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Zelda Classic 2.55.0, Alpha 92

Alpha Æternal AEternal 2.55 Windows

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#1 Timelord

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Posted 19 March 2021 - 07:04 AM

Zelda Classic AEternal, v2.55, Alpha 92 (Win32, 111MB)

Changelog for 2.55 on GitHub.

Expo 2018 Module | Demo Module | PhantomMenace Module

Overview

Major Features and Fixes

  • Can now assign X/Y Item Buttons (four button items). 
     
  • Fixed a critical issue where ZScript settings rules were off by one.
     
  • Major ZScript Parser rewrites by SyrianBallaS.

 

 

Alpha 92

  • Allow setting resx in ZC player, and to scale off of 256 pixel sizes for use with old CRTS, requested by Zabii. 
  • Updated the <ghost3> files to Alpha 9. 

Alpha 91

  • <std 1.7114> : Added enum itemslots with constants ITM_SLOT_* for use with new X/Y buttons. 
  • Added Hero->ItemX and Item->Y for X and Y buttons. 
  • Updated Hero->SetItemSlot() to handle X and Y slots. 
  • Updated the zc.sav format to v18!
  • Added the ability to have four button item slots instead of only two. 
    • These are called Button X and Button Y, and correspond to Ex1 and Ex2 respectively. 

Alpha 90

  • itoa(), xtoa(), xtio() are now internal. The old versions are now part of std::string.
  • Fixed combodata->InitD[] multiplying by 10,000. 
    • ​There is a rule for this behaviour. 
  • Added Game->GetComboScript("name").
  • Fixed an off by one error in the ZScript Quest Script Settings dialogue. 
    • Anyone developing a quest in 255 should now open this dialogue, go through its panes, and verify that the ZScript settings that you want to be enabled in your quest are properly set, and not misaligned!
  • Fixed a graphical error on the Ambient Music menu selection. 
  • Added QRs for Arrows Always Pierce and Swordbeams Always Pierce
  • Corrected piercing behaviour with Item Editor 'Weapon' selections. 
  • ZScript now have directory listing capabilities. 

Alpha 89

  • Writing Screen->OceanSFX now instantly changes the audio. 
  • Removed the requirement to hold shift when editing the Quest Header to set the Quest Number.
  • Fixed issues with printf(); and some nonsensical bitshifts with 32bL in ZScript. 
  • Added DrawFrame() to ZScript to draw 2x2 style frame objects.
  • Added npc->Frame to ZScript, and a constant of RT_CURRENT for blitting.
  • Fixed all BLitting functions with regards to current render target and direct to screen.
  • Added IsDungeon() to <std>.
  • Game->Time is now typed to long with an option for 'expanded' game time as a QR. 
  • Added Octal literals to ZScript.
  • Added itoacat() to ZScript.
  • Fixed bundled Daira npc script.
  • Slight changes to combodata->Pos* commandss.
  • Fixed QR New hero Movement clipping through combos.
  • Added npc->Halt, npc->MoveStatus, Game->STD[256], Game->Ghost[256], and Game->Tango[256] to ZScript.
  • Fixed incorrect script type reporting in some debugging printouts.
  • Added npc->Fading and npc->SlideClock to ZScript.
  • Combo scripts now properly clear on loading quests. 
  • Fixed bugs with array pointers in a number of ZScript functions pertaining to string manipulation. 
  • Fixed default Game Over MIDI.
  • Added Hero->CSet to ZScript.
  • The function IsBackgroundLayer() now XOR checks with both the Screen and DMap settings.
  • Added dmapdata->FlagSet[32], deprecating dmapdata->Flags
  • Added npc->HitDir to ZScript.
  • Added Hero->ClockActive and Hero->ClockTimer to ZScript for use with clock items. 
  • ArrayCopy is now untyped. 
  •  

Alpha 88

  • Fixed a crash when using eweapon->GetByUID() and a crash with ArrayCopy().
  • Added onMap global script slot. This runs when the player uses the MAP button or key.
  • Added function prototypes (forward declarations) to ZScript.
  • Added View Layer 2 as Background, and View Layer 3 as Background to the ZQ Editor.
    • This is useful when an entire DMap has these layers as background layers.
  • Fixed a crash during compilation, when double parens were used in a script.
    • e.g. Function()()

Alpha 87

  • Major ZScript parser/compiler rewrites to speed up compilation and use less RAM.

 

Alpha 86

  • Fix sideview platforms ignoring right side of player hitbox.
  • Added preliminary implementation of Link->Defend[]
  • This will ultimately be like npc defences. At present, it is script-only. 
  • Fixed incorrect margins on item collect strings.
  • Fixed item messages breaking shops and 'take any one item rooms. 
  • Fixed negative maths on ring power. 
  • Fixed inverted TileWidth and TileHeight sizeflags.
  • Force NULL terminator when adding WAV filenames. 
  • Fixed currcset not updating with scripted palette changes.
  • Fixed numerous DMap palette script issues.
  • Fixed some issues saving and importing WAV files. 
  • Improved some error messages.
  • You can now export WAV/SFX issues from ZQuest. 
  • Probably fixed 'double function call crash'.
  • Max timer for play time is now 99:05:54.
  • Added more options for advanced combo  pasting.
  • Game->GameOverScreen[] is now properly implemented.
  • Added a QR so that enemies cannot be stunlocked, similar to Z3.
  • Fixed and rewrote AdjacentCombo() in <std>.
  • Added rule for invalid UID logging.
  • Fixed wand step speeds.
  • Fixed minimap always using without map on overworld DMap types, if the player has a map item for that overworld. 
  • Magic book items can now fully replace the primary weapon of wands. 
  • Fixed wand playing Book item SFX.
  • Fix Armos speed not varying.
  • Rewroked Get/SetCombo Sanity Checks
  •  
  • Added function prototypes (forward declarations) to ZScript.
  • Added View Layer 2 as Background, and View Layer 3 as Background to the ZQ Editor
  • See the file changelog.txt, for more changes, bugfixes, and improvements.

  • Twilight Knight, Mitchfork, Shane and 1 other like this

#2 Jamian

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Posted 19 March 2021 - 08:06 AM

  • Fixed an off by one error in the ZScript Quest Script Settings dialogue. 
    • Anyone developing a quest in 255 should now open this dialogue, go through its panes, and verify that the ZScript settings that you want to be enabled in your quest are properly set, and not misaligned!

 

Just to make sure I understand this correctly, this means if you were developing a quest in 2.55 before, the ticked settings did not actually enable that setting, but instead the previous one/next one? 



#3 Dimi

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Posted 19 March 2021 - 10:45 AM

Just to make sure I understand this correctly, this means if you were developing a quest in 2.55 before, the ticked settings did not actually enable that setting, but instead the previous one/next one? 

Yup. That's what it means.





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