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The Legend Of Zelda - Ocarina Of Time 2D πŸ§β€β™‚οΈ

This project contains or references to work in progress or abandoned Ocarina of Time 2D projects. Contributions are welcome πŸ‘.

Files

  • ZELDA-Oot2D.zip: Ocarina of Time 2D by Richard Denton (2006)
  • the-legend-of-zelda-ocarina-of-time-2d-0-10-2-en-win.zip: Ocarina of Time 2D v0.10 by CheerfulSage & GodsTurf (2014)
  • OoT-2D-2014-v.15.2.zip: Ocarina of Time 2D v0.15 by CheerfulSage & GodsTurf (2014)
  • oot2d_fsa.zip: Ocarina Of Time 2D FSA by Team Dekunutz
  • zelda-oot-2d-unity_v0.2.0_windows.zip: Ocarina of Time 2D (Unity) v0.2.0 β€” prebuilt Windows build by moobotec (release; source is the zelda-oot-2d-unity submodule)

The directories extracted from these archives are ignored via .gitignore (see the archives above for the original source).

Source code (git submodules)

Game source projects are referenced as git submodules. Initialize them with git submodule update --init.

  • OoT2DUnity: Ocarina of Time 2D: Unity by Colbydude β€” a Unity fan game (Unity 2022.3.0f1) for the purpose of learning Unity, inspired by Team Dekunutz's OoT2D FSA.
  • Unity2D-Zelda: "Electric Slide" β€” a 2D Zelda-style Unity project built as a CS 419 university course project (Ellard24).
  • zelda-oot-2d-unity: Ocarina of Time 2D, an actively developed personal/experimental Unity fan game (minimap, inventory, NPC dialogue & save systems) by moobotec.
  • Zelda-oot-2d-demake-alpha-0.2: Ocarina of Time 2D demake (alpha 0.2), a Godot 4.4 learning project by Thorym1991.

Tools

  • oot2d-map: Python tool by fluxcompile that parses the .zmap map files of the OoT2D fan project and renders them to .png.

Extracting assets from the games

tools/ collects small scripts that pull assets out of the bundled games. More can be added over time (sprites, audio, tilesets, …).

Maps β†’ PNG

tools/export-maps.py wraps the oot2d-map submodule and runs it against the Maps/ + Tiles/ folders of an extracted game (default: the "OoT 2D 2014 v.15.2" build), rendering each .zmap to a PNG.

# 1. Initialize the converter submodule and install its dependency
git submodule update --init oot2d-map
pip install pillow

# 2. Extract a game archive that contains Maps/ + Tiles/, e.g.:
unzip OoT-2D-2014-v.15.2.zip

# 3. Convert (writes to ExportedMaps/, which is git-ignored)
python3 tools/export-maps.py

# …or point it at any game folder / output dir:
python3 tools/export-maps.py "<game folder with Maps/ and Tiles/>" out/

This produces one PNG per map (e.g. ExportedMaps/Kokiri_Forest.png).

FSA room references (oot2d_fsa)

The FSA project stores rooms as GameMaker .bin files (oot2d_fsa/source/Rooms/*.bin, GMAP magic β€” header + object list + a 21x15 u16 tile grid) whose tile-id semantics live inside the .gmk and aren't decodable from the loose files. The AUTHORITATIVE visual references are the project's own screenshots in oot2d_fsa/graphics/screens/ β€” kokiri_inside_sample_01.png is links_house rendered at exactly 21x15 tiles (copied to references/fsa_links_house_reference.png since the extracted archive is git-ignored). Note the screenshots use an EARLIER art pass than graphics/finalized/ β€” layouts match, pixels don't.

tools/match-room-tiles.py reconstructs a tile grid from such a screenshot by exact-matching 16px cells against a tileset (JSON grid + verification render; unmatched cells are usually object overlays). It needs screenshot and tileset to share the same art pass β€” for the FSA samples vs finalized/ it reports 0 matches (the repaint), which is itself the documented finding.

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This project contains or references to work in progress or abandoned Ocarina of Time 2D projects πŸ§β€β™‚οΈ

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