I'm just trying to find out the way they did it in the actual original tile games and then duplicating something very similar. Because obviously, their methods worked for making great games.
I think characters could be created as an object using copy pixels and a base sprite class. keeping track of bitmap objects that behave as sprites would be a real pain if they were directly drawn into a "full screen bitmap layer". For layering i think the player needs a separate layer.
Perhaps you divide the layers like this where the topmost is the one visible first
1. Overhead layer that can cover all the other layers, like if you were standing beneath a tree.
2. Sprite layer (that contains sprites, not a bitmap, animations would be created by copying pixels from a spritesheet. I guess a sprite based class that accepts basic perimeters including the spritesheet, the animation sequence, and various other properties) containing things such as movable objects and the character
3. background bitmap, for scrolling, the sprite layer would have to go through some checks to see which sprites should be visible based on the current map position. I haven't tested if it creates lag and redraw regions from sprites moving above a bitmap in a seperate layer, in that case, I hope flash is fast enough.
I haven't tried adding an overhead layer into my engine though.
Does anyone know the way the old tile games were coded like Link to the past? I just don't understand after more than 10 years flash doesn't seem to be able to have the same capabilities of very old games. Of course correct me if I'm wrong because thats what exactly what I'm looking for, coding with the same structure as these old legends. With actionscript 3 and external classes, I think thats as close as it gets to a compiler language like C++ which is entirely capable of making a zelda remake.
The only problem is that I can't find anything remotely helpful about how these games were made.
