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Zelda Classic 2.55 Alpha 15 (Official)

Alpha Æternal AEternal 2.55

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#1 Timelord

Timelord

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Posted 17 March 2019 - 08:51 AM

Zelda Classic Æternal, Alpha 15 [Win-32] (57MB)

Changelog for 2.55 on GitHub.



Highlights

  • Fixes Game Icons on File Select
    • Plus other minor module improvements.
  • Fixes InitD[] for npc script and dmapdata script types.
    • This corrects both this->InitD[], and run(params).
  • Correct timing for initial array availability.
    • This fixes issues using arrays in Link's Init Script.
  • Fixes compatibility issues with legacy quests.
    • Primarily fixing tile conversion bugs in 1.84 quests. 
  • Includes ports of all fixes from 2.53 Gamma 6.

Parser/Compiler Fixes and Improvements

1. Added #ignore error and #ignore warning to the parser.

  • See ZScript_Additions.txt for more information.

 

Changes Over Alpha 14

 

Ported Link.lookaheadraftflag() from 2.53.
Maybe Fix New Tile-Based Crashes
Ported the fix for 1.84 quests starting with 30 MAX Bombs from 2.53.
Added hotkeys for the following Lv4 Cheats
    Kill All Enemies (K)
    Show Overhead (O)
    Show Push Blocks (P)
    Show Hitboxes (C; for Collision)
    Show FFScript Names (F)
    Ported from 2.53 Gamma 6, including the fix to the K key in the menus.
Ported the fix for the crash when removing a Cane of Byrna item by script from 2.53.
Added Developer Status Flag
    ( ZoriaRPG, 17th march, 2019 )
    
Added 'Triforce in Cellar Warps Link Out' to Quest Rules->Other->2.

Fixed a crash when writing tiles, and added a rule patch for the 2.10
    Triforce in Item Cellar Warp Out rule.
    ( ZoriaRPG, 15th March, 2019 )

Attempt to correct new Init Data values being improperly
    initialised.
Cap max bombs in <= 1.84 quests at 8.
    ( ZoriaRPG, 14th March, 2019 )

The value for `new_blueframe_tile` is now properly populated
    for quests made in 2.10 and earlier, by the saving routine in ZQuest.

    This prevents corruption of that tile.

    Any more of these old tile conversions that I've missed? -Z

My prior fix did not cover enough ground.:
    After reverting the previous change, I fixed the issue now, in:
        `void frame2x2(BITMAP *dest,miscQdata *misc,int x,int y,int tile,int cset,int w,int h,int /*flip*/,bool overlay,bool trans)`
        inside `subscr.cpp`.

    I do not know yet, if loading a <= 2.10 quest in 2.55, then saving, will break this
    again.
    
    It seems that when you loaded an old quest in 2.50, it populated the QMisc tiles somehow.

    I'm not yet sure where, but, because we check section_version in 2.55 to populate QMisc newtiles,
    if that part of the quest load does not convert to the newtile instead of the (old) tile,
    then it'll be the same issue all over again with the newly saved 2.55 quest.
    ( ZoriaRPG, 13th March, 2019 )

1.92 and earlier used a completely different tile for the 2x2 frame
    subscreen object. As this could not be changed, we now read that tile directly
    if the quest was made in the old version.

We were only checking build ID, which used to be used for the beta ID
    of builds before 2.50. This now checks vZelda and vBuild, more appropriately,
    and adds in some weapon patches for weapon `newtile` values for old versions.

It seems that 1.84 quests do not start with a bomb bag, but
    they should, as the item did not exist in those old versions; and thus,
    the player cannot pick up bombs in quests made using them.

Set bobomb enemy script in classic_qst.dat.
    ( ZoriaRPG, 12th March, 2019 )
    
Restored some module settings, that were being overwritten by the last change
    and fixed sels_linktile so that setting it affects the default
    quest icons, but not icons set in the actual (custom) quests.
Updated to Alpha 15, and added an unused QR to ZDefs.h
Restored the ability to set a default tile for Link, and a CSet to
    use on the title screen, for Modules.
    Note: Changing the CSet, WILL potentially make custom quest icons messy, as
        it is a global override.
Rewrote much of static void list_save(int save_num, int ypos)
    to fix Game Icons not being loaded, and yet preserve module customisation.
    Let's hope that none of the customisation allowed by the ZMOD format broke here.
Added QRs to enable draws during screen scrolling, warping, and
    Link stepping forward on dungeon screens.
The global init script now runs earlier, populating arrays prior to
    playing = true.
        This permits the Link init script to access those arrays, as the array declarations
    and any variables declared at a global scope, are not created until the
    global init script runs. (File scope declarations occur from the global init slot!)
Fixed dmap script InitD truncating decimals in the DMap Editor.
Fixed npc, npc weapon, and item weapon InitD truncating decimals
    in their respective editors.
Fixed population of npc InitD from run() params.
Fixed DMap scripts not getting their InitD set from the DMap Editor.
    ( ZoriaRPG, 11th March, 2019 )

Parser: Change `EXPECT_ERROR` to `#ignore error`/`#ignore warning`
    ( Venrob, 7th march, 2019 )


 



#2 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 19 March 2019 - 03:52 AM

Is it possible to do an automatic stretch of the screen horizontal to like Windows 10 screen size, where you don't see the black outlines on the left and right of the screen like you normally would? just the Top part of the players menu?

 

Why would anyone want distortion?



#3 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 23 March 2019 - 07:00 PM

Apparently the download ZIP was corrupted again. I have now fixed this, with an updated ZIP with some additional minor patches.

If you were unable to extract the Alpha 15 ZIP, please re-download. If you encounter any issues with this one, please respond to this thread and notify me.





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