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Death Mountain Trail development

47 replies · 7,980 views · Started 23 March 2008

bobrocks95 wrote:Well, it's mainly for future purposes, so I'm sure that won't be a problem.

Completely off-topic, but does anyone know of a good guide for ripping tiles from a picture? Or at least some technique so that using the grab function doesn't make the color all garbagey?

EDIT: Or how to do a palette rip?

...Must... Resist... Getting... Egotistical...

Ah hell with it. I'm Revfan, your resident ripping expert.

If you want to rip into Zelda Classic, the first program that you're going to need is GraphicsGale. It's shareware though, so you'll have to either pay for it, or use the totally naughty method of cracking the shareware to get the full version, which I, Revfan9, totally do not support in any way. <.<

Now, there are programs that you can use other than GraphicsGale, but I like it the best, and it's also the program I'm going to use to write this little mini-tutorial.

For this little mini-tutorial, we're going to go ahead and rip the big tree from ALttP into the BS palette. Whee! This method will work for just about any graphic that you want to rip into ZC, and it will work for almost any palette setup. This won't really work for super-complex jobs, but almost every rip I do uses this method, so it's a very nice skill to learn.

Now, let's start off with an image of the big trees from LttP:

User posted image

Wow! That's a lot there. The first thing to remember is to never be overwhelmed. This method is exactly the same whether you're trying to rip in 2 tiles or 20,000. To actually rip the tiles, the first thing you have to look at is the palette.

Looking at that palette from that very shot up there, there's quite a lot to try to manage. Click that arrow right there, and click "Remove Unused Colors". Ta-da! That's quite a lot less colors to deal with, isn't it? Hold down Shift and click on a color, then drag it to have those 2 colors switch places on the palette. It also switches the indexing on all of those colors switched in the image. What does this mean? If you don't hold down shift, it just switches the colors on the palette. If you switch a red and a green, then all the green in the image changes to red, and all the red changes to green. Sometimes you may actually want this however, so remember that. After reducing the colors and re-organizing everything, you get this:

User posted image

Well that's a lot easier to work with, isn't it? Now, to convert it so it becomes compatible with the BS palette. Click the arrow again, and click "Load Palette", and open up an image with the OW palette from BS Zelda in it (If you don't know what this means, take a screenshot of an OW screen in your quest and open that). It should look something like this:

User posted image

Now, highlight the colors you want to copy, and put them over the colors in the image. Make sure that "Match Pixels with Colors" is unchecked for this step, or you'll get messed-up results. Remember that every row of colors is 1 Cset in ZC.

But for this particular job, we have a bit of a conundrum. In the BS-Overworld palette, there is no Cset that has both 3 greens and 4 browns. We have 2 options here, we can either make the tile 8-bit, or we can compromise by making the 3rd-brightest shade of brown a dark grey instead. I personally prefer to keep the graphic quality at it's optimum, so let's make the tiles 8-bit instead, as it'll also be good excercise. Copy the colors in and such...

Now here's the part that's a bit more complex. Use the Shift-Drag way to move the palette colors around to fit the Csets from the palette you ripped from. This is easy enough once you get enough experience, but it can be difficult if you're new to the process. Just remember that the first row of colors is Cset0, the second row is Cset1, etc. After you're all done, the palette will look like this:

User posted image

Now, note that I changed the black outline color to a bright grey, for the sole reason that the outline color in the BS palette is black, as is the transparency color. This is more of a change to make it easier on you than it is to actually enhance the quality of your rip. The next step will fix whatever distortion it gave to your image, so don't worry about that. Finally, click "Load Palette" again and open up your BS palette image again, unchecking "Match Pixels with Colors" one more time, copying all the colors this time. You should get this as the end result:

User posted image

And... done! Try it. It'll rip into the BS-Zelda tileset in 8-bit. Go ahead, I dare you.

This method is actually EXTREMELY powerful and useful for so many things, I really wish I had the space, the time, or the willingness to do a really big job with this method right now and show you what it can REALLY do, but you'll just have to take my word for it. Maybe some other time ;p

Hope whoever reads this finds it helpful. Ciao!

EDIT: Never use ZC's "R". Ever. It makes everything just lose so much quality and look so bad.

bobrocks95 wrote:Thanks, though before you posted I found out how to do a palette rip, which works well because BS has so little palettes- plenty of room.

User posted image

I imported this, then had to combo the whole thing. I'm planning on making this the title screen, but I need to find a good Legend of Zelda title overlay, yet generic so that I can just insert some text underneath it to make my full title.
I think I'm done with ZC for the night.

Meh... I'd suggest using something different than that image. It's not even that impressive, and everyone and their mother uses it. I would suggest using something that matches your quest, as well as something that will make it stand out. Take my project's title screen for instance:

User posted image

Well... It has a mountain on it... I guess I'll browse around for another image, but for now, that will be the temporary title screen.
BTW, you should probably post that in its own thread or something. Very extensive.

That tut is actually very basic. I could sit here all day explaining how to do all kinds of stuff...

Here's an idea. Find a well-drawn image that fits your quest on DeviantArt or something (Make sure it's copyright free <.<😉, resize/crop it, then open it in GraphicsGale. Go to Image->Color Depth, 8-bit (256 colors), and change the 256 in the text box to 48, then use the Shift-Drag to Move all 48 colors up 2 Csets, load the level palette, and rip it in 8-Bit into your quest.

Revfan, you make things to complicated. Whenever I rip something into my quest, I just press R, and then make whatever minor color changes are left to be made. 😊

Sorry, but if I have to spend more that ten minutes importing tiles, I deem it not worth my time. I know, I'm lazy.

Gah, can't get any work done. Nearly every site I visit is doing an April Fools joke. VGMusic has a fake homepage, and all its music is jumbled up.

April Fool's day = Massive Failure

Every site on the internet is pretending to be down. It sucks.

Yeah. If the government would like to do something useful, they would pass legislation that would ban April Fool's Day and make any April Fool's Day prank illegal.

bobrocks95 wrote:Gah, can't get any work done. Nearly every site I visit is doing an April Fools joke. VGMusic has a fake homepage, and all its music is jumbled up.

Ah, that's why. I was wondering what was going on. I should've figured.

It's not funny when you literally can't do anything because "The Government Shut down the Internet".

An ultra-mini demo is now ready! Features include:
Scripts- A generic item pick-up one to explain what you're getting and a simple press start script for the title screen- both by Joe123.
A custom map and title screen.
One small section of overworld and one large dungeon.
A simple system of rooms in every house.
and some other things I don't remember...

You can get the quest here, just download the Death Mountain Trail BS file.
Here are a few more dungeon screenshots, the last showing off the item pick-up script:

User posted image
User posted image
User posted image

I still think that you should either ditch the BS-Zelda dungeon walls, or ditch using Freeform as a whole. I recommend the former. The BS-Zelda walls don't look right unless you use square rooms.

You mean import and set an entirely new set of walls? I suppose we may do that in the future...

EDIT: Seeing as how I just transferred over to 777, I just want to note that the quest was made and tested in 758. I just found a major error playing it under 777 and will have to fix that. For now use 758

Excellent! Level 1 was very enjoyable, and I'm glad that the overworld had a graphical overhaul. The base of the mountain (the field) is still a little empty, though. A few more trees in empty screens would be nice.

Otherwise, this quest is on the right track. 😊

The cave problem should be fixed in 780, though keep in mind I didn't fully test it, just a quick run to see if the major error was fixed.