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Porting Zelda Classic to the web

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Re: Porting Zelda Classic to the web

#51

I remember about 20 years ago there was a (IIRC) Java Applet-based multiplayer clone of Zelda: A Link to the Past that was sort of a forerunner the to MMORPGs we see today. It changed names to Graal Online because of the lawyers. Thinking back to it, it was really ahead of its time, not only because it was massively multiplayer, but it had a great level editor and was doing user-created content in the late '90s. --ed…

I had Graal on a shovelware CD, but back then we didn't have Internet access at home. I could start the client and walk around on some of the maps that were included, occasionally interacting with scripted characters, but mostly just picking up jars and throwing them around. I didn't know any of the back story and no documentation was on the disc, so it turned out to be quite boring after a while :)

Also when you went to sleep in a bed, your body disappeared and only your head remained visible, floating above the pillow. I found it pretty funny for some reason.

Edit: this was the Java version's homepage: http://web.archive.org/web/19990423103617/http://www.cyberjo...

Re: Porting Zelda Classic to the web

#52
Is there any work to unbundle web assembly applications from the browser? And further, break apart the monolithic web platform API bundle into something like device drivers?

Because let's say you just wanted a 2d game engine using SDL without shaders and using the mouse. Why do we need to drag the entire browser with 1000 APIs and features into it?

Just add something like a framebuffer and mouse input to web assembly. Distribute via IPFS or something.

Re: Porting Zelda Classic to the web

#53

I remember about 20 years ago there was a (IIRC) Java Applet-based multiplayer clone of Zelda: A Link to the Past that was sort of a forerunner the to MMORPGs we see today. It changed names to Graal Online because of the lawyers. Thinking back to it, it was really ahead of its time, not only because it was massively multiplayer, but it had a great level editor and was doing user-created content in the late '90s. --ed…

Amazingly I had never heard of this! A link to the past was one of the first (and only) first party games I owned on the SNES and I played it until it almost fell apart. A multiplayer version would have been amazing!

Re: Porting Zelda Classic to the web

#54
post #8

The site's theme makes code unreadable when the OS color scheme is Light: https://i.imgur.com/2Sduvye.png This is happening because the CSS uses `prefers-color-scheme` media queries – you can't use those and also have a site theme switcher.

Sorry about that, I'll have to figure out how to wrangle that dependency's CSS.

Re: Porting Zelda Classic to the web

#55
post #18

Earlier quoted context omitted.

There were MUDs and Roguelikes way back. I personally consider Ultima Online is the genesis of modern MMO's

UO is actually roughly the same generation as Graal. There were several of these fairly creative stabs at the problem before WoW came along and really defined what a MMO is. I think in many way Neverwinter Nights' persistent worlds is another noteworthy entry. They weren't massively multiplayer, but I think more like a cross between Baldur's Gate and a MUD.

Ultima Online was actually ahead of its time in many aspects (it sort of still is).

The concept of 'shards' which many MMO games embraced (sometimes not even supporting as many players). Only Eve Online really rejected the idea.

The in-game 'economy', by having player craftable items, done in a way that IMHO was way better than what WoW came up with. It wasn't restricted to crafting. Mages could charge for portals, ditto for healers. There was robbery - you could either demand money or pickpocket people.

Law enforcement was limited to cities and had to be called.

Housing! That was actually in world, not another instance. There was actually a real state market. And scouting for empty spots was a viable 'profession', even if informal.

Full PVP - in fact, I'd say that the non-PVP servers actually caused its demise.

One concept that was not embraced by later MMO games was 'no levels'. Only had skills and attributes. And items were not a big deal. Sure, you could yield a very rare magical sword, but are you really going to risk losing it? Most people would fight with cheap weapons and armor and only take out the special stuff in limited circumstances.

I could go on.

I think there's a modern 'Ultima' game that could be birthed from what Origin came up with decades ago.

Re: Porting Zelda Classic to the web

#56

Very neat to see this isn't just a re-implementation but provides some modernization by providing extra menus, and persistent storage. Great work. Helps make me feel a little less bad to download multiple MBs for what would otherwise be a small emulator + 64KB ROM :) edit: typo

Yeah, I thought it was really important to make it a usable as possible. Quest makers can just share a link directly to their quest, and they can get people playing their stuff with zero effort. No driver issues, no downloading and trusting random executables.

Re: Porting Zelda Classic to the web

#57
post #18

Earlier quoted context omitted.

There's probably enough material to write a whole article about it. I just thought it was funny how history repeats itself.

There were MUDs and Roguelikes way back. I personally consider Ultima Online is the genesis of modern MMO's

Funny you should mention UO. I've been working forever to recreate the UO experience (it's called Gridia, you can find links to it on my website). Not too far from being ready, but still a lot of work to be done. Now that I've wrapped up this Zelda Classic project I'll return my focus to Gridia soon.

Re: Porting Zelda Classic to the web

#58
post #25

Earlier quoted context omitted.

"I ported Zelda Classic to the web. You can play it here –grab a gamepad if you have one!"

Yep, I thought they'd just include some user made quests/content to showcase the web port but it defaults to loading a replica of NES Zelda.

I'm wondering if it could be prudent to at least make the default quest be one of the custom quests. And maybe remove the remakes of the original games (1st, 2nd, and BS Zelda).

For the classic quests that remake original games, they are made in the ZQuest engine so I'm not distributing any ROMs. However, there are some videogame music files which may be ripped from the ROMs (not sure on their origination). And the graphics are obviously taken from the games too.

Although, pretty much every quest uses some sort of copyrighted material (these are fan games after all). Not sure if any of this falls under fair-use.

Re: Porting Zelda Classic to the web

#59
It reminds me: a decade ago, I had the idea of porting Baldur's Gate 2 to the web: http://lumakey.net/labs/battleground/demo1/

I initially played with EMSCRIPTEN as well, starting from GemRB, an open-source reimplementation of the engine. But that was boring, as I wasn't really getting any sense of how things were working under the hood.

So I started reverse-engineering the various file formats (a website called IESDP had most things figured out already) and converting them to PNG, JSON and other web formats. At that point I only knew PHP which made it a pain to work with binary data. Then, I started rebuilding the game from scratch: pathfinding, streaming huge maps using small tiles, animations...

10 years later, there's still that one single room and single character that were implemented, but it was still fun times.

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