We would appreciate bug reports on any of the following:
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Shop Text Disappears: [Demo Quest]
In rooms featuring any kind of Shop interaction, all Shop-related text will disappear if an item from a drop set is collected. This includes the prices, the x next to the rupee icon in standard Shops and Info Shops, and the message string if the "messages disappear" quest rule is disabled. The issue arose for me when I placed certain Shops in rooms with grass.
This demo features a standard Shop, an Info Shop, and a More Bombs "Shop." Cut the grass in each room until it spawns an item (the "Nothing Chance" for tall grass drop sets has been significantly reduced). Pick up the item; the Shop text will disappear. The Shop, however, will remain functional. This happens by walking over the item, or using the boomerang, hookshot, or arrow to collect it. Interestingly, picking the item up with the sword doesn't cause the text disappearance.
Furthermore, in Info Shops, items from the drop set that are present on screen when you buy the information will remain on screen and become un-pick-up-able by any method after the info string has run. Be sure to leave some grass items on the ground while buying info to see this happen.
This behavior is consistent in 2.50.2 and 2.53.0 B2.
Passage Subscreen Update: [Demo Quest]
When you use Tile Warp Type: "Passageway" to warp to another DMap with a different subscreen, the subscreen won't update to the new DMap's subscreen until an item is picked up. This is true for both passive and active subscreens.
This demo features an overworld and two dungeons, #1 (blue) using the same subscreen as the overworld and #2 (green) using a different subscreen. Start on the overworld. Enter the first dungeon; ignore the Amulet and stairway. See the subscreen remain the same. Exit the first dungeon to the overworld. See the subscreen remain the same. Enter the second dungeon; ignore the Silver Rupee and stairway. See the subscreen change. Exit the second dungeon to the overworld. See the subscreen change back. Enter the first dungeon; ignore the item and take the passageway to the second dungeon. See the subscreen remain the same (wrong). Now pick up the Silver Rupee; see the subscreen change (correct). Go back through the passageway to the first dungeon. See the subscreen remain the same (wrong). Now pick up the Amulet; see the subscreen change (correct).
This may or may not be relevant, but using Farore's Wind after taking the passageway to the new DMap will restart you in the original DMap even though the new DMap has its own "Continue Here" point.
(Each DMap has its own unique level number.)
This behavior is consistent in 2.50.2 and 2.53.0 B2.
Sword Spin Loss: [Demo Quest]
If you have the Tiger Scrolls for Spin Attack and Hurricane Spin, and press and hold the sword attack button while entering a cave with a text string (when the circular fade closes in on Link), your sword will begin to swing upon entry, but the text string will cut off the action while Link is frozen in position. Once the message is finished displaying, your sword will remain on the ground in front of where you entered. Walk around while still holding the sword attack button, wait until the Spin Attack or Hurricane Spin are changed, then go swinging around the room while your sword remains by the cave entrance. The sword will return to you once your attack is finished. If you have the Crossbeams scroll, the beams will fire before your sword returns to you, looking all the stranger.
This demo gives you the 3 Tiger Scrolls along with the L2 Charge Ring, and provides you a cave with a Guy and text string to try this with. Only press the sword attack button while the circular fade is closing in on Link as he walks down the cave steps. This same glitch does not occur while walking out of the cave and back to the overworld.
This behavior is consistent in 2.50.2 and 2.53.0 B2.
Solid Secret Water-Sink: [Demo Quest]
In rooms with swimmable water on the edges, changing the water tiles to walkable floor tiles through use of a secret trigger will cause Link to sink into the new floor tiles as if they were still water tiles when he leaves the screen walks back in to it. This only occurs if Link has the flippers.
This demo features 2 rooms with water pools and twin side-bridges connecting each room. Start at the lower room and take one of the side-bridges to the upper room. Ignore the flippers and step on the floor button. This will raise a center bridge connecting both rooms via secret state carry-over. Walk down the new center bridge to the lower room and back to the upper room. Nothing happens. Now grab the flippers and walk back down and up again. In each direction, Link will sink into the walkable floor tiles, and you'll have to move to the next walkable tile as if you were climbing out of water.
This behavior is consistent in 2.50.2 and 2.53.0 B2.
Bombchu (Mis)behavior: [Demo Quest]
Ever since I started using ZC 2.50.0 years ago, Bombchus have exploded with a normal bomb explosion when killed by a weapon, but exploded with a super bomb explosion when they made contact with Link. However, when I upgraded to ZC 2.50.2, Bombchus have only ever exploded with a normal bomb explosion when they made contact with Link. This (mis)behavior remains in 2.53.0 B2. I believe it's misbehavior because there was no further indication that their on-contact death was changed for any reason. The ZC Wiki enemy entry even says: "If Link kills it with one of his weapons, it uses a small explosion, but if it runs into to him, it uses a big explosion which deals a damage of 2 hearts." If it was an intentional change, I believe it should be changed back because it undermines the threat of their charge at Link. Otherwise, the wiki (and possinly other documentation) could use an update.
This demo features a room with 4 Bombchus that always return on re-entry. You start with a variety of weapons you can use on them. Load it in 2.50.0 to check their normal vs contact deaths, then in 2.50.2 or 2.53.0 B2 to see that both deaths are the same. I have not tried this in 2.50.1.
Infinite Wallet Not Infinite: [Demo Quest]
This is a strange and complicated topic. Basically, the infinite wallet is not infinite in a number of contexts. It appears infinite on the surface, and in a few instances it truly is. But there's also the default finite rupee count lurking behind that "A" next to the rupee icon on the subscreen.
The finite rupee count is built by collecting standard rupee drops from enemy or grass drop sets. Rooms using the "10 Rupees" room type also build your finite rupee count when you pick up the individual rupees.
Rooms using the "Secret Money" type do not give you rupees. When you walk over the rupee icon, they don't show how many rupees you would have gotten if you had a standard wallet, nor do they play a pickup sound - and yet, if you walk over the rupee icon, then leave the room and come back in, the Guy and the rupee icon will be removed as if you had picked up the rupees.
Info Shops are also fully dependent on this finite rupee count - they do not work with only the infinite wallet. If you want info, you'll have to build your finite rupee count to the price of the info you want. However, once you purchase this info, it is not subtracted from your finite rupee count, and you can re-purchase the info as many times as you want.
By contrast, standard Shops do work with the infinite wallet. You can enter with no finite rupees and purchase anything you want for any price you want. However, once you purchase an item, it is subtracted from your finite rupee count, and if you go back to an Info Shop, you may not be able to purchase info if the item you purchased drained your finite rupee count too low.
These room types work with the infinite wallet, but also drain your finite rupee count: More Bombs, Door Repair, Life or Money, Gamble.
This demo starts you with an infinite wallet (but no starting rupee count) and offers a collection of all these room types. The first screen has the most broken two rooms: the Info Shop and the Secret Money payout. The next screen up has the most functional two rooms: the 10 Rupees and the standard Shop. The screen after that has the last four generally functional rooms: More Bombs, Door Repair, Life or Money, and Gamble. To the right of the start room is a screen with three always-returning Octoroks, all of which drop a 10 rupee coin 100% of the time. Basically, use the Octoroks to rebuild your finite rupee count, and wander between these rooms, testing out the situations I pointed out above and get a feel for how the current infinite wallet truly functions.
This behavior is consistent in 2.50.2 and 2.53.0 B2.
(I really should have just stuck that line at the beginning of the post and been done with it.)
There's some more things, but I'm totally spent bug-chasing for now, and I'm sure this'll be enough to keep you occupied for a while anyway.