![]() These tricks aren't really needed with today's computers for a game as simple as Zelda, so I've compiled the tile map data for each individual location on the map. (You can notice the same columns being used in different rooms, even though their color scheme may change.) Even then, the game only stores columns of tiles, and then each room references which columns it uses. The game doesn't store individual tiles and their XY location, but rather have one of three color schemes for the border and a color scheme for the center tiles. More importantly, this program does provide the raw map data the entire world map (something I haven't been able to find on the web.) Getting this from the Zelda ROM is actually a pain due to the tricks used to store the map info. ![]() The Link walking sprite animation is implemented by my Pyganim module. There are no monsters or levels or items it is simply a walking tour. I've created Python & Pygame script that lets you walk around the overworld map of the original Legend of Zelda game on the 8-bit Nintendo. ![]()
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