Congratulations!!Quote
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? >_>
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.
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?Quote
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.
... 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.Quote
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?
Horizontally mirrored, actually.Quote
These two low wall corners look like they've been vertically mirrored.
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.Quote
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...
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.Quote
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.
That's a bit odd, because that should be a Dungeon Dmap. In any case, I made them overhead combos.Quote
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.
Thanks. I am definitely interested in bugs like that. That kind of consistency is important to the quest.Quote
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.
... ... 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.Quote
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.
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.Quote
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.
Okay. ... Hm. Now, all of a sudden, I have to find the opposite of the concept of scrooge mcduck.Quote
And considering how easy this one is to find, maybe make it a 50 or 100 instead of a 200?
Just for kicks, they are no longer immune to magic. Let's see how wildly gameplay changes because of that.Quote
The only enemies on this screen are a pair of Patras, which are immune to magic. This makes the mirrors here pretty much pointless.
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.Quote
This room is functioning normally for the most part...except I had the blue blocks down.
... Okay, I think I found the bug. Definitely a side warp issue. Thanks again. That one was obscure.
Besides the missing pot, I suppose it is easy to miss, perhaps. I added a few scratches on the wall, just in case.Quote
-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...
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