Jump to content

Photo

Zelda Classic 2.50 RC5


  • This topic is locked This topic is locked
234 replies to this topic

#151 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 25 November 2012 - 11:33 PM

QUOTE

I don't know what you mean. I can't think of a time when you'd be forced to delete subscreens.



I also failed to set the B+A subscreen in the DMAP settings--as I didn't bother to tweak appearance for this trial tool quest--which is my own damned fault for overlooking it, so I guess that's not an issue, but the deletion factor is...

Herr is how to get the deletion prompt:
Create new quest.
Select: Menus-->Quest-->Misc. Data-->Master Subscreen Type
Change Custom-->Z3
"This will delete all custom subscreens. Proceed?" Y/N
Select 'Yes'. Poof. The subscreens with all items working are now gone.

The problem being that the other existing subscreens do not have all of the items... Even the existing Z3 subscreen doesn't have the newest stuff, so when you switch, you wipe the only subscreens that are complete, as the new default subscreen is the custom subscreen set, so when that's gone, you are forced to recover it, or modify a subscreen to use it with said items.

I also get the message 'Your quest was saved in an older version of ZQuest. If you wish to use the autosave feature, you must manually save first.' with quests created in the 2.5RC5 release of ZQ. If it is just a matter of autosaving with a desired filename, you might consider removing the 'Your quest was made with an older version of ZQuest' from that line. If it is something else, then this may be a bug.

I exported them as .sub files an imported them to recover them for testing purposes.

QUOTE

That would be pretty difficult. It can be scripted easily, though.

CODE
item script UsableClock
{
    void run()
    {
        item clock=Screen->CreateItem(I_CLOCK);
        clock->X=Link->X;
        clock->Y=Link->Y;
        clock->Z=Link->Z;
    }
}


You'd put that on a new item using a custom item class and leave the regular clock as it is.


Thank you for that. I'll give it a spin...

I presume that if I want little guys on the overworld, and little guys in caves/buildings, that I need to make DMAP for the interiors? I did find it amusing that the Ganon battle can now be placed on any overworld screen.

Also, I found that if I have the magnification tool open, and select fullscreen mode in ZQ without disabling the magnifier, it produced a system crash that required a power cycle to recover. I'm hesitant to repeat the steps leading to that happenstance, but can if needed.

Edited by ZoriaRPG, 25 November 2012 - 11:41 PM.


#152 Erdrick

Erdrick

    Redeemed

  • Banned
  • Location:There

Posted 25 November 2012 - 11:38 PM

I don't know if anyone else is experiencing this, but...is it just me or is it that the controls seem to be a bit delayed and unresponsive? For example, there is a slight delay when Link is moving around and diving.

Not sure if this has happened to anyone else since 2.50 RC5 was released. I should test it out if this is normal NES behaviour, or something that could be a new bug.

#153 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 26 November 2012 - 12:02 AM

Cane of Byrna Bug: If you have 1/2 heart, activate the cane, and run into an enemy, you can die; you can still take damage while using the cane, at least with its default settings.

#154 Saffith

Saffith

    IPv7 user

  • Members

Posted 26 November 2012 - 12:05 AM

QUOTE(ZoriaRPG @ Nov 25 2012, 11:33 PM) View Post
Select: Menus-->Quest-->Misc. Data-->Master Subscreen Type

Oh, I forgot about that. I don't know why we even have it. It's not particularly useful, I don't think.

QUOTE
The problem being that the other existing subscreens do not have all of the items...

Well... They don't have room. icon_shrug.gif I don't know. Maybe we'll do something with them.

QUOTE
I presume that if I want little guys on the overworld, and little guys in caves/buildings, that I need to make DMAP for the interiors?

If you want some of each, then yes, the ones in caves need a separate DMap. Fairy guys are excluded, though; they'll always appear outside.

QUOTE
Also, I found that if I have the magnification tool open, and select fullscreen mode in ZQ without disabling the magnifier, it produced a system crash that required a power cycle to recover. I'm hesitant to repeat the steps leading to that happenstance, but can if needed.

Hm, I'll try it out. But assuming it wasn't coincidental, it's probably something we can't fix.

QUOTE(Reimu Hakurei @ Nov 25 2012, 11:38 PM) View Post
I don't know if anyone else is experiencing this, but...is it just me or is it that the controls seem to be a bit delayed and unresponsive? For example, there is a slight delay when Link is moving around and diving.

Is your framerate lower than 60? You could try changing frame_rest_suggest in ag.cfg.

#155 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 26 November 2012 - 02:27 AM

QUOTE(Saffith @ Nov 26 2012, 12:05 AM) View Post

Oh, I forgot about that. I don't know why we even have it. It's not particularly useful, I don't think.


Well, AFAIK, you can't change between any subscreen type. You need to select the master subscreen first, and the change with its groups. This is how I understand it to work, at any rate. The latest additions are in the custom subscreen group, rather than any of the main groups so they're deleted.

Is there a guide to all the new items somewhere? I honesty don't understand what some are supposed to do (if anything at present).Scratch that: I found out what I needed from the Item Wiki Page. Some of the items that I couldn't figure out, such as Amulet II, actually do not do anything.

I am curious if actual enemy invisibility (vs. the shimmering invisibility) can be restored as a screen flag? Maybe Partial & total invisibility? This would also make Amulet II useful, as maybe the two invisibility levels are not overcome with Amulet I; say, shimmering enemies are revealed with Amulet I, and true invisible enemies become shimmering enemies with Amulet I, whereas Amulet II would make them all fully visible.

Out of curiosity, if I place a Triforce piece outside of a level for collection, does the game engine have any idea what to do with it, without using scripts? I ask, because the Triforce piece is an item in the editor. Can I set a number to its attributes and permit collection of it? I'm curious how the game decides which piece it is, if it isn't inside a level.

I shoved one in a store for amusement, in the debugger demo that I'm using, but I haven't completed enough of it to test that concept. I hope to have it done before long.

Edited by ZoriaRPG, 26 November 2012 - 06:43 AM.


#156 Saffith

Saffith

    IPv7 user

  • Members

Posted 26 November 2012 - 03:49 PM

QUOTE(ZoriaRPG @ Nov 26 2012, 02:27 AM) View Post
Well, AFAIK, you can't change between any subscreen type. You need to select the master subscreen first, and the change with its groups. This is how I understand it to work, at any rate. The latest additions are in the custom subscreen group, rather than any of the main groups so they're deleted.

I don't think the master subscreen type makes a difference. It resets the subscreens to various defaults, but I don't believe it does anything besides that. I'm pretty sure it's just a holdover from before there was a full subscreen editor. Maybe someone can confirm otherwise.

QUOTE
I am curious if actual enemy invisibility (vs. the shimmering invisibility) can be restored as a screen flag? Maybe Partial & total invisibility? This would also make Amulet II useful, as maybe the two invisibility levels are not overcome with Amulet I; say, shimmering enemies are revealed with Amulet I, and true invisible enemies become shimmering enemies with Amulet I, whereas Amulet II would make them all fully visible.

That's more than I want to mess with at this point. I don't think I could do that without breaking anything.

QUOTE
Out of curiosity, if I place a Triforce piece outside of a level for collection, does the game engine have any idea what to do with it, without using scripts? I ask, because the Triforce piece is an item in the editor. Can I set a number to its attributes and permit collection of it? I'm curious how the game decides which piece it is, if it isn't inside a level.

You're always in a level, even if it's level 0. Picking up a Triforce piece gives you the piece for the current level, no matter what level that is, but only 1-8 have any effect. I think.

#157 Avaro

Avaro

    >w<

  • Members

Posted 27 November 2012 - 09:01 AM

Could we maybe have 30 or 40 script counters, because 10 is not enough for me. I don't know anything about how ZC is written, but if it is not too hard to extend this, it'd be great if there would be more. It's an annoying limit.
But if you are sure, that it will lead to bugs, then don't do this.

#158 MoscowModder

MoscowModder

    Sometimes lurking. Rarely posting.

  • Members
  • Location:Wisconsin

Posted 27 November 2012 - 11:49 AM

Oddly enough, Zim and I discovered that there are actually 32 counters (including the 6 default ones). Since we actually have those counters, would it be so unreasonable to add the remaining ones to the subscreen and item counter lists.

#159 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 27 November 2012 - 11:50 AM

QUOTE(Saffith @ Nov 26 2012, 03:49 PM) View Post

You're always in a level, even if it's level 0. Picking up a Triforce piece gives you the piece for the current level, no matter what level that is, but only 1-8 have any effect. I think.


Hmm... I did know that the level assignment of a DMAP was connected tot he Triforce fragment, but I was wondering if there was a way to assign the level assignment to it as an item, and therefore have them on unassociated DMAPs. I don.t yet know what picking one up on DMAP 0 will achieve, although I could script the interface to do something with one, I suppose.

I'm sure a lot of my suggestions ar e'notes for the future', but many relate to custom items and item attributes. I would like to see all items as usable for something int he future, as it would be neat to assign powers to the TF pieces (or whatever you use in their stead), such as spells. I know that I'm going to have to do some fancy stuff with my main game to get them to do this.

In the Zoria story, the Triforce is not present (as it is not set in Zelda-land), and instead one objective is to collect ancient jewels that can be used as spells, and are required later as special keys. How I am going to pull that off is another matter.

I really need to figure out how scripted items work so that I can easily make my own, but that's a future project. The main thing that I would desire is that all items have the same global attributes, as this would make it easier to expand them with scripts, rather than reworking them.

I looked over many of the items in the script archive, but I'm not entirely sure how to implement them in the inventory or elsewhere. Yes, I'm still working on figuring out the item editor abilities and its level of flexibility.

I have noticed some weirdness with having multiple entrances on a screen, at least with the flag 'Guys are only in caves' set. The fact that fairies always appear on the overworld threw me for a loop, as if you set that flag, and assign them to a special item room, the game hates you. I have one screen with an item cave, and a secret cave (via a warp tile to another targeted screen) that has a secret item in my test game, and both go tot he same place and item as the main item cave on that screen.

The problem is that I don't know if this is a bug, a limitation, or if I screwed up. I may need to switch to having all the caves on their own DMAP to make this easier. is there a major conflict involved with the above situation?

I also seem to have an issue with the Dive-->Item flag on screens with other things happening, such as caves or non-hidden items, but I may be screwing it up as well. I'll try a few more things and check the process to see if it's my own fault.

QUOTE(MoscowModder @ Nov 27 2012, 11:49 AM) View Post

Oddly enough, Zim and I discovered that there are actually 32 counters (including the 6 default ones). Since we actually have those counters, would it be so unreasonable to add the remaining ones to the subscreen and item counter lists.


I wonder what the plan was for that. I presume it was for possible future expansion, but that's a fairly large amount of potential variables. Then again, many of the numbers involved seem a tad arbitrary, such as the doubled number of potential custom enemies. it's not that I can't have enough custom items, but I find it interesting that there are more available for one than for the other.

Internally, there may be a reason for these values. perhaps there are a total number of possible values, such as 2,048, and they are divided up so that counters is taking 32 possible values, coming out of the item value pool, and 96 are assigned to other functions. In TLOZ, as I recall, every item and enemy has one byes (as a two 4-bit values) associated with it, which was universal across the game, and the counters used the same value system (one byte) to calculate objects such as rupees and keys.

In ZC, it's probably far more convoluted, but I'm guessing that the values for all objects, items and enemies may still be shared across the same pool of finite size with no special distinction between them. Is that about right, or am I way off the mark?

Edited by ZoriaRPG, 27 November 2012 - 12:02 PM.


#160 HylianGlaceon

HylianGlaceon

    Magus

  • Members
  • Location:Whatever dimension is between Sinnoh and Hyrule...

Posted 28 November 2012 - 04:19 PM

Uh..Saffith, the Warp Ring Editor? It's completely blank so I can't edit any of the locations the whistle goes to.

EDIT: It came back now, but I had to close it ZQ completely. I opened older versions to check to see if it was working there and when I came back to RC5 it's to working again.

Also, how does the Warp Ring work if there are 9 Warps and only 8 Triforce Pieces? Does the eighth one unlock 8 and 9?

Edited by HylianGlaceon, 28 November 2012 - 04:42 PM.


#161 aaa2

aaa2

    Wizard

  • Banned

Posted 29 November 2012 - 03:16 PM

Is there any way to cast .zqs string tables into a google translatable format, that then can be recast into an importable .zqs format?

#162 Jamian

Jamian

    ZC enthusiast

  • Members

Posted 03 December 2012 - 07:16 PM

New RC5 bug: the ladder can be used to walk over as many consecutive "water" combo tiles as you want, so with the ladder you can effectively go through any body of water as long as the ladder is enabled.

#163 Russ

Russ

    Caelan, the Encouraging

  • Administrators
  • Location:Washington

Posted 03 December 2012 - 07:21 PM

That's been reported already; Saffith fixed it half a month ago. icon_razz.gif

#164 Jamian

Jamian

    ZC enthusiast

  • Members

Posted 03 December 2012 - 07:25 PM

Which RC5 build do you need for it to be fixed?

#165 Russ

Russ

    Caelan, the Encouraging

  • Administrators
  • Location:Washington

Posted 03 December 2012 - 07:43 PM

None. The code's been fixed, but you can't actually get the fix til RC6 comes out. That's how it works.


1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users