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tutorials:main:ch03-02 [2012/08/16 22:13]
nick [Part 8: A Brief Intro to DMap Coordinates]
tutorials:main:ch03-02 [2017/07/27 01:24] (current)
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 {{ ch3-randomexample-level4.png?direct&640 |Example DMap}} {{ ch3-randomexample-level4.png?direct&640 |Example DMap}}
  
-**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. We will go into more detail about this when we create our actual dungeon DMap in the next part.//+**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 here. 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. There is not an offset here. 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.
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 {{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**, 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").
  
-Make sure the **Level** is set to **1**. This is important because map items, compass items, boss keys, and level specific keys you collect in the quest are stored by level numberThis means that any DMaps with the same level number can share these things. This is especially useful for multiple floor dungeons.+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.
  
-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.+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 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. 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. 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.
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 {{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/ch03-02.1345169639.txt.gz · Last modified: 2017/07/27 01:24 (external edit)
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