Zelda Classic AEternal, v2.55, Alpha 39 (Win32, 48MB)
Changelog for 2.55 on GitHub.
Expo Module | Demo Module | PhantomMenace Module |
Overview
Too Much to List
- Numerous fixes to Import/Export files.
- CRITICAL Fixed crashes on saving files with long paths.
- Added the ability to load sprite objects by UID, and added eweapon->ParentUID.
- Fixed compatibility issues writing npc->Defense[NPCD_SCRIPT].
- Fixed and added screenshot options.
- Fixed shadow QRs for weapons and items.
- Added the ability for npcs to fire Custom/Script eweapons.
- Added more QRs for offscreen weapons. You can now have all weapons move offscreen.
- Added EWeapon script to allow any enemy to fire lasers (.zs and .zasm).
- Added Logical Xor to ZScript as '^^'.
- Updates and fixes to combodata, dmapdata and added Game->Gravity[].
- Updates and additions to std.zh, config files, and .zmod files.
- CRITICAL: Fixed a bug where very old ghosted enemies were rendered invisible.
- Includes new (standalone) DXGL drivers, AntiMicro Controller Mapping Addon, and new version of ZCL.
- Multiple .sav Save Files
- Fixed a bug that could erase zc.sav files.
- Added and revamped hotkeys for screen palette.
- Added support for custom user-created GUI theme skins, and included some skins.
- New DMap Scripted Active/Passive Subscreen lots
- Added sideview ladder combos.
- Fix Default Weapon Sprites
- Added hotkeys to change level palette banks by increments of 16, and 1 to plus and minus keys, when holding CONTROL or SHIFT, respectively, and added % hotkey to set Level palette 15 to the screen.
- Fixed incorrect (violet) colour swatch used on mapscreen display for certain palettes.
- Clear old/stale render targets on quest init.
- Various new features, and fixes.