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@ciatmusings@raru.re

Post #2238309

2026-01-03 13:59 UTC

After a small break, I went back to drawing. Finished all but one photo redraws, replaced all redraws into the game and tested them. Already address mapped the tiles, so it's just a matter of replacing slices of one image into the other. All that's left after that is the ending, and that means both a redraw of all ending sprites and then palette swapping from Link's greens to Zelda's blues. For that I'll manually go there from a save near the end, and see how it feels in the way there.

Replies (1)

  • @ciatmusings@raru.re 2026-01-03 14:23

    Speaking of which, I've sat down and checked if the same techniques are useful for other Zelda GBC games, since they use the same sprites for Links, a lot of the work would be done already. This was the original objective of this project btw! I haven't played the Oracle of Ages/Seasons, saw model swaps for Zelda in Breath of the Wild, and thought it'd be a fun idea to do the same. Since I knew Link's Awakening inside out, I felt like it'd be a nice starting point. Unfortunately, most of the ROM uses a compression algorithm, so straight sprite swapping would only get us as far as replacing the most common sprites. I have found a few nice resources to figure out decompressing and extracting assets, but that'll have to wait for now.

    Open ##2238310