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Zelda Classic 2.50 RC5


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#121 Thomas G. House

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Posted 20 November 2012 - 11:07 AM

Actually, they did this in 1.90(Skip to 4:52):





#122 Timelord

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Posted 20 November 2012 - 02:10 PM

Do we know if this video was made using 1.90? That can be a 1.90 quest, running in 2.10, after all.

#123 Thomas G. House

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Posted 20 November 2012 - 02:31 PM

It was run in 1.92b193.

#124 Jared

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Posted 20 November 2012 - 08:46 PM

If you use a save point on a screen with an ambient SFX, it goes away, and is gone until you reenter the screen.

#125 Timelord

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Posted 21 November 2012 - 12:12 AM

QUOTE(L L L L L LINK @ Nov 20 2012, 02:31 PM) View Post

It was run in 1.92b193.


OK. That makes my case for 1.92b-xxx... I thought that the problem started there, but I don't think the problem existed in the 1.90 (DOS) version, however I don't have any DOS machine to test that at present, unless I run it in a VirtualBox session.


#126 Moosh

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Posted 21 November 2012 - 09:55 PM

So whenever I set ComboS[] for a combo on a screen it sets ComboS[] for every tile on that screen. Is this a bug or am I doing something wrong?

#127 trudatman

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Posted 21 November 2012 - 10:19 PM

I use 1.90 and am almost positive the lanmolas don't drop until they are dead.

#128 Saffith

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Posted 21 November 2012 - 11:07 PM

QUOTE(Moosh @ Nov 21 2012, 09:55 PM) View Post
So whenever I set ComboS[] for a combo on a screen it sets ComboS[] for every tile on that screen. Is this a bug or am I doing something wrong?

That's correct. Solidity, type, and inherent flag are part of the combo definition, so changing those will affect every instance of the combo.

#129 DarkFlameWolf

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Posted 22 November 2012 - 07:04 AM

Not sure if this is valid in the recent builds, but in RC3 in Lost Isle, whenever viewing one of the later (after level 2) cutscenes with dialogue, your hitbox moves slightly to the right every time. Gossip stones love to move your hit box. After viewing so many, your hitbox is so screwed up....to climb down a ladder, you have to move your Link graphic 3 tiles right of the ladder to climb down a seeming rock face! WTF?

#130 ShadowTiger

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Posted 22 November 2012 - 07:51 AM

I can confirm what DFW is saying. I think it's the only time that's ever happened, too, so it's likely exclusive to Lost Isle.

#131 Saffith

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Posted 22 November 2012 - 09:38 AM

Can you show me a specific place where this happens?

#132 DarkFlameWolf

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Posted 22 November 2012 - 09:53 AM

I can't show you...but I can tell you. Just find the gossip stone south of the main entrance to the village, read it. Find the gossip stone south of the level 2 entrance in the flows, read it. Find the gossip stone south of Dasa Woods but north of the first magic shield you'll likely find, read it. Find the gossip stone near the entrance of Tahou Woods, read it. Any of them shift your pixel box. The cutscene with Morlach right after level 4 boss shifts your pixel box. Various cutscenes inside level 4 and one inside level 3 shift your pixel box. It is rampant.

#133 Saffith

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Posted 22 November 2012 - 12:42 PM

You mean these, right? I tried in RC3, and I'm not seeing a problem with them.
IPB Image

Are you going through warps while using the sword? That could throw off Link's hitbox in RC3, but it should be fixed now.

#134 Jared

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Posted 23 November 2012 - 01:34 PM

Saffith, do you guys just add random things in parts such as the Subscreen Editor? And not test anything or figure out how anything works?

I wanna use things like the "Show: 1/2 Heart" thing for the Heart Gauge Pierce etc, but I don't know how. What's the point of having such useful things if there's no documented way of using them unless through trial and error?

#135 Timelord

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Posted 23 November 2012 - 01:35 PM

QUOTE(DarkFlameWolf @ Nov 22 2012, 07:04 AM) View Post

Not sure if this is valid in the recent builds, but in RC3 in Lost Isle, whenever viewing one of the later (after level 2) cutscenes with dialogue, your hitbox moves slightly to the right every time. Gossip stones love to move your hit box. After viewing so many, your hitbox is so screwed up....to climb down a ladder, you have to move your Link graphic 3 tiles right of the ladder to climb down a seeming rock face! WTF?


We've been using LI to test RC5, and this has yet to happen. Does it carry over after saving? It may be that we save and quit too often to notice, but it may also have been cured.

Off topic: In LI, in L3, you have custom music as an event with what I assume are side-warps to cut scenes. I'm curious how you set up that event, to retain it. Does the 'getting the music' event change the dungeon to a different dmap that is visually identical, but where those tiles have warp points, or was it done differently?

What I did notice in LI in RC4 & RC5 is that Link can still use items and move during a cut-scene, sch as reading a sign post. i wasted two potions this way, trying to figure out what button ended the cut-scene. If there is a button that is intended to end it, I don't recall... I'm not sure if the cut-scene was supposed to disable movement or item use, but in 2.50, it doesn't.

I managed to move partly across the screen, swing the sword, and use a potion during one of them. If this is not supposed to be possible, and you still have the original script for the cut-scenes, then sending it to the devs might help debug it.

I can report that in RC5-w1, the older custom start screen script in older quests do indeed now function. I also had an instance where ZC didn't want to exit (was lingering), and then seemed to force-close itself, as it vanished before I could close it in Taskman. I am guessing this is now a failsafe in the code.

No data loss yet. I will see what the built-in screensaver does. I need to make a custom quest to test enemy and item reactions.

Are there any specific tests that you would like us to try with it?

Edited by ZoriaRPG, 23 November 2012 - 01:49 PM.



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