GameSetInterview: Richard Meurling On 'Homebrew' Zelda Mobile
July 17, 2006 11:42 AM |
Richard Meurling has been working on Zelda Mobile - a homebrew, unofficial fan remake of the NES title The Legend of Zelda for mobile phones using the pseudo cell shaded graphics style of the GBA's Minish Cap - for just over a year.
The second demo for the game was released at the end of June, and while it’s far from a finished product, it’s a good indication of where the project is headed. It features the first three of the game’s dungeons, a large overworld section, and an extraordinarily irritating attack sound that one imagines will be replaced prior to the final version.
Meurling intends to release a third demo with updated graphics in three months time – he intends this to be the final one before the full version of the homebrew remake. GameSetWatch contacted Meurling via email to talk about the game, and the advantages and disadvantages of creating the title for the mobile phone format.
What inspired the project?
About a year ago I was working on a MMORPG, and we got the idea of making a smaller version of the game which you could download and play offline. So I made a small javaME game engine, later the MMO was put on hold. But I still wanted to put the engine to some use. That is when Zelda Mobile was born. Zelda is one of my favorite games ever, so it was sort of natural to do a remake of it.
What experience do you have in programming?
Actually I don't have much experience with java at all. This is probably my first major java app.
But I have about 12 years of programming experience, and right now I am working full time as a c# developer (non-game related). I love creating games, and have done so for many years, mostly proof of concepts and test engines, which I almost never release.
What kind of restrictions do you face with the mobile format?
Oh, there are a ton of restrictions. The most annoying are the memory limitation and the slow graphics, this game was tested on my Sony Ericsson T610 and that phone can only have about 150k graphics loaded at same time. First we'll need a drawing buffer, without it there would be no smooth scrolling. 256x176x2 (16-bit pixels) that is about 90k. That leaves us with about 60k of free video memory where we can put our sprites. What I am trying to say is that I found it difficult to find the right mix of speed and memory usage.
Other limitations are that every phone maker and every phone is different in terms of memory, screen size, input controls and speed.
What advantages are there?
The things I like with java and cell phones is that it is free to develop, it is/was free to download Sun one studio 4ME (mobile edition) and the emulators are free from most big phone makers, I use Sony Ericsson emulators and documentation cause I feel that they stick to the standard more than most other phone companies. One of the biggest advantages is that most people got a cell phone these days. And of course it is portable and I love handhelds (I’m currently doing some home brew for the PSP too). But in terms of performance, and memory there really are none.
Are the graphics all your own work, or are they sprite rips from Minish Cap?
Most of it is rippped from Minish Cap, and some of it is from BS Zelda. I am not good at making my own sprites. But some of it is my own work. As much as I hate stealing other peoples work, I could never have made any thing this good looking myself without doing so...
You've talked about the next demo being improved even further graphically - what can we expect to see in that?
I am testing a few things that I would like to add, alpha blended fog and light and few more alpha effects. Hopefully more animated tiles and larger monsters. The screenshot above is an example of what you could expect.
There are some limitations to this, it might be very slow on some phones, therefore I am going to provide 2 versions with and without alpha functions.
I gather demo 3 will also be the final one before the full release - how much extra work is that going to be?
The code is almost complete, so for the most part it is map making for dungeons 4, 5 and 6. The media player class also needs some major work, now it does not detect the hardware of the phone properly, it just assumes there is support for 2 simultaneous streams. All the midp2 phones I tested on had this, but from the feedback I have gotten I can clearly see that is not the case.
Will the final release be a faithful remake of the first Zelda, or can we expect additions?
After playing later Zelda games, I don't know if I can be true to the original, there are just too many fun things missing. One thing I really missed in Zelda is a town.
But I intend to make people recognize most of the game, and all secrets in the original will be included in some way. And did anyone EVER take the potion instead of the heart?
Will the work you've done for the project allow you to create new environments? Does it function as a game engine?
Zelda Mobile is a complete game engine, if you where to load a map with different settings it could be a side scrolling adventure. I have tried to keep most of the settings in the map files. The only limit is that it has to be 2D (and you'd probably have do add some code for new weapons, special AI and stuff like that).
The most useful thing I wrote for this project is resource management class, I'll try to explain...
All resources in the game are managed by class which keeps track of what is loaded and what is safe to release. If for example a monster needs a sprite which is currently not in memory, the class loads it and feeds it to the monster class (if it gets an out-of-memory exception doing so, it tries to release all unused sprites and load the monster sprite again, if that fails that monster is skipped). This is useful for phones with lots of memory, cause it only releases resources when it needs the memory, after playing a while everything is probably cached. And on phones with smaller memory it always fills it up to the max.
Categories: Mobile








13 Comments
There are a few loading errors here and ther I'e bplayed it on my blackberry8700G
galvatron | January 4, 2007 11:53 AM
i carnt get to the site to down load coz it been bloked what can i do
No name | February 8, 2007 5:21 AM
I love the idea, but I can't do anything but walk around on my sony ericsson W810i. I can't interact with stuff.
I'm posting it here cause Mr Meurling's email adress isn't on the webpage.
chris | May 14, 2007 2:10 PM
RE: chris
I have a sony ericsson W810i and I can do anything might be the game?
There's only one error that I've nothing I can't enter in a place thats it.
PS: nice artwork
ScoreyS | May 20, 2007 2:08 PM
At the top left of the map when im cutting a tree there's a hole and when im trying to enter it it's saying 'Loading Error-go back!!' Is it just me?
ScoreyS | May 20, 2007 2:19 PM
dude! that sounds awsome! i wish i had a cell phone so i could play it. hey i heard of anohter zelda mobile that was like an rpg. it had the graphics of orical of ages and seasons.
michael | July 17, 2007 2:35 AM
Hi!
Where can I get bombs to use in the second dungeon?
kris | August 10, 2007 4:16 AM
i thought this demo was great to play on my n95 8gb there were a few minor glitches at one point got stuck in a wall. Can't wait for full version
teri ann | September 23, 2008 1:52 PM
old NEWS - Demo 3 is out but the counter for rupies goes only to 99 and bombs are not able to be bought and cannot find a bomb bag.
meherenow | October 23, 2008 12:23 PM
TO MEHERENOW:
Keep looking m8, they're there. I found them and the hero sword (graveyard) but for the life of me i can't remember where (i've actually completed demo 3 now, and am waiting for the full release to come out!)
pete | November 28, 2008 1:43 AM
You've done a great job Richard Meurling. Keep it up.
Godwin A. Dekali GADEL | December 11, 2008 10:10 AM
hello.. i actually didn't know there was a new zelda mobile game until i ran into it online and me being a HUGE zelda fan, i downloaded it.. i noticed that at the beginnning i couldn't get any bombs and i thought it was a glitch in the game. I even deleted it and download a didn't version from i different site to see if it would make a difference and it didn't.. for all of you that were at the point with me.. just keep playin.. you will be able to get bombs by finding a bag for em as the "special weapon" in a dugeon. I got into the game and actually ran into the 8th level that wasn't in the game.. it was one room where 2 signs explain that level 8 wasn't released with this version. i was looking and one question i had was if there were any world.. i literally just found the end of the game.. shouldnt it be released by now?
A-Train | January 1, 2010 4:13 PM
im having trouble getting to dungeon 6. there is a spikey fence in the way and i dont see any way around it.
mercedes. | April 11, 2010 4:55 PM