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User:TheRubyGemstone/Work Area

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This is a sub-page of User:TheRubyGemstone.

This is an area for editing pages as well as Ideas for things to put on the Wiki, and may contain Editor's notes and Incorrect/Incomplete information.


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LAGB Dev Unused Graphics(GB)
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LAGB Dev Unused Maps
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LADX Dev Unused Graphics(DX)

Graphical Points of Intrest

NEWS04/GBzelda/d

dplayer.CGX.BAK

LAGB-Dev-d-dplayer CGX BAK Notes.png

Notes:

  • The topmost tiles are for walls. they could either be very rough sketches or maybe the game was planned to have more levels of wall like in A Link to the Past.
  • There are early designs for open doors, Key doors, doors that unlock when a puzzle is completed, bombed openings in the wall, holes in the floor, chests, stairs, Pots, and pushable blocks all with their aLttP designs or similar to them. The chest was changed later in development and the open one uses the same tiles as the bottom of the closed one.
  • The floor has a darker variant, maybe it was meant to be the floor for the bottommost layer? I think alttp did that as well. there are also the tops of the walls looking like gravel or whatever it's supposed to be just like in alttp. there's only 1 tile, the other 3 are X tiles.
  • There are those border things from alttp that go along ledges and I think you can hookshot to them and shoot arrows through them. That might not be their purpose, but it makes the most sense to me.
  • Early HUD with only 1 item slot like in alttp.
  • Tiles for a Gameboy. Might be a Super Gameboy border.
  • Early sprites for Link, Stalfos, Gel/Zol, and Kese. as well as early Sword, Shield, Key, and Magic Rod.
  • The group of tiles in the bottom right(the ones with "???" above them) are a mystery. There is a tile that looks like it could've been a diagonal wall as alttp had those, but I'm not sure.
  • There is what could be an early enemy death effect.
  • The CGX file has a date of 11/27/1991 making it one of if not the oldest graphics made for Link's Awakening.

NEWS04/GBzelda/m

1.CGX.BAK

LAGB-Dev-GBZ-m-1 CGX BAK Notes.png
  • Super rough-looking trees. They still look pretty good though.
  • Smaller trees.
  • Different rocks as well as a big rock. it's unknown what that could've been for. maybe the Titan's Mit from alttp? though that game has big versions of normal and dark rocks so maybe it's just that.
  • The houses used to be made up of 4x4 8x8 tiles as opposed to 6x4 in the final. also different designs.
  • In the CGX, there are those tiles next to the top house that could be water, but otherwise, I don't know what they are.
  • Several X tiles. I wonder what those graphics could've looked like. as this is 1.CGX.BAK, there might have been a 1.CGX at some point where those graphics might've existed.
  • Some early floor terrain tiles include grass, sand, a dirt path, a stone path, and grass with pebbles.
  • an early design for the cuttable bushes, and the cuttable grass you can walk on. Interestingly, the walkable grass seems to be made up of more than 1 tile unlike the final, but is made up of 4 tiles in Link's Awakening DX.
  • Early sign.
  • Early cliffs, and "short cliffs" that were completely scrapped. it's unknown how the metatiles would've been set up(If those were even in use at this stage)
  • An Eastern Paliace-like structure. It and the cliffs both have shading on the ground like in alttp.
  • Cliff structures
  • The same HUD from dplayer.CGX.BAK as well as a white version.
  • Super Gameboy tiles.
  • The file has a date of 12/4/1991 meaning it's also one of the oldest graphics made for this game. though I think there could be even older graphics for the overworld.
  • This sheet is probably the most interesting and mysterious one for this game. It looks almost nothing like the final and I wonder what more from this super early stage of development looked or even played like.

hyoji.CGX.BAK

LAGB-Dev-m-hyoji Notes.png
  • The trees are missing the white highlight in their connected tiles.
  • Several things from 1.CGX.BAK are present such as the Eastern Palace-looking structure, cuttable grass bushes, signs, and house tiles.
  • The cliff borders were redone and connected a lot better when compared to the old ones. Tiles for the back-facing cliffs and the cave entrance tiles were created.
  • Some tiles like Cuttable grass, rocks, shoreline tiles, and dirt paths have updated designs some of which made it into the final game.
  • More X tiles and a placeholder-looking rectangle.
  • An updated HUD with numbers for HP which doesn't look like Zelda at all in my opinion.
  • The item icons used to be 16x16 pixels, but were changed to 8x16 likely to make room.
  • A box around the Boomerang Icon. I'm not sure what it's for, maybe an early inventory screen. sadly there are no SCR files from this era so we may never know.
  • There are icons for what seem to be magic next to the hearts, and some diamond-shaped icons one being a tile longer.
  • Text for "LIFE" which was in alttp and displayed above your hearts, but there's no room to put it in the HUD from this CGX.
  • Sprites for various effects and a fairy.
  • Link's front sprite seems to be nearly finalized, the only thing that changed was 1 pixel on his sleeve was turned to white instead of light gray.
  • This file's date is 1/26/1992. it is unknown when, but the earliest MAP file is from February of 1992 so between this CGX and that MAP being made, the overworld tileset got a massive update.


Custom Animations