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Multi-Dmap Overworlds


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#1 Riflezen

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Posted 31 August 2020 - 06:26 PM

So, I'm making a Z1-styled quest using Avaro's Classic XD tileset, and since I want to take full advantage of each palette, I wanted to have multiple different "regions" on one overworld, like, say, Fun in the Sun 2. While I'm pretty sure I know most of how to do something like that (side warps and Dmap trickery), but how do I prevent Link from spawning on the wrong Dmap after dying/continuing? On top of that, I'm looking for this quest to have two overworlds (directly connected at the sides), and since I don't want players to have to trek all the way across the combined map each time they load their save from the file select, is there a way to have multiple "continue here" Dmaps without causing conflict?


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#2 Shoshon the Elegant

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Posted 31 August 2020 - 07:05 PM

The best way to do it is with scrolling warps and the also best way to do things is to make the continue screen the screen the player is going to enter from the beginning. And if there are multiple entrances, I would say make it the entrance that would be best regardless of twhere the player enters it from.

Unless you want to add scripts. Then this is a lot easier.
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#3 Twilight Knight

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Posted 01 September 2020 - 01:03 PM

There is actually a better method.

 

If you give your dmap a level number, it will for some reason allow Entrance/Exit warps to set your respawn point. Using a dmap level like 99 will work fine, be sure that they don't interfere with any level numbers that actually have a Triforce Piece (1-8 ) or any other dmap with a map, compass or boss key. Sharing the same level number between dmaps without a boss key, triforce piece, map or compass is no problem, so I prefer to use 99 for that purpose.

 

You can also use the Screen Flag (F9) to check the "Continue here" flag on the second tab.

 

I believe saving the game will only respect the "Continue here" and "continue screen" of the dmap.

 

I think your best way forward would be to use the side warps for the transitions between dmaps, which you already seem to grasp. Give all your dmaps that should have Link continue there the "continue here" flag and screen, and a level number that does not conflict with any others. Use entrance/exit warps for houses and caves (if you aren't using the default classic Cave/Cellar item warps). Then if you're really nice to the player you could even add the "continue here" flag on various places, such as the side warp screens.

 

I hope that helps.


Edited by Twilight Knight, 01 September 2020 - 01:05 PM.

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#4 P-Tux7

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Posted 01 September 2020 - 01:23 PM

On the same topic, I wonder if the functionality for maps could be expanded so that one can view all 16x16 screens at the same time. Though a better method might be modifying HeroofFire's scripted map that allows one to mark points of interest on the map anyways if he ever releases that.


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#5 Twilight Knight

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Posted 02 September 2020 - 01:04 AM

I don't think that's a feasible thing, as the largest possible dmap size is 16x8 screens.

 

But you might get more answers by asking this in the requests forum https://www.purezc.n...?showforum=315 


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#6 P-Tux7

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Posted 02 September 2020 - 09:09 PM

I don't think that's a feasible thing, as the largest possible dmap size is 16x8 screens.

 

But you might get more answers by asking this in the requests forum https://www.purezc.n...?showforum=315 

Oh, that's true but a scripted map as seen in Mirage Island wouldn't have to have these restrictions. Since it is just a grid of locations with shops, dungeons, etc. marked and does not show the screenshots like the built-in map does. And it could be hardcoded/edited to fit the shape of the map anyways such as 16x16 or 32x32.


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#7 Riflezen

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Posted 04 September 2020 - 03:26 PM

Hey, just a found a quest rule in the Combos section that pertains to this topic: "Scrolling Warps don't set the continue point." So, that's helpful.


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