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Author Topic: Zelda 1 Redux / The Legend of Zelda Redux  (Read 46158 times)

ShadowOne333

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #180 on: March 20, 2020, 10:38:22 am »
If I understand you correctly, that's the patch I lent assistance in. Let me look into it and I'll chime in shortly.

EDIT1; Confirmed, that's a thing that I missed. Let me fix it and I'll get a new patch posted shortly.

EDIT2; Fixed. Here's the link to the new IPS patch.

https://www.dropbox.com/s/0b78ixdnnuqni1s/Rearranged%20Bosses%20Fixed%5B20-03-20%5D.ips?dl=0

@ShadowOne333
I changed the red Darknuts to yellow Wizrobes as that was the enemy set selected. If that is incorrect, let me know and I'll switch it around to have the Darknut set. Also, that set included the Lanmola's. I think I may have overlooked changing the Digdogger to Lanmola's. That was set as well. It's been a while since we last discussed this so I don't remember which way you wanted it.

Thank you for the hotfix, lex! :D
I just went ahead and added the fixed IPS to the GitHub page, and also updated the source code of the patch with the new changes.

Check them out and let me know if everything works properly :)

Mandrasx

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #181 on: March 20, 2020, 05:11:18 pm »
I've always sort of preferred the Link's Awakening graphics (Cute or Modern Classic Edition) but the one imperfection that bugged me was Shrouded Stalfos replacing all the Lynels on Mt. Doom! There IS a Lynel from the Oracle of Ages/Seasons games but its horizontal sprite is much wider than 16x16.

Using YY-CHR I was able to modify la_gfx03.bin and insert a slightly condensed version of the Oracle Lynel in place of the Stalfos. The sideways sprite is modified to fit 16x16, and the up/down sprites required no changes:

https://i.imgur.com/AfzrwqO.gifv


The below attachment includes:

--An ips patch of the basic Redux + LA GFX with Lynel (apply to clean PRG0 rom).

--Source code stuff:
The main.asm, optional.asm, and LinksAwakening.asm files configured to compile the basic Redux + Links Awakening GFX from the /code directory (move the three la_gfx.bins and these optional + LinksAwakening asms from /optional to /code).*
*NOTE: In order to compile this I had to move the la_gfx.bins, optional.asm, LinksAwakening.asm into the /code folder and adjust main.asm to INC the LinksAwakening.asm directly instead of going through the optional.asm. For some reason simply uncommenting the appropriate things was resulting in 'file not found.'

--The modified la_gfx03.bin.

--The above preview pic + an in-game pic.

--A Bishawk save state with Link outside the Blue Sword cave with one Lynel onscreen (for in-game observation).

https://drive.google.com/open?id=1jUW9dwzd2F3n7p6W68QXY6SEV1BBeBtg
« Last Edit: March 20, 2020, 06:50:58 pm by Mandrasx »

ShadowOne333

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #182 on: March 23, 2020, 12:40:51 pm »
I've always sort of preferred the Link's Awakening graphics (Cute or Modern Classic Edition) but the one imperfection that bugged me was Shrouded Stalfos replacing all the Lynels on Mt. Doom! There IS a Lynel from the Oracle of Ages/Seasons games but its horizontal sprite is much wider than 16x16.

Using YY-CHR I was able to modify la_gfx03.bin and insert a slightly condensed version of the Oracle Lynel in place of the Stalfos. The sideways sprite is modified to fit 16x16, and the up/down sprites required no changes:

https://i.imgur.com/AfzrwqO.gifv


The below attachment includes:

--An ips patch of the basic Redux + LA GFX with Lynel (apply to clean PRG0 rom).

--Source code stuff:
The main.asm, optional.asm, and LinksAwakening.asm files configured to compile the basic Redux + Links Awakening GFX from the /code directory (move the three la_gfx.bins and these optional + LinksAwakening asms from /optional to /code).*
*NOTE: In order to compile this I had to move the la_gfx.bins, optional.asm, LinksAwakening.asm into the /code folder and adjust main.asm to INC the LinksAwakening.asm directly instead of going through the optional.asm. For some reason simply uncommenting the appropriate things was resulting in 'file not found.'

--The modified la_gfx03.bin.

--The above preview pic + an in-game pic.

--A Bishawk save state with Link outside the Blue Sword cave with one Lynel onscreen (for in-game observation).

https://drive.google.com/open?id=1jUW9dwzd2F3n7p6W68QXY6SEV1BBeBtg

I replied to you through PM, but I'll post it here quickly :P
Those are some lovely Lynels for sure, I knew I had seen some Lynel sprites in the Oracle or Awakening games, but I just didn't look deep enough.

I already implemented the Lynel sprites to the LA GFX Optional patch (the Lynels look great in-game!), updated the graphics .bin files for said patch, and also took some time to update the Hearts in the HUD to better resemble those from Link's Awakening, just to keep the overall theme of LA more consistent. :)
« Last Edit: March 24, 2020, 04:09:05 pm by ShadowOne333 »

Mandrasx

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #183 on: March 25, 2020, 04:29:30 am »
Hey, there are a few other things I think are a bit off with the LA graphics -- the most notable is the extraneous green pixel outside Link's hat in one of the sprites. Also the 'item acquired' pose is kind of messed up. The rest is possibly subjective, but I think the default NES palette doesn't work well with how the three colors are used on Gameboy. Here is an info-graphic explaining everything:

https://i.imgur.com/Q09opYt.png


The modified gfx bins:

https://drive.google.com/open?id=1Y5JeGghI0u95HBEfNrhl15DTQ-SQrCPl

ShadowOne333

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #184 on: March 25, 2020, 01:19:24 pm »
Hey, there are a few other things I think are a bit off with the LA graphics -- the most notable is the extraneous green pixel outside Link's hat in one of the sprites. Also the 'item acquired' pose is kind of messed up. The rest is possibly subjective, but I think the default NES palette doesn't work well with how the three colors are used on Gameboy. Here is an info-graphic explaining everything:

https://i.imgur.com/Q09opYt.png


The modified gfx bins:

https://drive.google.com/open?id=1Y5JeGghI0u95HBEfNrhl15DTQ-SQrCPl

Ah yeah I didn't really test the GFX graphics that well.
I knew Zelda 1 did something odd for the obtain item graphics, in which it only uses half of the walking down sprite, and the other half is the one used for the Story Text, where Link is holding the "Please read the instruction manual" scroll.

I took your suggestions and now fixed the odd pixel, and also the sprite for Obtaining Item, and reworked it a bit so it looks good in the intro text:



As for the suggestion about removing Link's shading, I could make it that way, or I could simply modify Link's palette, as it's just a one byte change to modify the brown colour to something else.
Here are some quick tests I did (In order: Original/Mockup #1, Mockup #2):



Let me know what do you think!

Also, I have FINALLY tested the Optional patches compilation from the source code, and have fixed all the compilation errors it threw, so now compiling them should be possible by simply uncommenting the optional line in main.asm
That should make all of the optional patches work :)
« Last Edit: March 25, 2020, 01:40:39 pm by ShadowOne333 »

mdtauk

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #185 on: March 25, 2020, 04:22:08 pm »
Mockup #2 gives a good contrast, but how well does it work against both light and dark backgrounds.

Vanya

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #186 on: March 25, 2020, 06:03:52 pm »
Mockup #2 gives a good contrast, but how well does it work against both light and dark backgrounds.

This.

Mandrasx

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #187 on: March 26, 2020, 12:49:41 am »
Yeah, I was thinking removing the shading kind of drains too much detail out of the sprite...

Really the green tunic is the problem as it has a higher luminosity than the skin tone, so it doesn't properly create the shadow effect. The red/blue tunic colors work a lot better. I was messing with changing green tunic from 29 to 19 and using 06 or 07 as the outline, as the GB version has a practically black outline.
« Last Edit: March 26, 2020, 01:05:04 am by Mandrasx »

Vanya

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #188 on: March 26, 2020, 05:50:08 pm »
I agree.

Mandrasx

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #189 on: March 27, 2020, 12:46:26 pm »



I was going to say a bunch of stuff about the colors... but I realized my real problem is I've been trying 'fix' the overly garish FCUEX palette (above). Things like Link's color scheme seem to have better contrast with nestopia_yuv, quicknes, UnsaturatedFinal, SmoothFBX, Wavebeam, etc.

« Last Edit: March 27, 2020, 02:41:24 pm by Mandrasx »

darthvaderx

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #190 on: March 27, 2020, 04:03:01 pm »
The Zelda1_Redux.ips file came wrong this time, when I put the patch on the rom what appears is the New GFX version

ShadowOne333

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #191 on: March 27, 2020, 10:18:43 pm »
The Zelda1_Redux.ips file came wrong this time, when I put the patch on the rom what appears is the New GFX version

Oh sorry, I did compile the new maing and new GFX IPSs on my PC, but I forgot to commit the changes.

It should be fixed now :)

Vanya

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #192 on: Today at 04:14:34 pm »
Can I just say, right quick, how much I detest that design for the tektites? Anything but that, please?

Pleiades7

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #193 on: Today at 08:41:47 pm »
feedback is always welcome :)

A fun addition to all of this would be optional hacks that included updated graphics for  the monsters and other things. I noticed one other ongoing hack similar to this that is trying to be a graphically enhanced Zelda.

While you are shooting for the best possible version of the original Zelda, it might be cool to include updated graphics for some things (kinda like you did for Link).

Just my 2 cents. Otherwise, fine work! Love the changes. Can't wait until this is done.

ShadowOne333

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Re: Zelda 1 Redux / The Legend of Zelda Redux
« Reply #194 on: Today at 09:55:32 pm »
Can I just say, right quick, how much I detest that design for the tektites? Anything but that, please?
You mean the originals or LA ones?
A fun addition to all of this would be optional hacks that included updated graphics for  the monsters and other things. I noticed one other ongoing hack similar to this that is trying to be a graphically enhanced Zelda.

While you are shooting for the best possible version of the original Zelda, it might be cool to include updated graphics for some things (kinda like you did for Link).

Just my 2 cents. Otherwise, fine work! Love the changes. Can't wait until this is done.
That's planned, actually.
One of the points is to redo or retouch most of the sprites to be more akin to the official artwork of each character/enemy.
I already have some mockups made for a couple enemies, but I have yet to work on that in its entirety.

Given how easy it is to implement, I'm leaving it on the end of the TODO list, but if anyone has some sprite mockups, be my guest!
You guys can post them here for sure.