Screen

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A screen is a portion of a map that occupies the game window while playing a quest. It consists of a 16x11 rectangle of Combos, which define the game area that Link, enemies and items interact with.

Overview

The opening screen of The Legend of Zelda.
In the original Legend of Zelda, the visible map area does not follow Link around pixel-for-pixel. Instead, it only scrolls when he starts to walk out of view. Consequently, since Zelda Classic uses a similar game engine as the original Legend of Zelda, every map is divided into screens. Each individual screen is largely independent from other screens, and has a number of properties that can be set, which are specific to that screen.

Composition and Measurement

A screen is composed of 11 rows of 16 columns of Combos, which define the game area that Link, enemies and items interact with. Although, as in The Legend of Zelda, half of the bottom row is obscured from view to accommodate the Passive Subscreen and is only visible when the screen scrolls vertically.

Combo Addressing

In ZQuest each Combo in the screen has an address, which is just a unique number. You use these addresses in scripts to modify combo properties such as walkability (that is, the script must indicate which combo on the screen is to be modified). The Combo at the top left corner of the screen has an address of 0. The Combo to the right has an address of 1, and so on until the end of the row is reached. Addressing then resumes at the left-most Combo in the next row. See the figure below (elipses "..." indicate that some rows and columns are skipped).

00 01 02 ... 15
16 17 18 ... 31
... ... ... ... ...
160 161 162 ... 175

Distance Measurement

The opening screen of The Legend of Zelda, showing the coordinate system.
Through the use of scripting you can adjust the positions of items, enemies, and even Link himself (among other things). These positions are defined using x and y coordinates. The location of each pixel on the screen can be defined by a point (x, y). x is zero at the left-most pixels on the screen and y is zero at the top-most pixels on the screen. Note that the Subscreen is not included in the coordinate system. As an example, top-left corner of the cave in the opening screen of The Legend of Zelda is at the position (64, 16).

Screen Data

Main article: Screen Data

Under Combo

Main article: Under Combos

Secret Combos

Main article: Secret Combos

Freeform Combos

Main article: Freeform Combos

Door Combo Sets

Main article: Door Combo Sets

Maze Path

Main article: Maze Path

Enemies

Main article: Enemies

Screen State

Each and every screen in the quest has a collection of internal flags which determine if Link has completed certain tasks in the screen. These flags are retained in save files and can be accessed from ZScript as "Screen->State[]".

Secrets 
Whether or not the screen's secrets have been made permanent. If this is set, then the Screen Secrets process is run once whenever Link re-enters the screen.
Item 
Whether or not the screen's Item has been removed.
Special Item 
Whether or not the screen's Special Item has been removed.
Lock Block 
Whether or not the screen's Lock Block combos have been unlocked.
Boss Lock Block 
Whether or not the screen's Boss Lock Block combos have been unlocked.
Chest 
Whether or not the screen's "Treasure Chest" combos have been opened.
Locked Chest 
Whether or not the screen's "Treasure Chest (Locked)" combos have been opened.
Boss Locked Chest 
Whether or not the screen's "Treasure Chest (Boss)" combos have been opened.
Door Up 
Whether the north door has been unlocked or bombed open.
Door Down 
Whether the south door has been unlocked or bombed open.
Door Left 
Whether the west door has been unlocked or bombed open.
Door Right 
Whether the east door has been unlocked or bombed open.

See Also