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The Legend of Zelda - A Link to the Past (SNES)
#1
Game:
https://www.spriters-resource.com/snes/l...tothepast/

Let's see how many of them will be done at the end of this project.

Enemies
Hinox, Eyegore, Zazak, Lynel & Goriya
Hylian Knights
Minor Light World Enemies
Minor Dark World Enemies
Stalfos
Stalfos Knight, Gibdo, Pengator & Zora
Taros & Moblin
Traps / Object Enemies
Hokkubokku , Mini-Moldorm, Devalant & Swamola
Hardhat Beetle, Chasupa, Popo, Anti-Fairy / Bubble
Golden Bee, Buzz Blob, Cukeman & Pikit

Bosses
Agahnim
Armos Knights
Arrghus & Arrgi
Blind
Ganon
Helmasaur King
Kholdstare
Lanmola
Moldorm
Mothula
Vitreous
Trinexx

NPCs
Light World Animals, King Zora & Mad Batter
Dark World NPCs
Kakariko NPCs
Other Light World NPCs
Princess Zelda, Maidens & Fairies

Misc.
Hit Flash Palettes (including enemy tilesets per area)
Sprite Animations
Tileset Animations

Light World Dungeons
Hyrule Castle
Secret Passage
Eastern Palace
Desert Palace
Tower of Hera
Hyrule Castle Tower

Dark World Dungeons
Dark Palace
Swamp Palace
Skull Woods
Thieves' Town
Ice Palace
Misery Mire
Turtle Rock
Ganon's Tower

House Interiors
House of Storytelling Tree / Sahasralah
Blind's Former Hideout

Caves
Mad Batter's Cave
Cave of Storytelling Bird / Hand
Waterfall of Wishing / Cave of Storytelling Insect
Kakariko Cave

Enemies, bosses and npcs need rerips because the colours are off, they're incomplete and sometimes the background wasn't correctly erased.

Quote: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.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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#2
Armos Knights are done, next are Stalfos (WIP)
[Image: sa0Z35l.png]

Different Stalfos variants and where to find them:
https://www.zeldadungeon.net/wiki/Stalfo..._the_Past)
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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#3
What I know about the palette system so far through experimentation and Hyrule Magic:

- Game uses split palette bars, which means one palette with 16 colour blocks is split into 2x7 with 2 dummies in front of each bar (deep black, light pink, etc.)
- Hit flash uses a certain palette order which has to be researched
- Different enemy, but also different enemy colour means a different palette cycle when hit, needs more research
- Hit flash always uses 8 different palettes (loop)
- Hit flash uses whatever is loaded into the VRAM, which means multi-area enemies like the blue Stalfos have different hit flash palettes
- Enemies use the first half of the palette bar (1 dummy for bg colour, sprite itself uses the rest, which is 7 colours), haven't seen enemies which use palette bar 2 so far (research)
- Palette bar 2 is used for example by blue bomb, destroying a bush sfx and other things I have to find out. Same system here, one dummy in front and the rest of the 7 colours form the actual palette according to Hyrule Magic

I have to revise everything I did so far. It also explains why so many palettes are similar, they're just like two trains tied to each other but being separate units.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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#4
I'm so excited about this project.
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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#5
There is a lot of stuff to miss, I don't think I have a choice but to play through the entire game. The last Stalfos btw is in Turte Rock, so it will take some time before I finally submit anything to the site again.

I'll keep you updated with WIPs, though.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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#6
I was just realizing that if the basic enemies are this complex, with different heads and torsos, the NPCs must be pretty similar, no?
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Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
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#7
Yes, they're mostly in parts.

Minor light world enemies:
[Image: hJ523z9.png]

Beat Agahnim and currently exploring the dark world.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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#8
Played completely through and made 280 290 quicksaves on the way. Also still a great game.

I think I'll start with the bosses first. Armos Knights, Lanmola & Moldorm are already reripped, the others will follow.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#9
Vitreous and Mothula are done, Kholdstare is next:

[Image: KENpgRh.png]

As you can see, the VRAM has two base frames for the eyeballs. Ingame, they're resizing and therefore create various different frames. So yeah, this will take more time than I expected.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#10
PTSD flashbacks from the ice palace.
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Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
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#11
You mean the block puzzle before the boss? I just got the Somaria cane and got back to it. Same with the water palace, came back later and suddenly got the solution (walking through the waterfall). The most difficult one for me was the darkness palace, I really got confused by that one.

Btw, Kholdstare is done.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#12
Arrghus & Arrgi (WIP)

[Image: M5v71Ip.png]
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#13
Not sure if I can get the entire movement animation, but I try:
[Image: KH1c5n0.png]

As far as I can see, it has 24 frames and will be captured on the masked version, since this one is slower.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#14
[Image: YOG6Qfq.png]
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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#15
[Image: 2ERtrpn.png]

The most complicated bosses are done, hopefully.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
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