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Hmm. I'm open to suggestions on how to handle the map designs. I was looking over some of the sprites I wanted to use (from BS Zelda) and I'm thinking boss events, especially, are going to look really crammed. What I was thinking of doing was having each room consist of four blocks. (or action screens) This might look sort of like the GB Zelda games, but without any smooth-scrolling. (you would only see one block on the screen at a time, and transition to the next block when moving out of the screen boundary) For boss events, this means the boss would need to be on the same screen as you at all times. If you walked over to another screen, the boss obviously wouldn't be active. So, when you consider that Ganon, for example, is probably going to be a big 32x32 sprite, there isn't much room for you or him to move around on a single screen.I suppose I could forgo the whole block design and have smooth-scrolling and room-by-room transitions. Eh... I really don't want to have to go that route.
by blocks do you mean like maps made of 16x64 tiles? I think this might be a bit overkill on memory/space