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#121 Russ

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Posted 21 August 2012 - 09:36 PM

If I can ask, how did you get that subscreen to work? I thought you couldn't write to the current A and B items? Regardless though, it looks awesome.

#122 Kite

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Posted 21 August 2012 - 10:35 PM

QUOTE(Russ @ Aug 21 2012, 10:36 PM)  

I thought you couldn't write to the current A and B items?

You can't. I actually had to do a hack of sorts to specify A and B button items. This hack was inspired by messing with ZC cheats of all things. icon_razz.gif The basic idea is that I am removing the entire inventory from Link then adding it back in the order I want ZC to select it. It's really hackish, but it works.

First off, you need to have a valid active ZC subscreen (the left-right cursor order needs to link up) with all of the items you want. It also needs to stay consistent across all DMaps. Otherwise, there will be problems. Secondly, you need to have two (or one if you are sticking with the sword always being equipped) selectable dummy items in different item classes placed in valid positions in the ZC subscreen. These items are entirely blank and do absolutely nothing.

Now, whenever you wish to change the current selected items, you need to go through this general process:
  1. Copy the entire Link->Item[#] inventory to a temporary Boolean array. Most people won't go over 145 items (since that would mean editing the z### items), so an array of size 145 would be okay. You could probably just have an array of specific selectable equipment items to save time, but the lazy method is to just do the whole inventory.
  2. Clear Link's entire (or the part that is selectable) Link->Item[#] inventory (set everything to false). You should probably do that in the same loop where you are copying to the temporary array.
  3. Add the two (or one) dummy items to the Link->Item[#] inventory. This should force ZC to select them for the two (or one) slots if your active subscreen is set up correctly.
  4. If you are using the ZC bows and Link has them, you need to add them to the Link->Item[#] inventory at this point. Weird things will happen with arrows otherwise.
  5. If there is a B item you wish to equip, remove the dummy item that should currently be in the B item slot then add the item you wish to equip. For example:
    CODE
    Link->Item[GetEquipmentB()] = false; // Dummy
    Link->Item[subBItem] = true;
  6. If there is an A item you wish to equip, remove the dummy item that should currently be in the A item slot then add the item you wish to equip. For example:
    CODE
    Link->Item[GetEquipmentA()] = false; // Dummy
    Link->Item[subAItem] = true;
  7. Iterate through the inventory copy and restore all of the inventory items to Link's true inventory.

And that's it.

#123 Russ

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Posted 21 August 2012 - 10:50 PM

... good grief. That's one of the most brilliant, if not the most convoluted ideas I've ever seen. So at any given moment, Link doesn't actually have his entire inventory, you just have a script keeping track of it and drawing it to the custom subscreen. Ignore that, somebody didn't read the last step cuz he was too excited by all this. But seriously, that's amazing.

#124 Evan20000

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Posted 22 August 2012 - 02:07 AM

I'm really happy to see that Mr. Aquamentus wasn't horribly neutered. It's really a well-made first boss and I'm quite happy with the minor balance tweaks mentioned.

Great update!

#125 Zepinho

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Posted 25 August 2012 - 07:48 AM

QUOTE


You can't. I actually had to do a hack of sorts to specify A and B button items. This hack was inspired by messing with ZC cheats of all things. The basic idea is that I am removing the entire inventory from Link then adding it back in the order I want ZC to select it. It's really hackish, but it works.

First off, you need to have a valid active ZC subscreen (the left-right cursor order needs to link up) with all of the items you want. It also needs to stay consistent across all DMaps. Otherwise, there will be problems. Secondly, you need to have two (or one if you are sticking with the sword always being equipped) selectable dummy items in different item classes placed in valid positions in the ZC subscreen. These items are entirely blank and do absolutely nothing.

Now, whenever you wish to change the current selected items, you need to go through this general process:
1. Copy the entire Link->Item[#] inventory to a temporary Boolean array. Most people won't go over 145 items (since that would mean editing the z### items), so an array of size 145 would be okay. You could probably just have an array of specific selectable equipment items to save time, but the lazy method is to just do the whole inventory.
2. Clear Link's entire (or the part that is selectable) Link->Item[#] inventory (set everything to false). You should probably do that in the same loop where you are copying to the temporary array.
3. Add the two (or one) dummy items to the Link->Item[#] inventory. This should force ZC to select them for the two (or one) slots if your active subscreen is set up correctly.
4. If you are using the ZC bows and Link has them, you need to add them to the Link->Item[#] inventory at this point. Weird things will happen with arrows otherwise.
5. If there is a B item you wish to equip, remove the dummy item that should currently be in the B item slot then add the item you wish to equip. For example:
CODE

Link->Item[GetEquipmentB()] = false; // Dummy
Link->Item[subBItem] = true;

If there is an A item you wish to equip, remove the dummy item that should currently be in the A item slot then add the item you wish to equip. For example:
CODE

Link->Item[GetEquipmentA()] = false; // Dummy
Link->Item[subAItem] = true;

6. Iterate through the inventory copy and restore all of the inventory items to Link's true inventory.

And that's it.



Hey man, this is REALLY GREAT!
I just tested and it works.

The age of custom subscreens just starts now icon_wink.gif

Edited by Zepinho, 25 August 2012 - 07:50 AM.


#126 Avaro

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Posted 25 August 2012 - 01:28 PM

This subscreen is perfect! Absolutely great idea ;D

#127 Jubbz

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Posted 28 August 2012 - 01:37 PM

Just played the Demo the other day, and I have to say, that was a lot of fun, even for a demo, so i KNOW the overall quest will be amazing!

Heck, I didn't even want to skip the cutscenes, because i love the dialogue and I like to watch cutscenes anyway, especially when a game like this has a plot worth paying attention to.

Also, i gotta say, i LOVE what you guys did with the Aquamentus! It's so much more challenging, and i actually like that it doesn't die in just a few sword strikes this time! And my goodness, the Manhandla! that was such a great boss too! Very creative in how it went! It impresses me on how such a simple boss battle can become so creatively challenging!

haha, excuse my fanboying. It's just that when i see a good Zelda game, i just get all fanboy-ish icon_razz.gif

#128 Jaden1238

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Posted 16 October 2012 - 08:18 PM

Wow! This quest is amazing, but how did you get Link to talk to different people and edit
the whole Wand/Charging sequence on the Green Statue? I'm trying to make a quest and it
involves charging your sword with elements so when I saw that animation, I thought
it would work really well.

Oh, and what tileset did you use?

#129 Soga

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Posted 08 December 2012 - 12:56 AM

I've been following this quest for a while. Has there been any new update on this lately? I can't wait for this to be finished! icon_biggrin.gif

#130 LinktheMaster

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Posted 08 December 2012 - 03:52 PM

We really appreciate the enthusiasm toward Fairy Dream. I'm glad to hear people are really looking forward for it to be finished.

Unfortunately though, this post comes with no updates of progress. In fact, it comes with the opposite. Fairy Dream is currently in hiatus, and outside of tweaks and scripting additions, Nick and I haven't really made any progress since the last update.

Basically, Nick and I have been working on other things recently. We've been working on the site updates and the 2.50 tutorial, mostly. We deemed these things to be more important than working on Fairy Dream for the time being. And unfortunately, as the norm, things have come up. Life has gotten in the way, we've had some computer problems, and sometimes either one of us just feels like not doing any work for a little bit in order to stay sane. icon_razz.gif

That being said, Fairy Dream is definitely not canceled. Nick and I haven't even thought of canceling the quest, and we have a ton of ideas that we can't wait to implement for the quest. We're hoping that some time early 2013 (hopefully February) we'll be able to get back into working on Fairy Dream.

Again, thanks for the enthusiasm, and we can't wait to start releasing more updates for you all. icon_smile.gif

#131 Da Masta Sord

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Posted 20 December 2012 - 09:11 AM

I think my jaw is broken because it can't stop dropping EXTREMLY IMPRESSIVE love the new items did not see one thing in the trailers I did not like.

In the Forest Palace Hitting a stone to go back in time Hmmmmm...where have I seen that before...OH YEAH http://www.youtube.c...h?v=q0ksK29qios Go to 4:42

#132 -DuCkTApE-

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Posted 05 January 2013 - 12:55 AM

IPB Image

#133 Cereal Guy

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Posted 05 January 2013 - 01:12 AM

QUOTE(-DuCkTApE- @ Jan 4 2013, 11:55 PM)  

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Great Title, Great Work -DuCkTaPe- icon_smile.gif


#134 nicklegends

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Posted 05 January 2013 - 03:09 AM

QUOTE(-DuCkTApE- @ Jan 4 2013, 09:55 PM)  

IPB Image

Simple, but solid. I'd sort of expect there to be more of a "fairy" theme to it, though.

#135 -DuCkTApE-

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Posted 05 January 2013 - 11:16 AM

If i can learn gimp, i could do that


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