Zelda Classic 2.50 RC5
#196
Posted 08 December 2012 - 08:12 PM
Like how the MIDI bug fix fixed the old problem, but made another.
#197
Posted 08 December 2012 - 08:13 PM
How come this copy is so much smaller than the previous one (Saffith's MIDI patch drop fix)?
It's just the way I compile it. I use MSVC instead of gcc with various optimization settings. They usually ends up being about 2 or 3 Megabytes smaller total. I don't have any good detailed explanation as to exactly why though.
It'll be 1580, then.
I don't know what it's called. I only know the sound it makes when it takes a mans life.
...Yeah, that's the one.
#198
Posted 10 December 2012 - 01:06 AM
Speaking of replacing old bugs with new ones, this latest build makes ZC flicker (the screen randomly goes black for a split second at a time). I tested this in two different quests and the bug happened in both.
#199
Posted 10 December 2012 - 01:39 AM
#200
Posted 10 December 2012 - 07:19 PM
I found another...kinda odd issue. It's not a big deal and it purely cosmetic from what I can tell, but I set an enemy with maxed out HP. When looking at the list of enemies and scrolling past that enemy, the last digit seems to linger, despite the new enemy I'm highlighting only having a single digit of life.
It's really not a big deal obviously, but I figured I'd report it. :3
#201
Posted 10 December 2012 - 09:32 PM
Speaking of replacing old bugs with new ones, this latest build makes ZC flicker (the screen randomly goes black for a split second at a time). I tested this in two different quests and the bug happened in both.
Just curious if anyone else is getting this.
#202
Posted 10 December 2012 - 10:00 PM
#203
Posted 11 December 2012 - 02:55 AM
It seems you can Raft on any solid object with flag #8 even if it doesn't have Water as it's combo type. This I'm fine with. However, if you attempt to scroll a screen to a solid combo with flag #8 on the other side that is not a Water combo, it refuses to cross over and gets you stuck in the wall. Changing the combo to Water did work, but I had to make a few extra tiles which I was hoping I would not have to.
If you scroll a screen while using the Raft in an NES Dungeon screen, it'll boot Link off the Raft and he'll do his normal 2 tile walk in and be stuck in the water as well.
Edited by HylianGlaceon, 11 December 2012 - 02:56 AM.
#204
Posted 12 December 2012 - 12:48 AM
#205
Posted 12 December 2012 - 10:06 AM
Another attempt to fix it, also build 1580: http://filesmelt.com/dl/zelda-w6.zip
#206
Posted 13 December 2012 - 02:28 AM
#207
Posted 13 December 2012 - 02:48 AM
Rocks, Sword Beams and Magic all work fine however (haven't tested Script Projectiles though)
#208
Posted 14 December 2012 - 06:32 PM
Is the screensaver thing only known to happen when Aero is enabled? Also is it something that can be reproduced consistently?
Another attempt to fix it, also build 1580: http://filesmelt.com/dl/zelda-w6.zip
Sorry for not reporting back, but this week has been hellish. I will check the 1580-B build in the next couple days and try to disable Aero and report on all of the above. Hopefully this one does not interfere with making videos fullscreen while running in the BG.
#209
Posted 15 December 2012 - 11:47 PM
Also, slight suggestions regarding a few items that have a few issues..
Boots - With Magic consumption on, could we have it where we can set the number of ticks that it uses the magic? Like every 50 ticks on the damage combo with use 1 magic, etc? The way it is now, it just drains the magic meter so fast it's not even funny.
Cane of Byrna - This one is another item that has a problem with magic consumption. Instead of it draining while it orbits, couldn't we have a one time magic drain to activate it instead? The effects go away when you go to a new screen anyway.
#210
Posted 16 December 2012 - 01:21 AM
Boots - With Magic consumption on, could we have it where we can set the number of ticks that it uses the magic? Like every 50 ticks on the damage combo with use 1 magic, etc? The way it is now, it just drains the magic meter so fast it's not even funny.
Cane of Byrna - This one is another item that has a problem with magic consumption. Instead of it draining while it orbits, couldn't we have a one time magic drain to activate it instead? The effects go away when you go to a new screen anyway.
The reason they have so high magic consumption is that the magic consumption system appears to operate on a frame-by-frame basis. This usually operates only on the frame when Link uses the item (as in Din's Fire, Nayru's Love, Candle, etc...) but on passive items which are designed to use magic continually, it runs on every frame it is used. I suspect that it would take more work than what the devs want to do at this particular moment to fix this issue, especially knowing how messy ZC's internal code is. The Bryna idea is viable, but would still require significant recoding.
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