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Zelda Classic 2.50.2


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#211 Saffith

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Posted 06 August 2016 - 07:12 PM

Well, shoot. Did you test it in the same directory with the same save file?
It's based on a newer build, so it's possible I inadvertently fixed it at some point, but I don't think so. Could also be an optimization bug, but that seems unlikely. I'll see about upgrading my compiler, anyway. Either way, I guess we're about set.

#212 SyrianBallaS

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Posted 06 August 2016 - 09:33 PM

Well it had to be in the same directory where 1st Quest is, I renamed the 2.5.2 version "zelda-w.exe.bak" and used the one you gave me. The save file was the one for 2.5.2, since the default save is called zc.sav I think. The other one was "Quest.sav".

 

So I basically did what was shown in the video earlier except it didn't crash this time.

 

Compilers I use are GCC 5.4.0 and VC 14.0 (VS 2015). They both work for my purposes, on WIndows, but I can't get the repository source to work for some reason. It seems like it was made before Microsoft implement the current C standard (C11/C++11). Both the compilers I use support that and before, but Win32 is something else entirely. They started using SDKs instead of an API starting with Windows 7. The SDKs somewhat resemble the Linux include folders, used to have my PC dual boot with Ubuntu when I had my OS class.


Edited by SyrianBallaS, 06 August 2016 - 09:39 PM.


#213 Timelord

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Posted 07 August 2016 - 12:04 PM

Well it had to be in the same directory where 1st Quest is, I renamed the 2.5.2 version "zelda-w.exe.bak" and used the one you gave me. The save file was the one for 2.5.2, since the default save is called zc.sav I think. The other one was "Quest.sav".
 
So I basically did what was shown in the video earlier except it didn't crash this time.
 
Compilers I use are GCC 5.4.0 and VC 14.0 (VS 2015). They both work for my purposes, on WIndows, but I can't get the repository source to work for some reason. It seems like it was made before Microsoft implement the current C standard (C11/C++11). Both the compilers I use support that and before, but Win32 is something else entirely. They started using SDKs instead of an API starting with Windows 7. The SDKs somewhat resemble the Linux include folders, used to have my PC dual boot with Ubuntu when I had my OS class.


Have you tried using the revised makefile, instead of the VS projects? Those .proj files work only with VS2008. Send me a note on Skype about this...you're in the dev group there.

#214 Russ

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Posted 20 August 2016 - 11:44 PM

Reporting a bug that, as far as I know, has been around since 2.5.1. So in Bananas, Moosh and I have a custom enemy that, when activated, plays an MP3. This works fine in 2.5.0, but in .1 and .2, only the first two seconds of the mp3 play on an infinite loop. I was figuring this had something to do with playing mp3s via script, but when beta testing a quest today, I ran into a similar issue. This time, the mp3 was set in the dmap, but resulted in the same problem: only the first two seconds play in 2.5.2, but it works perfectly in 2.5.0.

I uploaded the two mp3s that are causing the problem here. I tried saving the quests in 2.5.2 to see if that was the problem (both were built in 2.5.0), but that didn't resolve the issue, which leads me to believe the problem is with the mp3s themselves and some change in the way ZC handles them between 2.5.0 and 2.5.1.

#215 Mani Kanina

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Posted 21 August 2016 - 05:35 PM

I have had this issue with MP3 files at times too. IIRC, my workaround was to convert my mp3s to vorbis instead.

#216 Ben

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Posted 21 August 2016 - 06:41 PM

I also discovered an mp3 from Link to the Shadows that behaves the same way in ZC 2.5.2 and ZQuest. It plays other mp3s just fine. There must be something different about these specific files.

 

2.5.1+ also changed the way that some tracker files play back; ones with complicated looping tend to play differently in 2.5 and 2.5.1+



#217 Saffith

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Posted 21 August 2016 - 06:58 PM

Yeah... I had an MP3 that looped like that in 2.50.0, so I tried to fix that. It worked, if I remember correctly, but it seems to have broken a lot more than it fixed. It had something to do with ID3 tags, I think. Wasn't handling the newest version correctly, or something. In any case, I'll undo it if I can't fix it.

I don't recall any changes that would affect tracker files, though. If you can show me an example or two, I'll look into it.

#218 Ben

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Posted 21 August 2016 - 08:19 PM

Try playing back this file in ZC 2.5, and then 2.5.2 (and then modplug or VLC for good measure since they play the file slightly differently too.)

 

I actually believe 2.5 was playing tracker music incorrectly and a change in 2.5.1 must have corrected it.



#219 Saffith

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Posted 21 August 2016 - 09:59 PM

Hm, yeah, I vaguely remember that now. Apparently it required a library downgrade to fix.
Well, if it's working right now, I won't mess with that one.

#220 TheCutestCarnivore

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Posted 22 August 2016 - 06:10 PM

Is there an official download page for z.c version 2.5.2?



#221 Mani Kanina

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Posted 22 August 2016 - 06:39 PM

Plz:

overhead%20tiles.png

AFAIK the overhead combo type only draws between layer 3 and 4 if placed on 0, not if placed on any other layers. The word "even" in the tool tip seems to suggest that this would be true if placed on any layer rather than just on layer 0.

#222 kurt91

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Posted 01 September 2016 - 02:05 PM

Stupid question, but does the link on the first post lead to the newest build (currently 1793)? I looked at the changelog, but when I clicked the link to download the Windows version, it wouldn't work.

 

Doesn't make much of a difference on my end (I just want a version to play with on my laptop, I doubt it'll result in anything productive), but I'm a bit curious.



#223 Saffith

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Posted 01 September 2016 - 03:56 PM

1797, actually. The release build didn't get an announcement on Shardstorm.

#224 idontknow8

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Posted 01 September 2016 - 04:53 PM

^Ooh!  What's new in 1797?



#225 Saffith

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Posted 02 September 2016 - 12:00 PM

2.50.2 is build 1797, I mean to say. It's got all the changes on Shardstorm through the MIDI change.


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