Zelda Classic AEternal, v2.55, Alpha 78 (Win32, 101MB)
Changelog for 2.55 on GitHub.
Expo Module | Demo Module | PhantomMenace Module |
Overview
Major Features and Fixes
- Added Z3 style Pit Combos
- Fixed whistle wind warps.
- Jumping enemies (vire, pols voice) now jump properly again.
- Fixed spawn puff not appearing.
Pit Combo Demo
New Respawn Option Demo
Alpha 75 through 78
- Updated ffcscript.zh to v2.0.1, supporting 2.55 features.
- Fixed duplication of Enemy Editor Attributes[24] label.
- <std 1.7105>
- Fixed a compiling error, and added constants for new npc types.
- Added constants for minimum, maximum, and count of counter types.
- Fixed typo on IC_WPN_CUSTOM_* chain of constants.
- Add SHD_* constants for shadow types on strings.
- Update FFRules.zh to v1.6
- Added file std_sideview. OnSidePlatform function are now in this file, along with some settings.
- Added config OLD_ONSIDEPLATFORM to std.cfg.
- Added the following enums to std_constants.zh:
- enum roomtypes, enum catchalltypes, enum dmapgridpositions
- Added the following chain of functions to std_functions.zh:
- DMapMapGraphicsIndex();
- GetInfoString();
- void GetInfoString();
- SetVisibleOnDungeonMap();
- VisibleOnDungeonMap();
- catchalltypes GetCatchallType(mapdata m);
- Hero->Stun was inappropriately sized as a byte; and I have now corrected it to be sized as an integer.
- Reading combo labels by script (Game->GetCombo("")) should now be faster.
- Added Module->GetItemClass(char32 *buffer, int itemclass).
- Added the global pointer class Module-> to ZScript
- Added int Module->GetInt(char32 *section, char32 *element).
- Added void Module->GetString(char32 *buffer, char32 *section, char32 *element).
- Fixed the script name reports in error messages, adding new types and correcting the offsets.
- Using a function or a variable on null pointer will now give its on error message.
- Added lwpn->Special to ZScript
- Changed the subscreen code so that if a script forces a weapon to A or B, that the subscreen does not refuse to display it when out of ammo.
- Add access to dmapdata-> for dmap subscreen script variables.
- Fixed return values for npc->LinedUp(), ReadChars(), ReadString().
- Add text shadow options to DrawString(...) as an overload
- Fixed scripts not drawing during warps with the QR enabled.
- Allow passive dmap subscreen script to run during death animations.
- Epilepsy Protection is now set when you launch a NEW INSTALL of ZC, immediately prior to loading the player interface.
- Reduced the amplitude of screen wave effects when epilepsy protection is enabled.
- Added conditional include directive #includeif.
- Added IS_INCLUDED() to check included files.
- Added a rule under Options>>>Other>>>2: Instant Respawn on Death.
- This allows you to instantly respawn the player, and should work in conjunction with Skip Continue Screen, to allow games that do not fall back on the file select.
- The following bosses now obey spawn flags, if the Behaviour Flag 'Obeys Spawn Flags' is enabled:
- Aquamentus
- Moldorm
- Gleeok
- Patra
- Gohma
- Lanmola
- Added Graphics->IsBlankTile[214500]; to ZScript.
- Fixed issue with importing .zcombo files
- Fixed bugs with using Waitdraw() in dmapdata subscreen scripts.
- Add QR allowing passive subscreen script to run during opening wipes / potion refilling.
- Add new features to printf(); now allos %02d as a format.
- See the file changelog.txt, for more changes, bugfixes, and improvements.