Zelda Js Sms
Description
A W.I.P., faithful, playable vibe-port of Matthew-SA/zelda-js (a JavaScript clone of the NES classic The Legend of Zelda) to the Sega Master System, written in C with devkitSMS (sverx's SMSlib) and SDCC, following the sega-master-system-skill-for-claude workflow. Ported using Arena
Installation
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README
Zelda-JS → Sega Master System port
A faithful, **playable** port of [Matthew-SA/zelda-js](https://github.com/Matthew-SA/zelda-js) (a JavaScript clone of the NES classic *The Legend of Zelda*) to the **Sega Master System**, written in C with **devkitSMS** (sverx's SMSlib) and **SDCC**, following the [sega-master-system-skill-for-claude](https://github.com/haroldo-ok/sega-master-system-skill-for-claude) workflow.
The ROM
`zelda-sms.sms` (112 KiB) — runs on real SMS hardware, a flash cart, or any SMS/Game Gear emulator (Emulicious, Fusion, etc.).
Controls
| Action | SMS pad |
|---|---|
| Move Link | D-Pad |
| Swing sword | Button 1 |
| Start / restart | START |
What's ported
- The complete overworld. The original game's full 16×8-screen Hyrule is present and explorable. The source 12288×4224 overworld art is downsampled (each NES 48 px "screen-tile" → one SMS 16×16 metatile of four 8×8 tiles), quantised to the SMS master palette, deduplicated (242 background tiles, 90 metatiles) and stored in ROM banks.
- Per-tile collision derived directly from the original
overworld-collision.png(walkable / tree-rock wall / water). - Link: 4-direction walk, walk animation, sword swing in each direction, hit knockback + invincibility blink.
- Enemies (octorok-style): spawn on open ground (like the JS
scanGrid/openSpaces), wander tile-to-tile, hurt Link, and die to the sword with a count of kills. - HUD: heart life bar (red full / grey empty) and a live minimap of the 16×8 screen grid with Link's position marked.
- Screen transitions between every overworld screen, a title screen and a game-over screen with restart.
Architecture
The SMS has no framebuffer, a tile/sprite VDP (256×192, two 16-colour palettes, ≤64 sprites), and 8 KiB RAM — nothing like a canvas. The port keeps the clean game logic and rewrites the platform layer:
| Zelda-JS (JS/Canvas) | SMS port (C/devkitSMS) |
|---|
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**Generated:** 2026-04-11