Cracked Floor Tiles -- 5/20/05 by Nicklegends

Anybody could figure out how to use these tiles if they spent enough time, but to save you that "time", I have written a step-by-step process below to help you out. In no time you'll have these cracked tiles in your dungeon!

NOTE: The included GIF is tinted blue because I needed to save it in a different CSet than its original in order to avoid blacks being changed into transparencies.


HOW-TO

A. Setting up the Combos

*You need to have ripped my tiles into ZQuest before doing this. These steps are easier to do while in a dungeon palette, simply because the colors are easier to recognize.

Let's designate 8 empty combos to use for the cracked floor tiles. (I'll number them 1 through 8 for convenience in reference.) Set Combo 1 to the first of the two "normal floor" tiles on any row of the Cracked Floor tilesheet. Set the number of frames to 2 and the speed to 15, just for now. Set Combo 2 to the first of the two "kind of cracked" tiles, in other words, the third column. As with the first combo, set the number of frames to 2 and the speed to 15. Continue this process with each successive combo, using the 5th, 7th, 9th, 11th, 13th, and 15th column of tiles, respectively. Make sure the number of frames and speed of animation is consistent to the values above: 2 and 15. Alright, we're getting somewhere now! Go back and edit Combo 1. In the gray "Next" box, set the combo to be Combo 2. Now, edit Combo 2. Set it's "next" box to Combo 3. Set Combo 3 to Combo 4, 4 to 5, 5 to 6, 6 to 7, 7 to 8, and 8 to a pit tile you might find in one of the dungeon tile clusters of the Pure tileset.

Alright, you've done everything you *need* to. Placing Combo 1 on a dungeon screen will now cause it to break while playing. This will not happen in ZQuest, so you'll need to play your quest using Zelda Classic to see if you did everything right or not. If a tile animation stops before the pit tile at a certain point and doesn't continue, it is because you did not set the "Next" combo of that tile, or you left the number of animation frames below 2.

B. Customizing

You may not be completely pleased with the speed of the tile animation. That's perfectly alright. Just replace the "15" next to "Animation Speed" to anything else for a more varied speed; faster or slower depending on how you want it. Just because you change one animation speed doesn't mean you have to change them all. A room will look much more interesting if the tiles break at a more random, unpredictable rate. You can even consider making an additional 8 combos that pass at different speeds in order to have the floors in the room break at different paces. It is DEFINITELY worth a try.

That's all, I hope you enjoy using my first contributions to the tile database!
