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Zelda Classic 2.50 RC5


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#166 Saffith

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Posted 03 December 2012 - 11:56 PM

The updated executable in the first post should have that fix.

#167 Timelord

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Posted 04 December 2012 - 08:22 AM

QUOTE(Saffith @ Dec 3 2012, 11:56 PM) View Post

The updated executable in the first post should have that fix.


Affirmative. As far as I have noted, this bug went away and does not exist in the -w1 or -w2 versions that you uploaded earlier in this thread.

How is it going with fixing Lanmola, and is there any chance of moving 'Fire does not hurt link' to the item attributes instead of a quest rule (or in addition to it, ignoring the quest rule for legacy reasons) in RC6?

Additionally, is it supposed to be possible to place an item on a screen, have an item room, and have a hidden item (Enemy->Item) and/or (Chest->Item) and/or (Dive->Item) all on the same screen? What is the maximum number of items that I can place on a single screen using all of the options, and is it possible to have (for example) two chests with items on one screen without scripting it or using side-warps to refresh the screen?

Is this a known limitation, or should I be able to do this with the 'Men are only in caves' quest rule enabled?

I also seem to have an issue with that rule enabled of having a screen with cave (Screen Type -> Item) and having a tile warp to another screen that is supposed to have an item on it. Is that not possible using that quest rule?

The simple example: Screen 00 has the basic sword floating as an item that is easily visible and is set as an Item screen with ('Bow', 'Moblin', String: Sword Good') in a cave using Warp return A. There is also a visible staircase behind a barricade that is set to warp to screen 85, which is set up as a room with an item and a side-warp back to screen 00 using Warp-B. The stair is supposed to have Sword-2A (a custom item) with screen 85 set to 'Item', 'WSword', 'Zelda', 'String: Sword Good', but instead is identical to the cave with the bow. Screen 00 has warp returns for A and B set correctly, and both do work, but the item, guy and all the information on screen 85 are not working correctly.

Is that a limitation when using this quest rule?

This is all in a dummy quest for testing the new 2.5 abilities, so it's not as if this would come up in most game creation, but I am testing out various functions, particularly anything new, and trying to keep everything on one DMAP to the sake of simplicity. If I do want to have multiple items on a screen later, such as a key, hidden money and a tool, I would like to ensure that i am doing it correctly and that it is is, in fact, possible without scripting it.

Edited by ZoriaRPG, 04 December 2012 - 08:36 AM.


#168 Jamian

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Posted 04 December 2012 - 09:15 AM

Yes, the new .exe fixes it, thanks.

#169 LinktheMaster

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Posted 04 December 2012 - 09:22 AM

QUOTE(ZoriaRPG @ Dec 4 2012, 07:22 AM) View Post
A bunch of stuff about items. icon_razz.gif
These are limitations of ZC. You can only have one regular item (one that you place on the screen for picking up) and one special item (cave/item rooms, chests, etc.). Unless you want to do some sort of warp workaround, you'll need to use a script for me.

#170 Saffith

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Posted 04 December 2012 - 01:21 PM

Another updated executable. Has all the latest fixes listed on Shardstorm. There's been another change to the ladder, so please make sure I didn't break it again. This change only applies when diagonal walking is disabled.
Edit: Updated - http://filesmelt.com/dl/zelda-w5.zip


QUOTE(ZoriaRPG @ Dec 4 2012, 08:22 AM) View Post
How is it going with fixing Lanmola,

Done.

QUOTE
and is there any chance of moving 'Fire does not hurt link' to the item attributes instead of a quest rule (or in addition to it, ignoring the quest rule for legacy reasons) in RC6?

No, not in 2.50.

QUOTE
The simple example: Screen 00 has the basic sword floating as an item that is easily visible and is set as an Item screen with ('Bow', 'Moblin', String: Sword Good') in a cave using Warp return A. There is also a visible staircase behind a barricade that is set to warp to screen 85, which is set up as a room with an item and a side-warp back to screen 00 using Warp-B. The stair is supposed to have Sword-2A (a custom item) with screen 85 set to 'Item', 'WSword', 'Zelda', 'String: Sword Good', but instead is identical to the cave with the bow. Screen 00 has warp returns for A and B set correctly, and both do work, but the item, guy and all the information on screen 85 are not working correctly.

Y'know, I don't even know what screens 82-87 are for. I'm pretty sure you shouldn't be warping to it, though. No idea what that might do.

#171 MoscowModder

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Posted 04 December 2012 - 01:43 PM

QUOTE(Shardstorm)
* Fixed a problem that could unload MIDI patches on some Windows systems.

If only.

It's not fixed.

#172 Saffith

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Posted 04 December 2012 - 02:05 PM

What? It worked before. Dang it. icon_razz.gif
Well, should be something simple.

#173 MoscowModder

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Posted 04 December 2012 - 02:17 PM

I'm assuming it works on your system? Because it started happening to me when I switched to BassMIDI and then to VirtualMidiSynth.

If you need more information about my system setup I'd be glad to provide it for the sake of fixing this bug.

#174 Saffith

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Posted 04 December 2012 - 03:40 PM

No, it worked on Jared's system. I don't have this problem.

Anyway, trying again: http://filesmelt.com/dl/zelda-w5.zip

#175 MoscowModder

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Posted 04 December 2012 - 04:04 PM

Okay, the MIDI's don't turn mostly piano now. HUGE IMPROVEMENT. Thanks!

This isn't nearly as bad as before, but focusing and de-focusing on ZC now makes the MIDI go back a couple of beats.

And yeah, what I meant to say above was that ZC works on your system without this bug.

#176 Timelord

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Posted 04 December 2012 - 10:21 PM

QUOTE(Saffith @ Dec 4 2012, 01:21 PM) View Post

Y'know, I don't even know what screens 82-87 are for. I'm pretty sure you shouldn't be warping to it, though. No idea what that might do.


I'll try warping to another DMAP instead to see if that fixes it, but AFAIK, screens 82-87 are just blank, and have no intended use or presets. The original LoZ overworld used a screen for each individual cave variation (just like the way the dungeons fit together and all cellar rooms are placed into the map to fill in the blanks), so these are probably remnants from that grid format.

That's why I figured they would be the correct thing to use for alternate caves. I think that the 'old men appear only in caves' quest rule is what is killing that, as the catchall is applying to the warp tile as well as the walk-down, and thus when you warp to that screen, the catchall applies, rather than the settings for the intended screen.

I don't even know if making a chest-->item or dive-->item inside the cave on screen 85 would fix it, s I think the game is reading the attributes from the origin screen (00) and applying them to both warps (80, 85). If the unused screens are still reserved for cave types, then they are probably reading the catchall and screen settings from the warp origin to apply it to a different destination design. That would be my guess, and it is possibly a limitation (or bug) of that quest rule.

In the future, it my be prudent to add a combo type of Walk-down->Cave (with guy) or Walk-down-->Cave (Legacy) and have inherent flags or options for that combo type as to what happens, rather than using the quest rule and screen information. That would allow for multiple, unique entrances and return warps using combos that can still use stuff like a screen 80 function, but don't get mixed up. The same could be said for Chest-->Item, Armos-->Item and Dive-->Item, as having the item information set with the flag would make it possible to have multiple of these secret types on one screen.

That would also make the set-up process for these functions run much more fluidly. It's probably a huge pain in the ass to make something like that happen, so I certainly don't expect it soon, but it would make for a much more versatile engine, say for v2.6 or v3; as a note for later.

Another thing: The FAQ states that the sword beam sound (amongst other sounds) is hard-coded and cannot be changed. Isn't this something that the quest creator can set now? Is the FAQ outmoded, or am I losing my mind? I know that I've heard Z3 sword sounds and other sounds in place of the hard-coded sound effects in at least one quest, as well as the overly irritating kicking and screaming link (ala FourSwords) in some quests, and it seems that I am given the opportunity to load a sound in the dialogue box. Will doing that break anything?

#177 HylianGlaceon

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Posted 05 December 2012 - 01:50 AM

How does the switching Link's Palette work? It seems at times switching the palettes don't work correctly. I'm not talking about like grabbing a ring or two in an entire quest, but changing it multiple times on the same screen seems to cause problems.

I have a bunch of Rings in my quest where you can switch between them for different colors. This is done via String Control Codes where one is taken away and another is given for the most part. I've also enabled and disabled them via cheats and it's currently lagging behind by one change as I type this. (I.e I give Link a Purple Ring, it doesn't change right away, I take away the Purple Ring and give a Black Ring, he turns purple. I take away the Black Ring and give a White Ring, he turns Black. Upon saving and resetting it seems to get the proper set though).


And finally, would there be a way to have ZC choose better colors when it changes due to a Transparent layer on Layer 6? PTUX Link's Green Tunic always changes to blue is there is an effect at all on that layer. Whether it be red for a volcano or a layer of black darkness, it always changes it to blue.. I know there are other greens in my quest, even darker greens in different CSets, but it seems to prefer blue to those. If it's too much of a bother I can live with it, just wanted to ask.

#178 Jamian

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Posted 05 December 2012 - 08:18 AM

Would it be possible in a future version to be able to add more "guys"?

#179 Timelord

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Posted 05 December 2012 - 10:42 AM

QUOTE(HylianGlaceon @ Dec 5 2012, 01:50 AM) View Post

How does the switching Link's Palette work? It seems at times switching the palettes don't work correctly. I'm not talking about like grabbing a ring or two in an entire quest, but changing it multiple times on the same screen seems to cause problems.

I have a bunch of Rings in my quest where you can switch between them for different colors. This is done via String Control Codes where one is taken away and another is given for the most part. I've also enabled and disabled them via cheats and it's currently lagging behind by one change as I type this. (I.e I give Link a Purple Ring, it doesn't change right away, I take away the Purple Ring and give a Black Ring, he turns purple. I take away the Black Ring and give a White Ring, he turns Black. Upon saving and resetting it seems to get the proper set though).
And finally, would there be a way to have ZC choose better colors when it changes due to a Transparent layer on Layer 6? PTUX Link's Green Tunic always changes to blue is there is an effect at all on that layer. Whether it be red for a volcano or a layer of black darkness, it always changes it to blue.. I know there are other greens in my quest, even darker greens in different CSets, but it seems to prefer blue to those. If it's too much of a bother I can live with it, just wanted to ask.


If you have the time, I would love to see how you are doing this. That also may be helpful in debugging it, if you don't have any qualms about explaining it in detail and providing examples.

Regrading Screen 82-87: I copied the screen that I had at 0x85 to 0x7F and it now works. I can only assume that 82-87 are for customized 'guy rooms' and anything else done with them will have weird side-effects. For example, setting a side-warp on 0x83 to 0x00 continually warps you back to 0x83, even though the warp points are all correctly set.

I'm going to try to figure out the purpose of each, and post them to be added to the Wiki, as there is naught about them there. I spent several hours today meddling with this.

On a side-note, a reference for all current and working hotkeys in ZQuest would be a very helpful addition to the Wiki/FAQ, There were quite a few that I didn't know existed... I also noticed that some of the flags in the wiki (Block Brang) are not available. Are these disabled/removed? I wanted to block projectiles through certain types of terrain to no avail.

@Saffith: What is the build number for -w5, and is there any matching update for ZQ as well, or just Zelds-w?

#180 Russ

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Posted 05 December 2012 - 11:29 AM

QUOTE(Jamian @ Dec 5 2012, 05:18 AM) View Post

Would it be possible in a future version to be able to add more "guys"?

This really isn't necessary. The guys are just there for backwards compatibility; nobody really uses them anymore.


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