Hyrule in Megadrive/Genesis
Posted: Sat Jan 05, 2019 11:18 pm
Before start designing my current game I made a prototype game based on Zelda from SNES to see if the “engine” was fully capable of redoing it. The graphics and the level design are taken from the mentioned game, do there are small differences, while the programing and level structures are completely done anew.
There are a few bugs or details that need to be polish, like two Links on screen or moments were the main character could be trapped; the only solution is to reset the console.
I have no intention to finish this alpha, or do anything else with it. It is just a showcase.
Disclaimer for the observant: this tread is only for maps more or less taken from SNES Zelda, probably I will open another one for the genuine ones, likely will be a development diary.
--- Features ---
Random music (not mine)
Multiple linked maps
Collision with scenario
Scenario can be updated, for example to open doors
Game stores data on cartridge RAM when in items menu (delete file to reset it)
Multiple collision layers
Collision and solid interaction with other characters
(…more… to be remembered and filled… )
--- Controls ---
On contact/push: dialogs, open doors, …
A button: interacting with scenario, for example “picking” bushes
A button: running
B and C buttons: should be for selected weapons, but it’s not done
Z button on 6 button controller: bring up the silly map
START+RIGHT on 3 button controller: bring up the silly map (TODO: CHECK IT)
START button: incipient items menu
To select the start point use the d-pad:
--- Maps included ---
Kakariko and surroundings. [!!] You can go a few screens down/up/deep.
Castle exterior:
There are a few bugs or details that need to be polish, like two Links on screen or moments were the main character could be trapped; the only solution is to reset the console.
I have no intention to finish this alpha, or do anything else with it. It is just a showcase.
Disclaimer for the observant: this tread is only for maps more or less taken from SNES Zelda, probably I will open another one for the genuine ones, likely will be a development diary.
--- Features ---
Random music (not mine)
Multiple linked maps
Collision with scenario
Scenario can be updated, for example to open doors
Game stores data on cartridge RAM when in items menu (delete file to reset it)
Multiple collision layers
Collision and solid interaction with other characters
(…more… to be remembered and filled… )
--- Controls ---
On contact/push: dialogs, open doors, …
A button: interacting with scenario, for example “picking” bushes
A button: running
B and C buttons: should be for selected weapons, but it’s not done
Z button on 6 button controller: bring up the silly map
START+RIGHT on 3 button controller: bring up the silly map (TODO: CHECK IT)
START button: incipient items menu
To select the start point use the d-pad:
--- Maps included ---
Kakariko and surroundings. [!!] You can go a few screens down/up/deep.
Castle exterior: