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#331 ShadowTiger

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Posted 02 August 2014 - 03:56 PM

Ooh, nice bugs. Thanks very much. I'll update this post with a bug-fix shortly.

In the meantime, to get that impossible key in the Excavation from your last screenshot, the room you want to be in is the room one room northeast of the starting room of B-3. The left and bottom walls are walk-through. The bottom one will have a key when you defeat all the enemies, and can only be reached from the north.

In the first screenshot, you can get the red ring very, very easily. From the screen with your screenshot, go north, west, and south. Bam, you're there. I know it doesn't look easy to get, but it really, really is.

EDIT: Before you do, download the version you'll see appearing in this post near the bottom. It's actually quite important that you do so, or else you'll be stuck without it for the rest of the game. Replace the DoY250.qst file with the next one, and continue from where you left off, and you should be fine. Apparently the Red ring got swapped for a key. I have no bloody idea how that happened, but it's a really bad thing. If you get that key, and revisit the room when I put the red ring back, you can't get the red ring because you'll already have gotten that room's item. Ya dig?

Download this new version.

#332 pixcalibur

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Posted 02 August 2014 - 04:09 PM

man, this probably will take a while until the final product is up.  not sure how much has exactly changed from the last time i played this



#333 ShadowTiger

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Posted 02 August 2014 - 04:21 PM

Probably not a lot. :P I'm really lazy. But I'm also really bored. I'd rather work on an existing quest than start my own, apparently, so that's good news.

EDIT: Once again, Download this new version. Same as the link in the post two posts above this one.

#334 Air Luigi

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Posted 02 August 2014 - 07:30 PM

So, in the end, would this quest be DoY 2014 or 2015?  :cat:

 

I'm waiting for this a lot of time, but it looks like the bug/glitch hunting never ends. I want to play the more polished version



#335 Ranagus

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Posted 02 August 2014 - 07:57 PM

Well I went back to look for the red tunic, even though I don't need it anymore.  I'm not sure what you mean by north, west, and south but are you talking about this chest?  ..Which lets me walk under it now(after slashing it).  I already opened this one, so no way to tell if it's there.  It was here in MeleeWizard's LP atleast.

zelda022_zps7ae6b18d.pngzelda023_zpsbd8843f6.png

.

 

I also noticed a couple more things on the way.

 

zelda021_zpsbe7de005.png

First of all, going west on this screen only works on the bottommost lava tile.  That doesn't make any sense!

 

This second one is kinda hard to explain.  You how the ZC lets you switch items without going to the menu?  Well now, it only cycles though 4 at a time, depending on what row you're on in the menu.  For example:  If you start with boomerang, it goes bombs > bow > lantern and then back to boomerang.  The middle row items cycle in the same way; whistle > potion > wand, and back to whistle.  But the bottom row will stop at hammer.  Oddly enough, it works like normal when inside of a dungeon, just not on the overworld or anything. 

 

No idea what's going on there, but the crystals do look much better.



#336 ShadowTiger

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Posted 02 August 2014 - 08:50 PM

Thanks again. The Subscreen item order thing was my fault; I apologize for that. I had a lapse in item ordering judgment all of a sudden. :P Anyway, it's fixed, along with a few other oddities. You can now press "down" successfully from the Super Bomb too.

Updated Version - Replace and overwrite, etc.

Also added the 8 Triforce Pieces and their midi "victory" pickup music from ALTTP. Suits them nicely.

In terms of that Volcano scrolling bug, that's a real stumper. I had to just make those four lava combos unique and walkable for the moment. But that's okay. If you walk on those and find them walkable to your surprise, good. That means you're diligent enough to go there on the edge of the screen.

Haven't reproduced that Icy wall bug yet, but if it works in the end, great.

#337 pixcalibur

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Posted 02 August 2014 - 09:06 PM

this is gonna take a while to do a full beta test run of the finished product.  i remember spending a bunch of time just in the deku tree mapping paths out through that place.  may not hurt to get a few beta testers when the potential final product is ready to see if any other glitches are found



#338 ShadowTiger

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Posted 02 August 2014 - 09:09 PM

Yeah, honestly, I really don't want to change very much else in terms of what's already there. Maybe a few new graphics here and there (like bushes that have a floor-base different than the surrounding floors. I always hated that.) and I don't remember if I ever got the sword magic power up and running.

I wouldn't even really bother testing anything until I actually finish things that I started. Not much point. Any bugs that would exist are still original bugs, probably. At least 95% of them.

The new areas still need some TLC, and I definitely have to finish the Dojo. It only needs the sword training area to do, but I don't know what to put in there. I really don't. I sit there and look at it, and look at it, and look at it, and then I go have a sandwich.

Please don't ask me how many sandwiches it's been. It's enough that I can count time units in sandwiches. I'm not even fat. I just have a lot of sandwiches now.

#339 pixcalibur

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Posted 03 August 2014 - 07:16 AM

Yeah, I remember eventually getting sick and tired of mapping and testing the Deku Tree and Excavation mainly.  Just too many routes and variations to take.  Not to mention the number of glitches found.  Luckily looking at the quest in ZQuest cut down on some of the tediousness.  Then it was just picturing the place having one correct route.  Not sure how the Excavation will work with regards to the amulet/bait things needed given you can only carry one at a time and losing one means one passage lost unless there's some shop towards the end of the game to buy more of them to fill in any gaps



#340 ShadowTiger

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Posted 03 August 2014 - 10:03 AM

Aye. With the Excavation, mostly all you need to know is that shortcut to the green layer (Because I keep forgetting the floor names and levels.) found in the middle of the gray layer with all those super darknuts. Just have to know to walk through that wall.

I really need to make that place look older. I really really do. Like, add wooden support shafts and ruined walls and such. That would be fun. Those archaeologists are just chillaxing there, blocking the way.

#341 Ranagus

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Posted 18 August 2014 - 12:04 AM

So I made a script to let the player carry multiple baits!

 

The code is simple but the implementation is a little tricky..

 

-------------------------------------------------------------------------------------------------------------------------------------------

import "std.zh"

int BaitCount = 0;                       //This is the only variable that really needs to be global.
int OffSet = 122;                        //This number is the ID of the first custom bait item in the list -1.
int NumNpcInGoriyaRoom = 3;  //3 because the fires count as NPCs also.  But DoY doesn't have them?

item script StackBait_Use
{
    void run()
    {
        if (Screen->RoomType == 7 && Screen->NumNPCs() > NumNpcInGoriyaRoom - 1)
            {
            BaitCount --;
            if (BaitCount > 0)
            {
                CreateItemAt(BaitCount + OffSet, Link->X, Link->Y);
            }
        }  
    }   
}

item script StackBait_PickUp
{
    void run()
    {
        BaitCount++;
        CreateItemAt(BaitCount + OffSet, Link->X, Link->Y);
    }
}

-------------------------------------------------------------------------------------------------------------------------------------------

 

First, attach the "PickUp" script to the bait found normally in the game.  That's all for that.

 

Next, you'll need to go into the item editor and make 9 custom bait items (or however many are in the game), each one with a different number on the picture to tell the player how many they have.  Make sure their IDs are in uninterrupted-sequential order, the lowest ID number matched with first bait.  Very important, else the player might get an item they weren't expecting.  Give each one the "use" script, change a couple numbers at the top and you should be good to go!

 

Really, this could be done without wasting a bunch of custom item slots, but I'd like to have the numbered icon and I don't know how to mess with any of the menu stuff yet. 



#342 ShadowTiger

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Posted 18 August 2014 - 07:01 AM

Pretty spiffy script. Thanks very much!

Currently, all Bait items, including the first, have "Keep Lower Level Items" as well as "Upgrade Item When Collected Twice" checked. The script works well enough, except that when you collect the bait item, it goes straight to Bait #2. I made a series of test rooms with Feed the Goriya rooms and Bait #1 items in them, using the bait in each room, and it never goes down from bait #2.

So it's a phenomenal idea, it just needs some work. I'll keep it in for now, because I feel we're almost there. Thank you so much!

#343 Ranagus

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Posted 18 August 2014 - 09:17 AM

Hmm, I have a feeling you're using the original bait as #1(or the #1 as the initial pickup).  The player isn't meant to keep the original because its ID doesn't match up with the others, it's just there for the pickup script and to prevent a clash between the 2 scripts.  When you pick up the #1 bait, if it has the pickup script, it'll increment your bait count and give you bait #2(and you need to have it on the initial pickup).  If you take away the "use" script, the game won't adjust your bait count when you use the last one.  Your way could be done, it would only require a couple more "if" statements.  There are several ways to do it, I just thought that this was simpler and you wouldn't have to go find and replace every bait in the game. 

 

Here's a copy of my test file.  I have everything at level 1 and it works fine. 

 

https://www.dropbox....yqkkmr/bait.qst


Edited by Ranagus, 18 August 2014 - 09:47 AM.


#344 ShadowTiger

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Posted 18 August 2014 - 11:34 AM

Thanks very much for the example quest. I'll take some time to match up what you have and what I have.

It's very exciting, really.

#345 vravelo

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Posted 22 August 2014 - 09:41 PM

Hi! just started a new play on this quest, and facing "blank memory",,any idea where to get the candle ???

don't care if its red or blue, just need a candle,--- thought was at the excavations but is the lens ,,well...

appreciate any helping hand, :doh:




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