Author Topic: The Legend of Zelda  (Read 33079 times)

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Offline Zera

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The Legend of Zelda
« on: April 30, 2010, 04:49:22 pm »
I had a few ideas for an enhanced remake of the original Legend of Zelda on 15 MHz calculators. Maybe "remake" is not the appropriate word, so much as a rendition, or watered-down port with a few enhancements.

The plot and flow of gameplay will be slightly different. As opposed to Princess Zelda separating the Triforce of Wisdom into 8 sections and dividing them across several dungeons, Link's task is to find each whole piece of the Triforce in order to break the seal on Princess Zelda's prison within Ganon's Citadel. This doesn't necessarily limit the game to three dungeons - there will be dungeons where important items are guarded by bosses. It it necessary to procure these items so Link can reach other sections of Hyrule and ultimately uncover the Triforce. Some dungeons will also have seals that require to specific Triforce pieces to be in your inventory.

I've cut down on the number of items present in the game. It's rounded down to four equippable items, (Link may only equip a single item at a time) four "quest" items - or items that have passive effects - and of course Link's tunic and shield. The complete inventory is:

Wooden Sword (L1) - inflicts 1 point of damage against enemies; some enemies are immune to this sword
Magical Sword (L2) - inflicts 2 points of damage against enemies
Wooden Shield (L1) - blocks very few projectile attacks (but cannot be eaten by a Like-Like)
Magical Shield (L2) - blocks most projectile attacks (but can be eaten by a Like-Like)
Hylian Tunic (L1) - does nothing (it's simply your default tunic)
Hero's Clothes (L2) - halves all damage inflicted against Link
Magical Bow - fires arrows that allow Link to penetrate some enemy defenses (each arrow subtracts 1 rupee)
Bombs - can damage multiple, adjacent enemies, or destroy weak objects; (walls, blocks, etc.) Link's initial bomb capacity is 8, but it is possible to purchase an upgrade to 16
Switch-Hook - when fired at an object, Link switches places with it; (this is effective against enemies or movable pots) stuns enemies that are too heavy to switch places with Link; will grab objects such as keys or rupees and add them to Link's inventory, as opposed to switching places with them
Giant's Ring - allows Link to push certain types of blocks
Fire Arrow - allows arrows to light torches
Flippers - allows Link to swim in watery areas
Water of Life - when Link loses all hearts, this will automatically restore 3 of them (and then vanishes from his inventory)



I haven't designed any maps yet. Since the sprites will be 16x16, I was thinking of doing 8x8 map tiles. Each of the boundaries around each action screen could be composed of 8x8 sprites that only show halves of trees and mountains, which should help prevent any given screen from becoming too cramped with large objects. Tiles within the boundaries would still make 16x16 px objects. Each action screen would only be 96x64 pixels.

Link's status is also a bit different. I thought only 8 total hearts would be sufficient. (3 to boot) There may be more than 5 Heart Containers to be found, and I say this for two reasons: 1.) Games like Metroid did this with Energy Tanks, in case the player did not discover them all; and 2.) There will occasionally be situations where you will lose a Heart Container. (i.e., the "Leave your money or leave your life" choice in some rooms)

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Re: The Legend of Zelda
« Reply #1 on: April 30, 2010, 05:22:47 pm »
will this be in ASM or basic/basic+libs or axe or what?  Either way, looks good can't wait to try out betas and such

Offline Zera

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Re: The Legend of Zelda
« Reply #2 on: April 30, 2010, 05:27:53 pm »
I would say ASM. Anything else would be too restrictive on resolutions and memory.

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Re: The Legend of Zelda
« Reply #3 on: April 30, 2010, 05:29:30 pm »
kk, and what do the "(L1)"/"(L2)" things mean?

Offline meishe91

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Re: The Legend of Zelda
« Reply #4 on: April 30, 2010, 05:41:18 pm »
Possibly what lists are keeping track? I don't know.

This looks really cool and sounds like a great idea! Can't wait to see what comes out of this :)
Spoiler For Spoiler:



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Offline Zera

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Re: The Legend of Zelda
« Reply #5 on: April 30, 2010, 05:53:40 pm »
kk, and what do the "(L1)"/"(L2)" things mean?


Level. This is fairly common in some Zelda games, where items have multiple levels. i.e., a L2 sword is better than an L1 sword.

I've redone the quest screen a bit:



The very bottom row is your status HUD, which is displayed both on this screen, and while exploring. I wanted to keep the height at 8 px so it doesn't intrude too much on the action screen.
« Last Edit: April 30, 2010, 06:15:51 pm by Zera »

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #6 on: April 30, 2010, 06:45:46 pm »
wow looks awesome! A grayscale Zelda would be nice ^^

Some alternative to Spencer's Zelda (altoguh his Zelda looks friggin awesome and is very fast)

Offline meishe91

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Re: The Legend of Zelda
« Reply #7 on: April 30, 2010, 06:51:57 pm »
kk, and what do the "(L1)"/"(L2)" things mean?


Level. This is fairly common in some Zelda games, where items have multiple levels. i.e., a L2 sword is better than an L1 sword.

I've redone the quest screen a bit:



The very bottom row is your status HUD, which is displayed both on this screen, and while exploring. I wanted to keep the height at 8 px so it doesn't intrude too much on the action screen.

Oh ok, ya now that you say that it makes sense what L1 and L2 are. The screen shot looks awesome. How are you going to stack arrows past nine though? It just doesn't look like there is enough room for two numbers.

What is Spencer's Zelda?
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Offline Zera

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Re: The Legend of Zelda
« Reply #8 on: April 30, 2010, 07:23:12 pm »
You don't have arrows. I elaborated on this in my original post. Arrows use rupees - like in the original Zelda. Bombs are the only item with a quantity.

EDIT: Don't mind me if my responses seem short-hand. I'm friggin' tired today. My brain can't seem to function at all. I've been without my protein drinks too long. :(

I'm going to try to get some real mock-ups of the action screens soon.

EDIT 2: Oh - and I should note this will probably use the same tilemapper as the old LL1, because of the way screens transitioned in that game. It will save a bit of time, since the code is already there.
« Last Edit: April 30, 2010, 07:31:39 pm by Zera »

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #9 on: April 30, 2010, 07:34:20 pm »
Spencer's Zelda was from Revsoft. However RS is down now so I only got old screenshots from 2005-2007:



The project was not dead I think because he posted updates in late 2009 and was working on a map editor later.
« Last Edit: April 30, 2010, 07:34:52 pm by DJ Omnimaga »

Offline Geekboy1011

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Re: The Legend of Zelda
« Reply #10 on: April 30, 2010, 07:35:11 pm »
uhuh so that one is noting the swords level right ?

Offline Zera

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Re: The Legend of Zelda
« Reply #11 on: April 30, 2010, 07:36:27 pm »
uhuh so that one is noting the swords level right ?


Right. Now that you mention it, though, I can see where it might be confusing. I might think about moving it down, like how the rest of the items have it positioned. That, and I may move the bow away from the sword so it doesn't cause any confusion.

EDIT: Here is an updated version, with a second inventory full of upgraded items for further comparison:



« Last Edit: April 30, 2010, 07:51:48 pm by Zera »

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #12 on: April 30, 2010, 08:00:12 pm »
oooh great! :D

Offline Zera

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Re: The Legend of Zelda
« Reply #13 on: April 30, 2010, 09:47:33 pm »
I was working on ideas for a logo, but I'm not really sure about this...



It's probably a bit too modern for something that's based on Zelda 1. I may revisit some other ideas.

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #14 on: April 30, 2010, 09:49:33 pm »
mhmm I like it, but I think it might be a bit too big. I think that based on the Z height, the logo should only be 50% of the screen height