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Zelda Classic 2.5 RC4


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#76 Skullkid

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Posted 27 August 2012 - 11:55 PM

QUOTE(trudatman @ Aug 28 2012, 12:34 AM) View Post

get rid of Norton in favor of something else. I got Avast for this craptop. Norton sequestered and immediately deleted ZQuest 2.50(3) on me, without asking my opinion on the matter. it is a bad program, otherwise, too, but that was the final proverbial straw. Norton is not your friend.


I was afraid someone was going to say that icon_sweat.gif. Yeah, I've had similar problems with Norton deleting files that were completely harmless. I should've known. Anyway, thanks for the input icon_smile.gif.

#77 LinktheMaster

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Posted 28 August 2012 - 07:12 AM

QUOTE(HylianGlaceon @ Aug 24 2012, 01:38 AM) View Post
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..
Well, this is something I sort of disagree with. I think it should be something like the L weapon changes the B weapon while R changes the A weapon. That way you can quickly cycle both. icon_shrug.gif

#78 CastChaos

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Posted 28 August 2012 - 09:01 AM

QUOTE(Saffith @ Aug 28 2012, 06:17 AM) View Post

Again, first I've heard of it. If the quest is permanently screwed up, could you send it to me?

I wouldn't say "permanently screwed", for the file is still in development, it's just it couldn't be enjoyed passworded and cheatless in this form. All that on RC2, so I will check back after trying RC4. Which will be conducted in a way that after I finish the area I'm making entirely and did aan initial test run on RC2, I will replay the whole quest (what is made of it so far) in RC4 and we will see.

I'm sorry for the "layer 0" precedence bug thing, I thought it was just natural if I put a solid boulder combo on something hookshootable then the hookshot doesn't go through... Finding this caused some extra work back in the day in a layer heavy hookshot maze area still with 2.10.

I'm also sorry that the "FFC disables warp and damage combo" thing isn't a bug, this is clearly a limitation and requires serious workaround at bosses and at decorated warp/damage heavy big rooms...
...on the other hand, this makes it very simple to make rooms where the player is safe under a moving spotlight or needs to traverse a chasm on a moving platform...

#79 HylianGlaceon

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Posted 28 August 2012 - 11:30 AM

QUOTE(LinktheMaster @ Aug 28 2012, 07:12 AM) View Post

Well, this is something I sort of disagree with. I think it should be something like the L weapon changes the B weapon while R changes the A weapon. That way you can quickly cycle both. icon_shrug.gif


In some quests that might work fine, just in mine.. I have 20+ Active Items, so if you could only cycle one way, it'd be a little bit of a nightmare.. Imagine cycling only Right and being one to the Right of the item you need in that case. And then when you pass it once by accident you gotta go around again.. True, you could pause and select it, but isn't the point of this to make it where you don't have to pause to switch items constantly?

Although I'd be perfectly fine with using L + R for the B Item and EX 3 and EX4 for scrolling the A Item, just with the feature freeze still...

Castchaos: With the Pols Voice, do you have the Special tile set for it in the Enemy Editor? (I.e the middle on in the editor, in between Old and New?) That's what the Pols Voice uses when it jumps. If that doesn't solve it, then it must be a bug..

#80 Saffith

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Posted 28 August 2012 - 12:37 PM

The B button-only rule would be trivial to add. I think an A button version wouldn't be much harder, but I'll try it and see. If it's harder than I expect, the details don't really matter, anyway. icon_razz.gif

QUOTE(Octorockoncrack @ Aug 28 2012, 12:48 AM) View Post
Crap, so are you saying there's no way around that? I've been trying to make a minigame for my quest, but the idea is completely useless unless i find a way around this. icon_worried.gif

You're using a script anyway, right? You could just use Screen->DrawTile. That wouldn't block anything.


#81 Octorockoncrack

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Posted 28 August 2012 - 01:14 PM

I wouldn't know how to go about doing that, someone else made the script. And the only thing i know about ZC scripting is that it's close to ASM.

#82 Evan20000

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Posted 28 August 2012 - 02:19 PM

Using Guy NPCs and Enemies->Secret no longer seems to work (for instance, triggering secrets when something is purchased from a shop).

#83 aaa2

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Posted 28 August 2012 - 03:41 PM

Hello I have some very weird DrawLayer behaviour... it does not seem to draw layer 6 and also sometimes has trouble drawing other layers(like only partially drawing them or sometimes drawing things that were already deleted, how that will work no idea...). In any case the script function that causes trouble:

CODE

void scroll(int old_screen,int old_map,int curscreen,int curmap,int frames_to_finish_scrolling,int y_scroll_speed, int x_scroll_speed){
for(int i=0;i<frames_to_finish_scrolling;i++){
                NoAction();
                Screen->Rectangle(6, 0, 0, 512, 512, 0, 1.0, 0, 0, 0, true, 128);
                Screen->SetRenderTarget(1);
//handle Up and down scrolling
                    if(x_scroll_speed==0){
                        for(int j=0;j<7;j++){
                            if(j==3&&y_scroll_speed>0) Screen->FastTile( 3, Link->X, i*y_scroll_speed, Link->Tile, 6, 128 ); //draw link for upscroll
                            if(j==3&&y_scroll_speed<0) Screen->FastTile( 3, Link->X, 168+i*y_scroll_speed, Link->Tile, 6, 128 ); //draw Link for downscroll
                            Screen->DrawLayer(j, curmap, curscreen, j, 0, -(y_scroll_speed/Abs(y_scroll_speed))*176+i*y_scroll_speed, 0, 128);
                            Screen->DrawLayer(j, old_map, old_screen, j, 0, i*y_scroll_speed, 0, 128);
                        }
                    }

//handle Left and right scrolling
                    if(y_scroll_speed==0){
                        for(int j=0;j<7;j++){
                            if(j==3&&x_scroll_speed>0) Screen->DrawTile(3, i*x_scroll_speed, Link->Y, Link->Tile, Link->TileWidth, Link->TileHeight, 6, 16, 16, 0,0, 0, Link->Flip, true, 128);//draw Link for rightscroll
                            if(j==3&&x_scroll_speed<0) Screen->FastTile( 3, 248+i*x_scroll_speed, Link->Y, Link->Tile, 6, 128 ); //draw Link for leftscroll
                            Screen->DrawLayer(j, curmap, curscreen, j, -(x_scroll_speed/Abs(x_scroll_speed))*256+x_scroll_speed*i, 0, 0, 128);
                            Screen->DrawLayer(j, old_map, old_screen, j, x_scroll_speed*i, 0, 0, 128);
                        }
                    }
                Screen->SetRenderTarget(-1);
                Screen->DrawBitmap( 6, 1, 0, 0, 256, 176,  0, 56, 256, 176, 0, true);        
                Waitframe();
            }

}


Additional notes:
-I set 2 to background layer in the editor.
-If needed i can give the beta-testing questfile per pm.


Edit:
One more note @Castchaos: (I also had trouble(at least in RC2 and RC3) with warps changing digit like you did). The problem was triggered when a sidewarp and a warp were both set to for example A(in my case to different screens). When i made one of them warp B the problem was gone. Maybe that will help.(judasrising offered me that advice back then)

Edited by aaa2, 28 August 2012 - 04:10 PM.


#84 Saffith

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Posted 28 August 2012 - 04:12 PM

QUOTE(Octorockoncrack @ Aug 28 2012, 02:14 PM) View Post
I wouldn't know how to go about doing that, someone else made the script. And the only thing i know about ZC scripting is that it's close to ASM.

It shouldn't be difficult. If you're willing to put the script up, I'm sure someone'll take care of it.

QUOTE(Evan20000 @ Aug 28 2012, 03:19 PM) View Post
Using Guy NPCs and Enemies->Secret no longer seems to work (for instance, triggering secrets when something is purchased from a shop).

Seems okay to me. Can you show me where it's failing?

QUOTE(aaa2 @ Aug 28 2012, 04:41 PM) View Post
Hello I have some very weird DrawLayer behaviour... it does not seem to draw layer 6 and also sometimes has trouble drawing other layers(like only partially drawing them or sometimes drawing things that were already deleted, how that will work no idea...).

Hopefully, Gleeok will be by to look at it. He's better with the drawing stuff. If not, I'll check it out.

QUOTE
One more note @Castchaos: (I also had trouble(at least in RC2 and RC3) with warps changing digit like you did). The problem was triggered when a sidewarp and a warp were both set to for example A(in my case to different screens). When i made one of them warp B the problem was gone. Maybe that will help.(judasrising offered me that advice back then)

Huh. I'll see if I can find anything. If you can show me a specific example, that'd probably help.

#85 Evan20000

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Posted 28 August 2012 - 04:16 PM

I have a screen with a special item guy and enemies->secret, so when you take the item a secret triggers. However, it doesn't seem to trigger right away anymore. I think it's fixable within the context of my quest, but I figured it was worth bringing up.

EDIT: Disregard, I'm retarded. >___________>

#86 aaa2

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Posted 28 August 2012 - 04:30 PM

QUOTE(Saffith @ Aug 28 2012, 03:12 PM) View Post

Huh. I'll see if I can find anything. If you can show me a specific example, that'd probably help.

Since even under the conditions i gave the bug only appeared at seemingly random intervals i am not sure i can trigger it by will(especially since i did not encounter it again since fixed it like described). However i will try if i can recreate it and if i manage i will send a file to you.

#87 Octorockoncrack

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Posted 28 August 2012 - 07:20 PM

QUOTE(Saffith @ Aug 28 2012, 05:12 PM) View Post
It shouldn't be difficult. If you're willing to put the script up, I'm sure someone'll take care of it.


Wait, in here? It doesn't seem like the right place...anyway:

Spoiler


#88 Gleeok

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Posted 28 August 2012 - 08:18 PM

QUOTE(aaa2 @ Aug 28 2012, 02:30 PM) View Post

Since even under the conditions i gave the bug only appeared at seemingly random intervals i am not sure i can trigger it by will(especially since i did not encounter it again since fixed it like described). However i will try if i can recreate it and if i manage i will send a file to you.


Did this happen in RC2/RC3 also? IIRC the only things that changed since then was a bug that was fixed with non-script (ffcs only I think) layering and change in script drawing queuing from O(n) to O(1). (Besides things like bitmap buffers etc..) Almost all the screen drawing code has been unchanged since the first RC, however, so I don't know what it could be. I was able to get screen scrolling working fine so you're likely going to have to post something that exhibits this bug to prove it's not a bug with a script.

#89 aaa2

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Posted 29 August 2012 - 02:27 AM

The post you commented at was aimed at the discussion about CastChaos's problem.
However your answer seems to be aimed at the problems with draw Layer. For the problem with draw Layer i can send you a questfile with script where it happens by pm if needed.

#90 Gleeok

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Posted 29 August 2012 - 05:48 AM

Yeah sorry, meant to quote the more pertinent part. icon_razz.gif

I think this part of your script may be the cause:
CODE

  ...
  Screen->Rectangle(6, 0, 0, 512, 512, 0, 1.0, 0, 0, 0, true, 128);
  Screen->SetRenderTarget(1);
  ...

Replace it with this:
CODE

  Screen->SetRenderTarget(1);
  Screen->Rectangle(0, 0, 0, 512, 512, 0, 1.0, 0, 0, 0, true, 128); //you are clearing the bitmap I assume.


..and see if that fixes it first.


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