Zelda Classic 2.5 RC4
#46
Posted 23 August 2012 - 07:35 PM
I am trying to get ZC to run in CrunchBang. I can't seem to get either program to open at all. I am new to Linux.
#47
Posted 23 August 2012 - 08:11 PM
chmod u+x *-l
#48
Posted 23 August 2012 - 10:03 PM
CrunchBang is basically a lightweight linux built from Debian.
#49
Posted 23 August 2012 - 10:32 PM
If you try running them from a terminal, it should give you some indication of what the problem is.
#50
Posted 24 August 2012 - 01:38 AM
It's sort of a bug, sort of a feature, So, I dunno.. I thought I'd ask.
For bugs, this is pretty minor, but I still have one room where the Arrow Projectile Shooters turn off on their own after going through the first time. I don't mind it in my quest, but it is really strange.. I can take a picture of what the room looks like or send the quest if you'd like.
#51
Posted 24 August 2012 - 05:39 AM
#52
Posted 24 August 2012 - 09:42 AM
Here, try this one: http://www.mediafire...xfkrr4pq203w3za
Not to be a pester, but would it be easy enough to enable the L + R Weapon Item Scrolling with the "Can Select A Button Weapon Item on Subscreen" Rule active? It doesn't need to scroll through the A Button item, just the B Button item like when the rule is off..
Possibly. There are already quests that depend on the current behavior, so it'd have to be a separate rule, but it may not be too big deal.
It's just one screen where this happens? Any other enemies, screen flags, anything?
#53
Posted 24 August 2012 - 11:54 AM
It's just one screen where this happens? Any other enemies, screen flags, anything?
It's in an NES Dungeon DMap. There are two Horizontal Constant Traps set via the #35 Trap flag, some Lock Blocks and 10 Arrow Projectile Shooters. There's nothing special set in screen data and nothing else set like Return Points, etc.

It doesn't matter whether you go down, left or right, after the first visit they turn off for good.
I did some testing after I posted, it looks like it's triggered somehow by having only Arrow Projectile Shooters as enemies and at least one constant trap. I added a Keese to replace one of the Shooters and they stay on with the Keese there. If you kill the Keese, leave and go back onto the screen they're off again.
#54
Posted 24 August 2012 - 03:16 PM
As far as changing equipped items with L and R I would prefer if there was a way to script this.
#56
Posted 24 August 2012 - 03:35 PM
#57
Posted 24 August 2012 - 03:52 PM
#58
Posted 24 August 2012 - 07:19 PM
#59
Posted 24 August 2012 - 08:26 PM
Huh. It could be too much for that computer, but I wouldn't expect it to run that badly.
I tried on one with a 1.5 GHz Celeron and got about 30 FPS, so the processor shouldn't be the problem unless there's something wrong with it. Does it not have much memory, perhaps? ZC takes quite a bit. You could try changing some settings, but I'm not too sure any of them besides resolution would make much difference.
Link->Equipment used to be writable, but Joe123 disabled that, citing unforeseen complications. I wish he were still around so we could ask what the problems were. As described here, though, it is still possible to achieve the same effect in a rather roundabout way.
#60
Posted 24 August 2012 - 10:34 PM
And It's a shame if there are no plans to make Link->Equipment writable because it is one of the few changes I have been hoping for. Because some of the script ideas I have are impossible without it. Yes Nick's workaround is very clever but wouldn't really work for everything I would use Link->Equipment for.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users

This topic is locked

