Differences

This shows you the differences between two versions of the page.

Link to this comparison view

tutorials:main:ch03-02 [2012/08/15 16:18]
nick [Part 10: Linking the Dungeon Entrance]
tutorials:main:ch03-02 [2017/07/27 01:24] (current)
Line 29: Line 29:
 So far we have been using an **Overworld** type **DMap** to contain pretty much the entirety of our overworld. Overworld type DMaps make use of our entire 16x8 screen map much like the original The Legend of Zelda. However, any other type of DMap that is not an overworld is constrained to an 8x8 screen grid. So far we have been using an **Overworld** type **DMap** to contain pretty much the entirety of our overworld. Overworld type DMaps make use of our entire 16x8 screen map much like the original The Legend of Zelda. However, any other type of DMap that is not an overworld is constrained to an 8x8 screen grid.
  
-It may seem like a waste to only be able to use half of the map for a DMap, but it is fully possible to have multiple dungeons (or multiple floors of one dungeon) on a single map by having multiple DMaps point to different sections of the 16x8 map. To do this, we need to make use of a DMap concept known as //DMap Coordinates//.+It may seem like a waste to only be able to use half of the map for a DMap, but it is fully possible to have multiple dungeons (or multiple floors of one dungeon) on a single map by having multiple DMaps point to different sections of the 16x8 map. Using only part of the map is also helpful in making dungeons centered on the display map. To take advantage of these things, we need to make use of a DMap concept known as //DMap Coordinates//.
  
 **DMap Coordinates**, also known as //Relative Coordinates//, are the coordinates that are actually used by DMaps and anything that interacts with DMaps. Tile Warps and Side Warps use DMap Coordinates. The DMap continue screen also uses DMap Coordinates. DMap Coordinates are an offset of the map coordinates you work with when creating screens. **DMap Coordinates**, also known as //Relative Coordinates//, are the coordinates that are actually used by DMaps and anything that interacts with DMaps. Tile Warps and Side Warps use DMap Coordinates. The DMap continue screen also uses DMap Coordinates. DMap Coordinates are an offset of the map coordinates you work with when creating screens.
Line 37: Line 37:
 {{ ch3-examplemap-small.png?direct&640 |Example Map from a different quest file.}} {{ ch3-examplemap-small.png?direct&640 |Example Map from a different quest file.}}
  
-We have two different dungeons on this map. Despite sharing the same map, they are not the same dungeon and do not use the same DMaps. Let's take a look at the ice dungeon on the left:+We have two different dungeons on this map. Despite sharing the same map, they are not the same dungeon and do not use the same DMaps. Let's take a look at the ice dungeon (shaped like a D) on the left:
  
 {{ ch3-randomexample-level4.png?direct&640 |Example DMap}} {{ ch3-randomexample-level4.png?direct&640 |Example DMap}}
  
-I opted against having an offset here since Screen 00 on the actual map corresponds with Screen 00 on the grid shown in the DMap editor. However, let's check the DMap for the dungeon on the right side of the map.+**Note:** //The grid on the left shows the actual map area that is covered by the DMap and its relative coordinates while the grid on the right shows the visible map screens that have been picked for the map you collect in Zelda Classic. It's okay for the the two grids to not match up.  We will go into more detail about this when we create our actual dungeon DMap in the next part.// 
 + 
 +There is not an offset hereScreen 00 on the actual map corresponds with Screen 00 on the grid shown in the DMap editor. However, let's check the DMap for the dungeon on the right side of the map.
  
 {{ ch3-randomexample-level2.png?direct&640 |Example DMap}} {{ ch3-randomexample-level2.png?direct&640 |Example DMap}}
  
-In this situation, Screen 00 on the DMap is **not** the same as Screen 00 on the map. Screen 00 of this DMap is actually Screen 04 on the actual map. That is because I have set an offset since I can only use an 8x8 area of the map for my DMap.+In this situation, an offset has been used to center the screens used for this dungeon. Screen 00 on the DMap is **not** the same as Screen 00 on the map. Screen 00 of this DMap is actually Screen 04 on the actual map. That is because I have set an offset since I can only use an 8x8 area of the map for my DMap.
  
 As a final note, **if you ever get confused on what the DMap Coordinates for a screen are, be sure to check the DMap editor dialog and compare the screen location on the grid it displays.** As a final note, **if you ever get confused on what the DMap Coordinates for a screen are, be sure to check the DMap editor dialog and compare the screen location on the grid it displays.**
Line 57: Line 59:
 {{ch3-entrance-dmap1.png?direct|DMap Mechanics}} {{ch3-entrance-dmap1.png?direct|DMap Mechanics}}
  
-Under the **Mechanics** tab, make sure that the DMap has an appropriate **Name** (like "Level 1")the **DMap Type** is set to **NES Dungeon**, the **Level** is set to **1**, and the **Map** is set to **3**. Slide the slider underneath the map display until it matches the screenshot above.+First, at the top of the Edit DMap window, make sure that the DMap has an appropriate **Name** (like "Level 1")
 + 
 +Under the **Mechanics** tab, the **DMap Type** is set to **NES Dungeon**, and the **Map** is set to **3**. Slide the slider underneath the map display until it matches the screenshot above
 + 
 +Make sure the **Level** is set to **1**. This is important because map items, compass items, boss keys, triforce pieces, and level specific keys you collect in the quest are stored by level number. This means that any DMaps with the same level number can share these things. This is especially useful for multiple floor dungeons.
  
-In the grid on the right, click on the appropriate grid spaces to fill in the pattern shown in the above screenshot. If you mess up, simply click the space again to clear it. **This is going to be how the map is shown on the subscreen when you obtain the map item in Zelda Classic**. We left the center screens empty since they are going to act as secret rooms that are not shown on the map.+In the grid on the right, click on the appropriate grid spaces to fill in the pattern shown in the above screenshot. If you mess up, simply click the space again to clear it. **This is going to be how the map is shown on the subscreen when you obtain the map item or visit rooms in Zelda Classic**. We left the center screens empty since they are going to act as secret rooms that are not shown on the map.
  
-Finally, make sure that the **Compass** screen and **Continue** screen (which use DMap Coordinates) are set to **45** and **72** respectively.+Finally, make sure that the **Compass** screen and **Continue** screen (which use DMap Coordinates) are set to **45** and **72** respectively. The **Compass** screen is a flashing marker that generally indicates the location of the quest item, which is usually the triforce. The marker appears when you obtain the compass item for that level. Once you obtain the triforce for that level, the compass marker will stop flashing.
  
 {{ch3-entrance-dmap2.png?direct|DMap Appearance}} {{ch3-entrance-dmap2.png?direct|DMap Appearance}}
  
-Under the **Appearance** tab, set the **Color** to **003 - Zelda1 Level-3** and set the **DMap Title** to whatever you like. The person that may or may not be Nick screwed up and used "LEVEL-3" instead of "LEVEL-1" like he intended. **This will be displayed on the subscreen as the map label in Zelda Classic.**+Under the **Appearance** tab, set the **Color** to **003 - Zelda1 Level-3** and set the **DMap Title** to whatever you like (something like LEVEL-1 should do). **This will be displayed on the subscreen as the map label in Zelda Classic.**
  
 {{ch3-entrance-dmap3.png?direct|DMap Music}} {{ch3-entrance-dmap3.png?direct|DMap Music}}
tutorials/main/ch03-02.1345061897.txt.gz · Last modified: 2017/07/27 01:24 (external edit)
Recent changes RSS feed Debian Powered by PHP Valid XHTML 1.0 Valid CSS Driven by DokuWiki