If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto talk:The Legend of Zelda: A Link to the Past

From The Cutting Room Floor
Jump to navigation Jump to search
This is the talk page for Proto:The Legend of Zelda: A Link to the Past.
  • Sign and date your posts by typing four tildes (~~~~).
  • Put new text below old text.
  • Indent replies by prefixing with a colon :
  • Add new sections with the 'Add topic' button at the top right.
  • Be polite.
  • Assume good faith.
  • Don't delete discussions.
  • Be familiar with the talk help page.

SCAD functionality that is needed for some scr files to make sense

SCAD Screen Char Functions.png

In the SCAD screen char/setup area where you can use multiple loaded cgx files from dropdowns and apply them to a single scr, you can also to the right of those dropdowns adjust tile formations that load in specific places in an scr by specific value ranges, and sometimes through great trial and error get something that makes sense out of an otherwise chaotic scr.

Sisai scr room 4.png

Sisai.scr room 4 with adjustments to the Screen Char Setup. It makes a lot more sense now than it did before.

--BlackTelomeres (talk) 21:44, 4 October 2020 (UTC)

Unknowns

What OSR means, as it appears on many file names

Hypothesis: Original S[ource?] Revision?, pointing to graphics from an earlier time in development? (Difficult to falsify but may be possible to do so if relatively new assets can be found still bearing this)

Hypothesis: OShiro Region, pointing to graphics associated with the region around Hyrule Castle, including the Sanctuary? This one is easier to potentially falsify if assets can be found in a file marked OSR that do not match this region of the game. --This hypothesis seems unlikely, given further research and checking files with the term in their title, as some are from Eastern Palace and others contain early Mountain assets and town assets, accounting for far more than the castle region.

The preceding unsigned comment was added by BlackTelomeres (talk • contribs)

Iseki?

Who is the Iseki referenced in katakana by the trees in the early mock up map?

Thanks to Ketsuban for solving this one. apparently it means ruins. meaning the area directly left to the trees (the four blank squares) was probably going to be some dungeon of somekind but the graphics for it were incomplete.

The preceding unsigned comment was added by Shadowninja938 (talk • contribs)

What .bak files imply

Anyone familiar with NEWS workstations should be able to answer this. Does it mean those files are in a kind of recycle bin that can be later cleared by the user and have thus been intentionally deleted by the user? Or are they the result of OS or other software that allowed users to keep older copies of the same file to reference or restore to?

The preceding unsigned comment was added by BlackTelomeres (talk • contribs)

Why NEWS_17 and NEWS_41 are essentially empty

NEWS_17 contains a backup.info file that says only:

0	sxadmin Version 1.1

1	zelda

2	1991.12.24 (Tue)  2:18: 8 PM

3	101555

4	1

*	4	101555	no

It may imply an inability to recover the root directory from the backup it was stored on.

The preceding unsigned comment was added by BlackTelomeres (talk • contribs)

Dark World Asset date search

What is the earliest Modified date and/or Metastamp so far for a Dark World asset -- to attempt to date the earliest point proof of the idea of the 'dark world' exists?

arimoto\tanabe\u1.cgx contains dark world assets (early DW mushroom style trees)

Last modified date (inaccurate): 05-23-1991, ‏‎1:31:03 AM EST

Metastamp: NAK1989 S-CG-CADVer1.23 901226

Will attempt to find earlier ones.

The preceding unsigned comment was added by BlackTelomeres (talk • contribs)

What use the ABC block cgx files had

Sotocgx.png

There are several CGX files like this with an as-yet uncertain purpose. This example of one of them is arimoto\zelda\atari\soto.cgx, with a random palette for clarity, and seems to contain instructions based on blocks being either in an A, B or C position, with mention of V-RAM.

The preceding unsigned comment was added by BlackTelomeres (talk • contribs)

Image resolutions zoomed in

Hi can we get native resolutions of these assets? They are quite unsightly zoomed in. Same with the video File:Nomo v nomo 0000.mp4. Thanks.--Robossnik (talk) 23:50, 27 September 2020 (UTC)

I've added a todo to the page. --Hiccup (talk) 12:35, 28 September 2020 (UTC)
I think most of my contributions are native, potentially excluding what I have credited others as the source for, one of those being the File:Nomo v nomo 0000.mp4 video which was provided to me at that resolution. There is another contributor who added the Sanctuary images and others as well. He may have those in a lower res. --BlackTelomeres (talk) 03:19, 30 September 2020 (UTC)

Where are the files?

Let's say I want to try to mod my Zelda ROM and insert the beta version locations and graphics, for some of these old beta versions of the game. I will need the original files, not PNG screenshots of TCRF's rendering of the files. Where can I get these files? No links on the main page for prototype Zelda ALttP point me to anywhere where the files are. The preceding unsigned comment was added by Videogamer555 (talk • contribs)

I gotchu https://docs.google.com/document/d/176d5yx2GtWDudFNQW4mJC8QYE1B4uJdhk0HD45nandU/preview?pru=AAABc6XVF5U*oTiOs11UxftyPx1GniJzZQ# Fuck Argentina -Maggie 07:36, 17 June 2021 (UTC)