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#271 ShadowTiger

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Posted 20 July 2013 - 07:10 AM

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First, though, good news. I finally beat the allegedly endless dungeon.

It also shattered the old record for bugs in one area, but with that many rooms, is it really a surprise? >_>

Congratulations!! :bounce: I'm really happy for you. I know it was an astonishingly annoying dungeon. My hat is off to you dear sir.

I hope you're going to go off to search for the Master Sword now, and the stuff at the bottom of the Excavation. The game is about to get a lot easier.



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In both locations, the switches actually change color when you step on them. It gives you a situation where the yellow switch is up and the blue switch is down when the yellow and blue blocks are the opposite.

Out of curiosity, was this pair of screenshots before you found a lot more switches like this? Because there aren't yellow and blue buttons; there are just ... buttons. One is up and the other is down. They're just colored like that. They're not supposed to represent the actual colors. Is there still a bug then?
 

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As it turns out, pretty much all of the color switches are yellow when they're up and blue when they're down. How about color-coding them to show which color blocks they're tied to?

... right. Although, that would probably make more bugs than not, because they're only two combos, rather than 4. Instead, I think it might be a decent idea to make two different passive subscreens for it, indicating which block is down. Might be more interesting.
 

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These two low wall corners look like they've been vertically mirrored.

Horizontally mirrored, actually. :) Weird, isn't it.
 

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So for some reason, when you enter this room from the south and hit right about where Link is standing, the game puts you on the the DMap used by the small rooms. The disappearing map is a dead giveaway.

Why is this weird? Well, that DMap is NES Dungeon-style, which means...

Yes. It's so the doors work. In that particular example, it really doesn't necessarily need them to work, since there aren't any shutters.
 

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The contents of this chest don't carry over between versions of the dungeon, which means I was able to double dip for this potion.

Whoops, that was negligence on my part. There are actually two (functional!) copies of that particular screen due to an overhead screen a few screens to the north of that. It was a really weird mechanic in-game.
 

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The door doesn't overlay, which is probably a combo type problem. This shot was taken with the blue blocks down; I dunno if the same thing happens with the yellow blocks down.

That's a bit odd, because that should be a Dungeon Dmap. In any case, I made them overhead combos.

 

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The effects of the switch don't carry over from the other version of the dungeon. Not exactly a bug, since it would've been a pain in 1.92, but since it's a breeze now with screen state carryovers it'd be a nice touch.

Thanks. I am definitely interested in bugs like that. That kind of consistency is important to the quest.
 

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More ceiling-walking...or maybe it's related to the glitch that happens when Peahats enter from the side of a screen. It showed up on the edge of the screen, flew straight north, then got stuck in the corner.

... ... I don't even know why there are peahats in this dungeon. Why are there peahats in this dungeon. ... is it because we hate peahats? I can see that. Hey, I was member #492 in the 'I hate peahats" fanclub. I still have the free waterbottle they gave out on the the first day.
 

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You can swim around the raised blocks here. Not that it's much of a puzzle, but it might've been meant to be solved nonetheless.

Oh I know, I was always confused by that. I can either turn the into ladderable pits, or I can make it much more hazardous to cross the water. Just to be adventurous, I added plenty of horizontal traps around the water.


 

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And considering how easy this one is to find, maybe make it a 50 or 100 instead of a 200?

Okay. ... Hm. Now, all of a sudden, I have to find the opposite of the concept of scrooge mcduck.
 

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The only enemies on this screen are a pair of Patras, which are immune to magic. This makes the mirrors here pretty much pointless.

Just for kicks, they are no longer immune to magic. Let's see how wildly gameplay changes because of that.
 

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This room is functioning normally for the most part...except I had the blue blocks down.

Interesting! That means there's a side warp issue somewhere. There were problems with that area previously. Because the combos are correct on both maps, as per the actual physical nature of the area. Okay, time to see what's going on. I suspect that this will be a VERY good time to implement that "Block status on passive subscreen" thing. I think I'll go do that now.

... Okay, I think I found the bug. Definitely a side warp issue. Thanks again. That one was obscure.

 

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-Was I supposed to find a hint or two on 2F somewhere? I figured out a couple secrets in the northwest corner that led to the Boss Key area by using a combination of the Lens and intuition, and I know the game requires you to have the Lens to get through the Elf Caves, but I still can't help but wonder if I missed something...

Besides the missing pot, I suppose it is easy to miss, perhaps. I added a few scratches on the wall, just in case.

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#272 Zenith

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Posted 21 July 2013 - 04:01 PM

Instead, I think it might be a decent idea to make two different passive subscreens for it, indicating which block is down. Might be more interesting.

I considered that, but I didn't know if you wanted to mess with making two more subscreens.  Then again, I also don't see how problematic it'd be to just make two more stair combos, one with a raised blue switch and one with a lowered yellow switch, and add them where it's needed. :shrug:

 

Why are there peahats in this dungeon. ... is it because we hate peahats? I can see that.

That's probably exactly why they're in there. >_>

 

Besides the missing pot, I suppose it is easy to miss, perhaps. I added a few scratches on the wall, just in case.

Well, it was that wall and the invisible bridge and the fact that I may or may not have finished Marathon with an extra key.  There was such little information later on in the dungeon that it made me wonder if I missed a hint room or something.

 

 

31 screens?  Ho-hum, here comes another two-parter. >_>

 

This time, we're starting by finishing up the Excavation Site.

 

ExcavationSite21-NoLensHint.png

 

There's no hint whatsoever that this block can be walked over.  Not even the Lens says anything.

 

ExcavationSite22-NoItemMessage.png

 

There also isn't a message for the...what would you call it?  Razor Boomerang?

 

 

ExcavationSite23-Typo.png

 

Considering the occasion, there should probably be an exclamation point at the end of that.

 

 

ExcavationSite24-ItemNotHeld.png

 

Link doesn't hold up this key.

 

I think I figured out how the keys are duplicating.  When you pick up a level-specific key (which is what the ones in the Excavation Site are, right?) ZC gives you one level-specific key and one regular key.

 

 

ExcavationSite25-ItemNotHeld.png

 

Link doesn't hold up this Heart Piece, either.

 

ExcavationSite26-DoorTileError.png

 

There's also something going on with the lower part of this door.  Looks like it's using the combo for the locked doors.

 

 

ExcavationSite27-PuzzleDoesntWork.png

 

Finally, this key is unobtainable...because the wall can't be walked through on the opposite side.

 

 

To get everything in the Excavation Site, I had to go back and get a few Relic Stones that I had to pass up on before.  I ran into a couple bugs during that.

 

CapitolPort13-ItemNotHeld.png

 

Namely, Link doesn't hold up the Relic Stone in this room...

 

 

CapitolPort14-WarpReturnPoint.png

 

...And when you come back up from the floor below, the game puts Link in the doorway.  Another side effect of the original version only have one warp return point to work with.

 

 

Up next is the culmination of a sidequest, so, uh...I'm gonna have to put them behind spoilers. >_>

 

(Sidequest Spoilers)

Spoiler

 

 

More on the next post...because otherwise I'd be one over the image limit again. >_>


Edited by Zenith, 21 July 2013 - 04:03 PM.


#273 ShadowTiger

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Posted 21 July 2013 - 07:26 PM

Hey there, welcome back sir.

I considered that, but I didn't know if you wanted to mess with making two more subscreens. Then again, I also don't see how problematic it'd be to just make two more stair combos, one with a raised blue switch and one with a lowered yellow switch, and add them where it's needed

Actually, luckily, adding Subscreens is a ton easier than messing with individual combos and adding them to individual screens. Subscreens are global. There's only a few Dmaps to alter, and they're all grouped together in the Dmap editor. It's already done, and works beautifully.

Well, it was that wall and the invisible bridge and the fact that I may or may not have finished Marathon with an extra key. There was such little information later on in the dungeon that it made me wonder if I missed a hint room or something.

I really can't quite recall off the top of my head if there was any such indication. :| I mean, it's an illusory nightmare. It's not like anyone is going to be living in your own nightmare. I'm surprised there are (gigantic slime) vendors in there at all, much less HCPs. Other peoples' nightmare are one thing. A nightmare with an illusion master controlling much of it is another. But I am overthinking this.


There's no hint whatsoever that this block can be walked over. Not even the Lens says anything.

Consistency be damned. If the Player won't try things when all else fails, they don't deserve treasure.

I think I figured out how the keys are duplicating. When you pick up a level-specific key (which is what the ones in the Excavation Site are, right?) ZC gives you one level-specific key and one regular key.

That's a pretty interesting theory. I like it. It's just concerning how there's only one counter in which to add the increasing quantity of keys to in the Items Editor: "Keys."

I mean DoY has never used Level-specific keys before now, but I'm really not sure what would make them so different.

Also, do you happen to remember off-hand if Link holds up regular keys in ALTTP? I suppose that would be the best source of external consistency to go by. Otherwise, I don't feel like he should be holding them. They make their own unique sound upon pickup, and it would clash with the screen's pick-up sound.

There's also something going on with the lower part of this door. Looks like it's using the combo for the locked doors.

Wow, didn't notice that. Good eye!

Finally, this key is unobtainable...because the wall can't be walked through on the opposite side.

That was one of the things I did to B-3 to make it more interesting. It's not supposed to lead there. There's a bit of warp-trickery involved in the walk-through walls. You have to move left from the screen four screens above the relevant one, where Link didn't hold up the key. There's a walk-through wall there, visible with the lens.


When you get here and three other incarnations of Link show up...nothing happens. Is this supposed to be a cutscene? A boss fight? I just move a little and then they disappear.

No, sadly, nothing is supposed to happen. Perhaps one day I will completely remake the temple of heroes into something far more interesting.

Far, ... far more interesting.


...Hey, I wonder if you could make it so the Master Sword's theme plays when you pick it up. It isn't very hard to edit sound effects for individual items, is it?

Oh not at all. The thing is, it'll just have to be timed right to actually get the full effect. But that's quite possible. I've done it before. That might have to wait until the whole temple is remade though. I mean four measly screens (Plus four cutscene screens) just don't do it justice.



The secret on this screen is temporary...even though I don't remember this DMap being NES-Dungeon style. Either way, making players use a super bomb every time is a pain.

I tried to use aaa2's multi-tiered permanent secrets script, but I think the fact that it's two different kind of secrets (One tiered, one bombed.) is messing it up. I'll keep hammering away at it I guess.

#274 Zenith

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Posted 21 July 2013 - 08:07 PM

Here come the spoiler tags.  Everything from here on out is very plot-relevant.  Everyone who hasn't made it this far, stay clear if you want the experience to be entirely new when you get here.

 

(Endgame Spoilers)

Spoiler

 

 

Notes:

-You know, when I first saw  the Level 4 armor in someone else's screenshot, I though making it solid gold was overdone, and maybe it'd look better to use the violet-and-silver look that Pure has as its default, or something else at least.  Now that I know there's a reason for it to be gold, and the hat and tunic are still slightly different colors, I'm more okay with it. >_>

-Speaking of which, Link's file icon for when he has it is using...I want to say CSet 0, for some reason.

-(Endgame Spoilers)

Spoiler


Edited by Zenith, 21 July 2013 - 08:08 PM.


#275 ShadowTiger

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Posted 22 July 2013 - 02:38 PM

Spoiler


#276 Zenith

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Posted 22 July 2013 - 05:10 PM

(Quote Spoilers)

Spoiler

 

Looks like blind luck needs to take hold here.

Then you can count on me to keep finding them, because if there's anything I don't have, it's blind luck.  >_>

 

 

Another shorter report this time.  I was busy for most of yesterday.

 

(Endgame Spoilers)

Spoiler

 

 

Music stuff (Spoilers):

Spoiler


Edited by Zenith, 22 July 2013 - 08:43 PM.


#277 ShadowTiger

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Posted 23 July 2013 - 03:29 PM

The middle part of the 2x3 statue is using a different CSet than the rest. Part of me also wants to see the black around the edges done over by the floor pattern, but that might just be me.

Well, they are (well, were, as of the time of this writing.) on layer 0 with a transparent background, so I overlaid them onto a ground tile. Fair enough.

Random top half of a Tokay statue sitting here.

I have no idea why it was left in there. Whatevs.


I guess this is more of a visual thing. On all of the cross patterns, the blade trap always seems to be sitting on a void no matter which part of the cross it's on. Finding a way to make it so players can see the rest of the cross below them would be cool, but it'd also be time-consuming...

Yeah, that might not be too useful of a thing to "fix" - There are 4 maps (8 8x8 areas.) to fix. I don't think it's worth it, time-wise.

I don't know if this one's a bug, either. These two blocks can be walked on. On one hand, they're marked and even animate just a little, but on the other hand, maybe they were mistakenly put there, or maybe they're the using the same combo as a block you edited to use in a previous dungeon.

They were walkable when I started working on DoY over two years ago. I'm not the best when it comes to dungeon logistics, and I am inclined to leave them walkable. In fact it was exactly why I animated them, albeit awkwardly.

If this wall is bombable from this room, does that mean there's a way to bypass the locked door earlier on? The pair of crosses in the room to the west might stop it, but I don't know for sure.

Possibly, but at this point in the quest, locked doors aren't at all game-stopping when keys can be purchased. That, and one other reason that I suspect you've probably already found out about. Jingle jingle.

Speaking of a locked door, this one doesn't carry over between versions of the dungeon. When you open it in the north version, go a couple rooms forward, and find another locked door with a key blocked off by the north end of a cross, then bomb a wall and press a switch to change it to the west version, you have to unlock the first door again, essentially using a key to get another key to open a different door that you already had access to.


Does that make any sense?

The status of the aforementioned bombable wall also doesn't carry over.

I actually don't know why they're not resetting. :| There is a consistent screen state carryover between all four maps on every screen applicable here, on each side of the door, on all three of those screens of the screenshots above. Is it because it's an NES Dungeon style screen? I doubt it. It may require a script to function properly.

This one's important...and frustrating. For some reason, this Blue Bubble does not work properly. It doesn't remove sword jinxes, which meant that the few times the Red Bubbles in that one northeast room got me, I had to backtrack into the Hall of Statues to find a blue one that actually did its job.

Oops, it was an item-enabling bubble, not a sword-enabling bubble. I don't think there are even any item-disabling bubbles in the quest, come to think of it.

Another visual thing. The waterfalls in the dungeon don't have combos for where they land, and since the water combos used below them have water-ground borders, it looks like the waterfalls are going behind them...or something.

Yeah, you're right. That's a nifty trick there. O.o So I whipped up some spiffy-keen (I gotta stop talking like that.) waterfall effect tiles. I'd say they look pretty good, actually. Great!

Two different versions of this room, both using the floor under combo for the treasure chest. Is this room a gold mine for bugs or what? >_>

Yes. Yes it is. Two of the four rooms of that one didn't have layer 2 as an undercombo at all.

Remember how there was that one room in Error's Mansion that accidentally had different enemies depending on whether the gem switch was hit? Well, in the north and south versions of this room, there are a few Cracktoroks instead of the Darknut-Windrobe combo here.

Righteo. Also reminded me to start making effective use of the "Favorite Commands" bit in ZQuest. I gotta start a topic about that in ZC Discussion.

So...I guess we keep looking for now?

Well, sure, I guess. Do please throw midis at me though. I look forward to finding one we can all agree on. Very much.

#278 Zenith

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Posted 23 July 2013 - 05:11 PM

This just started to get ugly.  I was close to tearing my hair out last night...and you'll see why further down.

 

 

(Endgame Spoilers)

Spoiler

 

 

Here comes the rant.  Get your popcorn ready. (Endgame Spoilers)

Spoiler


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#279 ShadowTiger

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Posted 24 July 2013 - 09:41 AM

First of all, Revised quest file etc. Comes complete with some fixes and shortcuts in the 'tree.

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This right here. This was the first point where I went "uh oh". This was my first real sign that nothing-not secrets, not the contents of chests, not locked doors--would carry over anywhere in the entire floor.

Oh, actually that room was my own mistake - The screen state carryover human-based system functions are very annoying, being pulldown-based. You've seen it. It's like instead of having to type in your posts here, you'd have to pick each letter of every word from a pulldown. Or using a rotary phone. It just gets tiring after some point, and I get distracted easily I suppose. Foo. Anyway, fixed. Oh and now the north-facing plus configuration (whatever we'll call it.) doesn't have a key at all because the trap is in the way.

But for the record I still don't quite understand why things like doors aren't carrying over despite their screen state carryovers being configured correctly.
 

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More misleading conveyors

Fixed those last night.

 

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In this version of this screen, only the block on the right is marked and walkable. In the other three versions, both blocks are walkable.

That's weird. Thanks; made it walkable.

 

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This was where I started to get worried. Two passages I hadn't been down, both locked, and still no sign of more keys. If you've been paying attention, you'll notice that I start running low on all the extra keys I've been finding...

Yeah, at this point, I'm definitely going to be taking your advice and start unlocking a lot of doors on F-1, and locking more on F-2. I may even add an enemy Wizzrobe minion NPC or something that says that they took all the doors off of F-1 and put them all on F-2 to stop you, and that there aren't nearly enough keys. That might work. Thoughts?
 

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...But that isn't the bug on this screen. The bug is that the spikes here deal scratch damage, like no more than 1/4 of a heart. Seems kind of weak for a point where players will have the Red Mail at the very least. Well, as long as you don't force players to take a hit to cross them, anyway...

An interesting point. The thing about this, is that it's possible to turn this from a minor annoyance and general slowing of the player into an actual obstacle they need to think about crossing effectively on every screen, so long as it doesn't become too repetitive. Hookshot puzzles and the like.


Although, in your opinion, should enemies be allowed to walk on the spikes? My initial inclination is that they should not. But that would be something to consider quest-wide, which I really wouldn't be too against implementing.

 

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And finally, players could technically get through here without being hit by a single Red Bubble, since by this point they have access to a boomerang that can stun them. But since it's optional, I want to say it isn't required for this part. I'd say that if you're supposed to get hit by one, crowd them around the north entrance to the room like you did in the Predator, and for Farore's sake put a Blue Bubble in the previous room. >_>

Quite true that at this point, there can be no possible bubble related puzzles really. It's also true that in the future, the player will have the whisp ring to be able to avoid such niggling annoyances, though that will only after they have acquired the ladder, for obvious reasons.

 

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Here comes the rant. Get your popcorn ready. (Endgame Spoilers)

Funny you should mention; I do actually have popcorn.


Spoiler tags make text slightly less readable. Eh.

Spoiler


Oh, also, in the Tree, let me know if there are any rooms that don't stop the conveyors in it when you blow the whistle.

#280 Zenith

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Posted 24 July 2013 - 04:35 PM

(Endgame Spoilers)

Spoiler


Edited by Zenith, 24 July 2013 - 04:37 PM.


#281 Zenith

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Posted 27 July 2013 - 03:33 PM

...Any news?  I was hoping some kind of fix would be done soon, so I didn't have to spend hours getting enough money for all of those keys...



#282 ShadowTiger

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Posted 27 July 2013 - 06:16 PM

I had posted it at the beginning of my last post.  Sorry you were waiting so long. :-/

 

 

EDIT:  By the way, I noticed that I wasn't receiving any notifications for this topic, as compared to any other topic that gets replies.  In the upper right of this very page.



#283 Zenith

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Posted 29 July 2013 - 03:35 PM

...I've hit another roadblock.  Problem is, this one doesn't involve the quest at all.

 

Yesterday, the battery light on my laptop started flashing for no apparent reason.  I mouse over the little gauge on the taskbar that says how much power I have, and it says "Irreperable damage to the battery has been detected.  Replace the battery with a new one."  it couldn't have been something I did, because I hadn't even touched it in over an hour when it started acting up.  In fact, it started from finding out that when I closed the lid, the damn thing froze instead of going on standby, something it's done maybe once or twice ever before.

 

A couple hours ago I noticed the battery gauge wasn't at 100%, even though it had been plugged in.  Then I put two and two together, and, well...it looks like my battery has suddenly decided to stop charging.

 

I've been trying to get in contact with someone who can tell me what went wrong and how to fix it, but...I don't know how long it'll take, how I'll pay for it, or how restricted this'll make me for the foreseeable future.  If I get really unlucky, I might end up losing all 30 hours of progress.  Not out of the question.

 

This is why I'm the token unlucky guy on my other forum.  This kind of crap happens on a regular basis.  So now, once again, my fate is no longer in my own hands... :sigh:



#284 ShadowTiger

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Posted 29 July 2013 - 04:37 PM

G'haa. :-/ I am so sorry. I really have no problem reproducing a save file for you, though. I really don't. I mean if anything, the only problem, if it can be called one, is that I'd need the actual file path for your ZC folder. Or, I can prepare one for you on my end under my own circumstances, but you'd have to create a new folder for ZC in that same spot. I'm currently operating in C:\Program Files (x86)\Zelda Classic\ZC2.5 and I doubt we'd be so lucky that you're on the same path.

In the meantime, I wish for you a swift recovery on all counts.

#285 coolgamer012345

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Posted 29 July 2013 - 07:25 PM

Hey if you need a new game tester I would be willing to help.


Edited by coolgamer012345, 29 July 2013 - 07:25 PM.



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