Object Enemies & Traps
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Asset Info favorite | |
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Name | Object Enemies & Traps |
Category | SNES |
Game | The Legend of Zelda: A Link to the Past |
Section | Enemies |
Submitted | May 16, 2023 |
Uploaded By | Barack Obama |
Size | 62.96 KB (960x1200) |
Format | PNG (image/png) |
Hits | 9,255 |
Animated GIFs (0)
Comments (13)

It's in the tiles, but the game doesn't use it. The 16x16 placement for the other two tiles compared to the ingame frames is also different.

So is the first falling tile frame unused?

Added the falling tiles for Pyramid of Power. Rabbit Beam hits Obstacle is also new (and identical to Cannon Dust SFX, I erased the note regarding this).
@P-Tux7
Bubbles behaves like an enemy and in other games, it actually is (flying skulls in OoT).
The statues are not traps or object enemies, they're just objects.
Ice tiles are not traps, they can't possibly harm you. They're more like tiles with special properties like water.
Never noticed that the game has inactive Medusa blocks, but it makes sense since it's just an ordinary tile with the actual "enemy" being invisible.
For the Guruguru bar block: I will change it if you can tell me for each dungeon which palette is applied to the respective block (upper palette, lower palette).
@P-Tux7
Bubbles behaves like an enemy and in other games, it actually is (flying skulls in OoT).
The statues are not traps or object enemies, they're just objects.
Ice tiles are not traps, they can't possibly harm you. They're more like tiles with special properties like water.
Never noticed that the game has inactive Medusa blocks, but it makes sense since it's just an ordinary tile with the actual "enemy" being invisible.
For the Guruguru bar block: I will change it if you can tell me for each dungeon which palette is applied to the respective block (upper palette, lower palette).

The Guruguru Bar Blocks always use Palette 2 (the third row, the top row on your sheet). Also, there are inactive Medusa blocks used as Guruguru Bar Blocks in the dark room in Turtle Rock. I was able to check this using Mesen-S' tilemap viewer, which allows you to check the palette row that each 8x8 tile uses in the current tilemap.
Also, I don't know if these counts as obstacles, but will Bubbles, the statues you can push onto blocks, and the ice tiles in Ice Palace be on different sheets? Trinexx's ice breath tiles would also be a thing, but they're already on the Trinexx sheet.
Also, I don't know if these counts as obstacles, but will Bubbles, the statues you can push onto blocks, and the ice tiles in Ice Palace be on different sheets? Trinexx's ice breath tiles would also be a thing, but they're already on the Trinexx sheet.

Added mine, mine explosion & cactus. Also changed a few notes for the rabbit beam.

Added the falling tiles found in Skull Woods & Ice Palace. Sheet layout was also slightly changed.
According to Hyrule Magic, the Medusa enemy is just an invisible enemy programmed to shoot bullets. It can be put on any tile and most of the time, the grining block with its tongue out is chosen. The only exceptions are the two torches in Misery Mire and since these invisible objects are not passable, you cannot walk behind the torches in this room anymore.
According to Hyrule Magic, the Medusa enemy is just an invisible enemy programmed to shoot bullets. It can be put on any tile and most of the time, the grining block with its tongue out is chosen. The only exceptions are the two torches in Misery Mire and since these invisible objects are not passable, you cannot walk behind the torches in this room anymore.

Wow, I was sure you could walk behind all non-belligerent torches but not these, huh. Learned something new!

You were right, I found them. The room in the Ice Palace is above the giant blade trap and the one for Skull Woods is one room above one of the entrances. I will add them soon.

I'm still pretty sure Skull Woods & Ice Palace have falling tiles, they're a bit out of the way.

Updated the sheet with falling tiles from Thieves' Town, also one more separated layer for the Lightning Lock. Since the falling tiles from the VRAM are slightly different in terms of positioning within the grid, I also updated them with the ingame version. Also changed the sheet layout a little bit.
I also checked the other things: Skull Woods & Ice Palace have no falling tiles, also Medusa & torch are both tiles on the same layer and therefore can't overlap each other. It's actually the torch firing bullets at you, although the programmed behaviour is identical with Medusa.
I also checked the other things: Skull Woods & Ice Palace have no falling tiles, also Medusa & torch are both tiles on the same layer and therefore can't overlap each other. It's actually the torch firing bullets at you, although the programmed behaviour is identical with Medusa.

Yeah, palettes are really useful if you want to make customs, recolours and edits. Not a fan of including a single frame with alternative colours as a reference, since one frame of a more complicated character doesn't neccessarily include all colours. The internal SNES palette bars on the other hand have them all covered.
Thanks for the hints, I will check out the falling tiles in these dungeons and also the torch.
Thanks for the hints, I will check out the falling tiles in these dungeons and also the torch.

There are trap rooms in Skull Woods and Ice Palace with falling tiles, those seem to be missing from the sheet.
Great job on this and the other LTTP sheets BTW, this game really needed rerips.
Great job on this and the other LTTP sheets BTW, this game really needed rerips.

I'm glad the palettes are here...isn't the torch's top just layered over a Medusa?
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