This is the old Zelda Classic web site (as of 12 Oct 2000), now hosted by jcraner.com. Broken links have been removed.
Go to www.zeldaclassic.com for the current, official site.


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Using the Swimming Sprites

The swimming sprites need to be in a sequential order in the tile data. They use two frames of animation for each direction and two for diving. The BS-Zelda style animations will use 3 frames, going 1, 2, 3, 2, 1, 2, 3, 2, etc. but as of now they also use two frames per direction.

The directions go right, down, up, holding (2 hands), holding (1 hand), and diving. A picture is worth a thousand words, so check this out:

You can store the swimming tiles anywhere in the tile data. To use them, go to Quest -> Sprites -> Weapons/Misc and click on "MISC:swim". Click on the tile in the dialog box that appears, then select the first swimming tile. That's all there is to it.

Click Here to download the swim tiles and palette I use in the demo quest. You can add them to your quest by going to the tile viewer and using the grab function.