11 March 2016 - Forum Rules
Started by ShadowOne333, October 10, 2019, 12:04:03 PM
Quote from: lexluthermiester on September 22, 2020, 01:48:04 AMFound a slight issue. With all the GFX that have been changed the Link Awakening GFX patch now shows GFX inconsistencies. Bombable walls, burnable bushes stand out as they still look like the OG GFX. Just wanted to give you a heads up.
Quote from: ShadowOne333 on September 19, 2020, 05:33:43 PMAlso, there's still the Link's Awakening GFX to address for the new tree, if someone wants to tackle that one based on the one I did, go ahead. The current tree sprite for the LA GFX is inside /code/optional/la_gfx02.bin
Quote from: The3Dude on September 25, 2020, 09:03:11 PMSo, I have been trying to make a modern version of the Zelda 1 title screen for you "ShadowOne" to see. Big problem though no matter what, if I want the bottom of the letter "Z" to be red, I am forced to make the edge of that sword gold. Unless I were to scoot the entire font upward 8 pixels.So instead I modernized the title even more so and moved the sword in the middle of the letter "Z" such as in ALTTP.
Quote from: ShadowOne333 on September 25, 2020, 10:52:17 PMThat's a really interesting PoC!Looks great.Although, I have a suggestion.You mentioned that due to the attribute tables, the Sword had to be of a golden colour, right?What if, instead of having the sword in the Z, you implement the shield that appears in the boxart? So the logo and title screen match the boxart artwork, like the other Zelda games of the franchise have been doing since ALttP and onward.That way we can make a better use and take advantage of that golden colour for a much more aesthetic result.Let me know what do you think
Quote from: ShadowOne333 on September 25, 2020, 11:10:09 PMOh you're right, it's silver lolStill though, since it will be sharing the palette of the Triforce triangle, you can make it use the same golden colour, and then I can adjust the palette glow so it transitions from gold to silver, that way we cover both the Triforce original golden color and the Shield's silver color.
Quote from: ShadowOne333 on September 22, 2020, 10:01:47 AMI don't have any mockups for a burnable tree for LA GFX yet.
Quote from: The3Dude on September 25, 2020, 09:03:11 PMSo instead I modernized the title even more so and moved the sword in the middle of the letter "Z" such as in ALTTP.
Quote from: The3Dude on September 26, 2020, 03:16:01 AMI've been trying to implement the shield and to be honest it's very difficult and time consuming . Instead I'll just keep the original sword, but shorten it. So it won't turn golden.
Quote from: Trax on September 27, 2020, 03:42:45 AMIf you really need more varied colors integrated into the title graphics, it's possible to recycle some existing sprites and use them to complement the background tiles.
Quote from: ShadowOne333 on September 27, 2020, 09:59:38 PMRedid/retouched the burnable tree and cracked walls for both NES and LA's GFX patches, including a new burnable tree that's subtle, yet discernible, akin to the one in main ReduxLet me know if you guys find anything odd.
Quote from: lexluthermiester on September 28, 2020, 07:25:58 AMJust downloaded the new Links Awakening GFX patch and the new burnable bush and in-dungeon top & bottom bombable walls appear corrupted. Bombable walls in the overworld and the left & right dungeon bombable walls look fine. Wallmasters appear upside-down when they come out of the wall from the left heading down. Will continue playing and let you know if I find anything else.
Quote from: ShadowOne333 on September 28, 2020, 11:22:46 AMBoth the bush and the up/down dungeons work fine for me without issue.What did you do to apply them? IPS or compiling?Are you sure you're not using an old patch? Because I updated it yesterday later on.Also, the Wallmasters is normal, the way the LA GFX did them was with their hands on the floor instead of on the side, so when the image flips they look upside down. If at all that enemy might need to be redone for LA GFX.
Quote from: lexluthermiester on September 29, 2020, 11:25:00 AMI used the IPS and used the same ROM used for the other ips files. After a closer look, it seems like all of the GFX for the burnable/bombable objects are offset 2 or 3 pixel lines down from where they're supposed to be. I've zipped some screenshots for you to view.https://www.dropbox.com/s/4ym0yj2ypdy3fdf/LOZ1-ReduxLAGFX-screenshots.zip?dl=0
Quote from: ShadowOne333 on September 29, 2020, 12:22:06 PMThat's weird.Those very tiles work fine for me on my end.Can you try with the latest patches?I updated the LA GFX stuff yesterday yet again, and I also redid the Wallmaster sprite so it has a similar orientation to vertical like the original Zelda 1, instead of being horizontal like it was in the LA GFX original patch.
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