A Link to the Past — Live overworld

Starting both worlds…
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Starting both worlds…Native pixels

A living overworld · sandbox prototype

Seamless World joins terrain using native map artwork. It is on by default; uncheck it in Options to restore the original map rendering. Native collision, actors, navigation, world switching and character behavior remain unchanged.

Play is an optional local experiment: an invincible Link starts on checked ground outside his house. This prototype focuses on one Link with native collision-aware navigation. Take control or follow him at any time. Arrows move, Space swings the native sword, and E lifts or throws eligible terrain. Enemy respawns default to five simulated minutes after each defeat. Auto setup can change the interval to 1–60 minutes or turn it off. Pause freezes the timer; background tabs follow native simulation time, including its normal catch-up. Leave Play keeps the simulation running. Each respawn preserves the original source and spawn; blocked spawns wait safely. Swap world is explicit sandbox travel. Native wall collision and swimming remain. Auto travels over land and useful swimming routes, using native whirlpools to reach land. Swimming is travel only; water enemies and flying enemies are excluded from pursuit. Nearby flying enemies can be hit opportunistically on land. Route bushes use the native sword and supported rocks use native lifting. The Lost Woods hideout hole uses its native fall and one-way outdoor exit. The two Woods cave doors also use native outdoor returns; their interiors are skipped. The Master Grove keeps its own live scene and native entrance/return. Other pits, quest gates and unsupported obstacles remain excluded. Manual controls take over immediately without resetting Link. Drag Link or use Place Link then tap dry ground. Live Wallpaper follows the selected Link. Restore defeated enemies is a separate opt-in manual action; scheduled respawns follow Auto setup. Quests, interior simulation and inventory progression remain excluded.

Both worlds use native C/WASM behavior and current terrain, palette and sprite memory. Every loaded area keeps ticking while you explore or run Live Wallpaper.

Soldiers patrol; other enemies retain native projectiles and bombs. Permanent inhabitants turn at area edges, with ambient protection from enemy friendly fire. Story state stays fixed after Agahnim.

Native weather overlays can be shown or hidden in ten areas. Palette flashes remain native. Some pickups and story-gated characters are absent. Dark World, Light World and their original area boundaries remain separate simulations. The Castle fence wood is drawn in the foreground as a deliberate viewer exception; its grass and original native collision stay unchanged.

Layout editing, crops, other interior/special scenes, Exits overlays and recorded animation export are unavailable here. Snapshot PNG exports use the current live pixels. Names start off.

Export current pixels

Save the current canvas view or a full native-resolution area. These are snapshots of the live simulation.

Character setup

Choose who appears when you use Play, Place, or Auto wallpaper. Link is the default.

Applying a different character reloads both worlds and resets this session’s rupees, enemies slain, and settings. Play starts only when you choose it.