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A + B Reversed Temple of Time JFIF loaded


Dark_link-77
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Hey Guys,

 

Last night I decided to play with the JFIF files. I realize that they are just regular JPEG.

 

I found the Temple of Time day JFIF file. Copied it's hex, and pasted into a new file and saved as Temple.jfif

I loaded into Paint.net and can view them no problem. Even windows view has new problem with him.

 

So I have always wanted to load up the A + B temple of time front (want to do the really really old one too but its really grainy). Chriistiian linked me to a view with footage of Link walking into the old A + B temple. Took a print screen of that video, and removed and buttons, rupees and hearts out and repaired some of the damage they did to the picture.

 

I saved it as a .jfif and made sure my compression made it exactly 17.0kb big. It ended up being 0x50 larger than my old file. Went to the location of the old jfif. Removed it and inserted my new one. I deleted the null data required to maintain the correct offsets in the rom.

 

Changed the header of my new jfif to have the same ending identifier as the Zelda games do, because Paint.net gave me FF E1 and I changed to FF DB (which is what the Zelda JFIF files have).

 

It looks pretty good, need to fix the ring around death mountain and there is some collision issues with the ground because the temples angle and depth is different in this older image than the current. The image is a little grainy, but hey I recreated it from a video from 96 or 97 lol

 

I hope you enjoy.. DL

 

 

Posted Image

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Now try the other half of it. :P

 

Posted Image

 

A bit small, unfortunately... And if I may add, even though it's definitely focused on the path in the front, it seems to be missing that pool that's in that other perspective of it. Maybe it's older.

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I think it's much older.... But I have come to a conclusion though, its the same map file. If you look off into the distance at that picture that you provided you see some one standing there? Well in the map file there is the group for Hyrule Solider. I bet you that thing standing there is a solder. Only if I had a better quality picture I really think that is going to be very small. But even the standard size is only 320px by 240px so it might not look too too bad.

 

That one looks like a more grassy area even the temple looks to have vines on it.

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It has been said that the Temple of Time was in the Sacred Forest Meadow at one point in development, supported by an alleged exit to there from the inside, though I haven't seen it in the scene data. Maybe I've missed it. That would explain the vines. Or maybe it was the meadow that had the exit. I should look into it.

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Guest sakura

Very well done. I actually thought you had found the old image and loaded it up at first glance towards that screenshot. Seeing as this is the best we can do at this point, you did a really good job, I can't wait to see if you can't manage something with the other part that Twili posted, maybe even one of our more artistically inclined members can help recreate it in the proper size.

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It looks pretty good, need to fix the ring around death mountain and there is some collision issues with the ground because the temples angle and depth is different in this older image than the current. The image is a little grainy, but hey I recreated it from a video from 96 or 97 lol

 

Actually all you need to do is delete the ring's actor entirely, it was just a static background image, this was before the animated ring was even implemented into the game which now gives the clipping effect with the ToT. Nice job with the recreation though ;)
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Nice work.

 

I saved it as a .jfif and made sure my compression made it exactly 17.0kb big. It ended up being 0x50 larger than my old file.

Just so you know, the game doesn't seem to have any trouble loading jpegs that are 50kb+ so it could be possible to improve the image quality a little if you want to go to the trouble of moving the files around in the ROM.

 

there is some collision issues with the ground because the temples angle and depth is different in this older image than the current

You could change the camera angle so that the picture lines up with the collision properly. This won't affect the way the background is displayed. To do this you need to find the collision header and follow the pointer to the camera data. At this address you'll see some data in a format something like xxxx yyyy zzzzzzzz, I don't know what x or y do but z is a pointer to the camera's position data, which looks like:

xxxx yyyy zzzz aaaa bbbb cccc dddd FFFFFFFF

x = x position of camera

y = y position

z = z position

a = x rotation

b = y rotation

c = z rotation

d = zoom (?)

 

It would probably take a lot of fiddling around to get the background to line up properly though.

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Ya this is just the first try at it. I had never done anything texture or background related like this. I just looked at the wiki and just kinda guessed the rest to do from there. So to make sure it worked I kept it 17kb. :S I really wish that there was a better image of it.

 

I'm going to do that old alley way image of the lamp post as well

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