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The Legend of Zelda - A Link to the Past (SNES)
#31
[Image: GY4smWu.png]
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#32
I feel like the cut-off eyes belong to Pirogusu.
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#33
It's either Babusu or Pirogusu and I think the ball in the Bari tileset could be actually Zirro's projectile.

There's a lot I have to check, but the tiles really help getting an overview.

Edit: The "cut off" just means that Kyameron's tileset is one pixel short and therefore needs a rerip.
I can see it by using the grid function within my graphics program (8x8 pixels), really helps finding errors like these.
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#34
(05-22-2023, 07:06 AM)BarackĀ Obama Wrote: It's either Babusu or Pirogusu and I think the ball in the Bari tileset could be actually Zirro's projectile.

There's a lot I have to check, but the tiles really help getting an overview.

Edit: The "cut off" just means that Kyameron's tileset is one pixel short and therefore needs a rerip.
I can see it by using the grid function within my graphics program (8x8 pixels), really helps finding errors like these.

Double-checked both of these via the Speedrun Practice Hack:
The ball in the Bari tileset is not Zirro's projectile, I'm pretty sure the actual sprite is with Pikit's tiles.

As for the eyes, they belong to Pirogusu. Babusu has different sparkly eyes.
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#35
Really needed a rest because doing the enemies / bosses for a huge game like this is kinda exhausting. Anyway, Ganon is done.

Btw, all of my Zelda 3 - A Link to the Past (SNES) quicksaves, only usable with ZSNES / vSNES:
https://mega.nz/file/9ABQRKaJ#qUTZ0bZiU3...4Nn3up_GOg
Made with the US version, for those who like to take a look.
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#36
Great work! Seems like the hardest stuff is behind you at least?
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
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#37
Thanks. Agahnim is the last difficult one, since he has two boss fights, two palettes flashes / tilesets / etc.

[Image: iaOep6V.png]

Sheet is cleaner now, at least a bit.
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#38
Not much change, just being more organized:
[Image: tGyf9Zt.png]

The palettes are really annoying since the hit flash in battle 2 depends on what the other copies of Agahnim currently look like.
The thunder attack in battle 1 on the other hand is too fast and uses same colours of different palettes, which makes palette order diffcult.
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#39
Would it be easier to separate the pieces and recolor them individually so people can mix and match?
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Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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#40
I don't think I understand what you mean. Maybe I should go into some detail:

- In battle 2, Agahnim has two copies. When you hurt Agahnim with another clone making a colour change (dark ball mode), the hit palette for the original Agahnim changes too.
- Reason for this: The game only handles 8 sprite palettes for enemies and their hit flash cycles through all of them. Therefore they're not fix, they change depending on what happens onscreen.
- Solution: Probably just going with the defaults and ignoring the colour changes, which are software generated palettes anyway and nothing hardcoded.

- The thunder attack will get its own sheet, since it is shared with Vitreous and kinda random. I don't know why I even cited it as a problem since it won't be on the Agahnim sheet anyway.
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#41
All bosses are done.

Phew.
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#42
Congrats! Incredible job!
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Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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#43
Thanks, the enemies are next:
[Image: PL8VBSV.png]
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#44
Progress:
[Image: YYImA6k.png]
All minor dark world enemies are now here, but need organization, some more tidbits and fixes.

Btw Pikit goes on another sheet, since this one has way more frames than the other monsters.
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#45
[Image: lXV5ylR.png]
It's more organized now.
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