZGBZ are accurate, but they don't work very well on backlit computer screens. If you can't do palettes though, then you're stuck with them. We decided to throw those out and instead offer a wide array of new palettes to choose from. From one thing to another, all the ZC added enemies have been looked over and modified. A Bat Wizzrobe or a splitting Darknuts might have their fans, but few players get excited about fighting a Mirrorobe or a Death Knight. Therefore these and a few other ones have had tweaks to make them a bit more interesting and engaging (No default Zelda 1 enemies have been modified). Furthermore, to fit some holes in the enemy tier list a few new enemy editor enemies have also been created to make it easier for new people (Don't worry, they are listed!).
Of course, having all these features here is one thing, knowing how to use them is another. The tileset will offer a wide variety of example screens that new quest authors can play around until they get the hang of it (Or put to use their project, we don't judge!). For the purists out there that wants to start at a blank slate it'll be easy enough to delete the example DMaps and Maps, so don't break a sweat! :D
JyKGVbt.png EkeGOKs.png ovYTRQ4.png zebNIjF.png

Lastly, but not least, the tileset comes with extensive documentation. The main script file is fully commented about what does what as well as what scripts are assigned to what assets (what combo type ID is used for what script, etc). Which enemies were changed from base is also listed, included what the changes were.

So oh boy are you excited to give the tileset a spin and wonder when you can get your hands on it!?! Me too! The official release date is: When it's done™. A lot of things are done (and you could in theory make a quest in it just fine right now), but there is still quite a bit left to do. Production has been going really fast currently, but you never know when motivation goes away! But hey, at least we are two!

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#1020986 15 Years of Pure

Posted by Neptune on 10 May 2017 - 04:28 PM

Some of you may have noticed, but PureZC is 15 years old as of today. A decade and a half ago, Wild Bill created this website that many have called their internet home over the years, myself included. 
Here's a little more in depth history of PureZC.
About PureZC
I have met a lot of great people that I consider to be some of my best friends here. Some have moved on to other places on the web, and some have had their personal life take off. In the end, we have all met other people that we may not have ever met if it weren't for PureZC.
Some amazing quests have come to exist over the years with the help of fellow members here. I have played a lot of great quests, and I remember the one that drew me into the whole Zelda Classic program all those years ago. Hidden Duality by DarkFlameWolf is the one. I found it here, and played it for a while. I lurked around the forums before joining the 1½ year old PureZC.  :shy:  That day I signed up, I didn't think I would still be here, much less think the website would still exist all these years later.  :wow:

I remember talking in IRC chat through it's many servers, such as Initialized, Sixlabrats, and it's current home at Bladerock. A lot of conversations with many members. Even a time where I fell asleep on the keyboard, and "33333333"ed chat for a long while, until I got kickbanned until I awoke later.  :XD: Now with the addition of Discord, I'm sure there will be a good number of years worth of memorable conversations to be had.

Most of my time here, I have served as a staff member, whether it be a Moderator, Administrator, Site Staff, or my current role as Forum Assistant. It has been my pleasure to help this website continue to exist, and to help it's members with issues that arise. Also being host to Screenshot of the Week over the years, for everyone to enjoy participating in, along with hosting, and helping to host the annual Superlatives. I hope that I can help serve you for years to come.  :eng101: 
In the end, PureZC has been my online home for as long as I've been a member here, and hope that it can last another 15 years. I also hope that you've come to enjoy PureZC as much as I have. I would like to hear some memories, thoughts or feelings of your time here. Thank you all for being here.  :clap:

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#1036761 Eddy Finished AR3

Posted by Eddy on 14 April 2018 - 01:55 PM

Yep, that's right. I've officially completed the quest. I got all the feedback I needed from my testers and I fixed up all the issues I came across, so I'm now in a state to finally release the quest (which should be up very shortly). I'll probably update the quest in the future when a certain script gets done, but I figured I don't want to wait anymore and it won't affect too much anyway, so I'll just go right ahead and inactivate this project and release the quest.

Thanks for the support from everyone and my testers, I really appreciate it :D
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