I've done a fair bit more work on RC2, so hopefully that can be up later this week.
...and then obnoxious neighbors force a conflict that invokes my homeowners association as an intermediary and my mom ends up in the hospital (incidents unrelated).
Nevertheless, I've made slow but steady progress:Download v1.0 RC2 here.
At this point, I'd say the set is 98% complete.
I'm going to do extensive testing over the next few weeks to find any remaining glitches or oversights I may have made, and implement any final tweaks I can come up with. Still, I'm confident enough in the status of RC2 to say that anybody who's interested in making a quest using the set, can download it and get started,
and if there's any further updates and optimizations that end up in the final release that you would have wanted in your quest, you can send me your quest and I'll port them over myself.What's new in RC2:General:· 20 more sample screens showing the set's full design capacity more accurately.
All screens are "functional," and some dungeon screens even have secrets, so press "x" and "s" to preview and reveal them.· 50% shadow support in palettes.
As seen in my previous post, transparent shadows now render in true color due to expanded palettes that include accurate shadow calculations for all colors in the game.· Torches & layerable light bubbles.
Taking further advantage of 50% shadow support, torch kits for overworlds and dungeons are available and come with light bubbles that can be contoured to any kind of lighting arrangement.· Overworld/dungeon combo palettes.
Use CSets 2 and 3 for regular overworld tiles and CSet 4 for dungeon tiles to create hybrid screens.· Subscreens completed.
The active subscreen now accounts for all items, and comes in "Overworld" and "Dungeon" options (the only difference being Link's position doesn't display in the "Overworld" large map, which prevents spillover into the item selection box), while the passive subscreen now has 6 options accounting for what kind of level keys you use and whether or not you use the "True Arrows" quest rule.· Link's color now displays on the active subscreen's large map.
The default set had Link's color set to CSet 0's transparent swatch, rendering his position invisible inside dungeons.· Custom dungeon minimap support.
I've always appreciated custom minimaps and enjoyed making them myself, so I added a map coloring system to each level's CSet 9 and provided minimap templates and examples on tile page 69. I personally draw the maps using the darkest level color for the walls and the mid level color for the background, then I use yellow for locked doors, red for boss-locked doors, white for entry markings, and possibly black for bombable walls (and obviously orange for the map itself). After that, I like to override the default compass color with the lightest level color. But of course, you can come up with your own way of using the colors, and there's also 4 blank swatches at the end of CSet 9 to add your own colors for your own purposes (perhaps to mark keys, special treasures, minibosses, or even warp systems).· Gray-colored CSet9 for dungeon item cellar/passageway palettes.
For correct display of custom dungeon minimaps while in these rooms.· Crumbling Z2 sideview bridges now functional.
With sound. Boop.Tiles/Combos:· Wall ladders on diagonal corners.
Only needed in 1st-tier-down ladders.· Dungeon hammer pegs.· Alternate cycling mirror combos.· Brick ceiling variant of upward dungeon staircases.· 1st-tier-down dungeon floors consistently shaded.· Dungeon nature section completed.· Dungeon water.
Includes relational configurations.· Advanced dungeon carving lower level properly configured.· 5th combo "addendum" section:
"Type: (None)" lockblock duplicates for use with FFC multi-lockblock script.· Further optimization of tile/combo arrangements.· A number of tile color tweaks.Layering:· Layerable overworld ground + field expanded detail.· Layerable small-tree tops.
Leaves and stumps can be colored separately, just like large trees.· Layerable upward-staircase warps.
Use with FFCs in dungeons to place stairs over different floor types, or off the grid.· Layer 0 support.
Layerable options are provided for combo types that only function on layer 0, i.e. grass + switches, with the intent of supporting "layer 2/3 is background" screen flags.Aliases:· Half-tile-off horizontal walls.· Layerable dungeon diagonal walls.· Layerable Triforce entry flats.Scripts:· Script pack completed, commented, credited, and linked.
The RC2 ZIP now includes script files configured specifically for the set. Open the flmecbt.z file to see notes and guidelines on setting up each script. These are meant to be short-and-to-the-point infos, not lengthy explanations. I suppose my writing style may not be for everybody, but it's at least consistent across the file.· Dialogue bubble for NPC script.
Now displays when you approach a talkable NPC using "NPC_Simple" script.· Separate sprite for falling in scripted lava.
This feature isn't enabled by default, but if you want to modify the lava combos to use Moosh's pit script, this functionality is now available.Items:· [NEW] Boots 2:
Steel-plated Boots allow Link to walk over spikes/damage combos at no magic cost.· [NEW] Bow 1 & Arrow 1 Bundle:
Gives both Normal Bow and Wooden Arrow when picked up. Increases arrow count to 10 (but not above).· [NEW] Bow 2 & Arrow 1 Bundle:
Gives both Fast Bow and Wooden Arrow when picked up. Increases arrow count to 10 (but not above).· [MOD] Cane Of Byrna 1:
1/4 magic drain rate, has 1 beam that damages enemies/blocks projectiles. (Database entry
.)· [NEW] Cane Of Byrna 2:
1/2 magic drain rate, has 2 beams that damage enemies/block projectiles, makes Link invincible.· [MOD] Hammer 1:
For those who think the Hammer doing Magic Sword damage is overkill, this Hammer now does half damage (i.e. White Sword).· [NEW] Hammer 2:
For those who think the Hammer doing Magic Sword damage is great, here you go.· [MOD] Hookshot 1:
"Short" Hookshot is actually short (5 tile reach).· [MOD] Key:
Level-specific keys and normal keys had their palettes swapped.· [NEW] Key (Level-Specific For Another Level):
Allows you to give a level-specific key for one level inside another level. You'll need a new copy of this item for every key with a different specific level assignment. (Database entry
.)· [NEW] Map & Compass Bundle:
Gives both Map and Compass when picked up.· [NEW] Magic Book 0 (Dummy):
Provided in Init Data to keep Wand melee and magic damage separate. No fire magic. Doesn't show in inventory.· [NEW] Magic Book 2:
Wand magic does triple damage.· [MOD] Magic Ring 4:
Fixed to always display full magic meter.· [NEW] Potion 3 (Purple):
3-use potion. Cannot be added up to by combining lower-level potions; must be picked up by itself.· [NEW] Resistance Ring 1, 2, 3:
Prevents death from overkill at chances of 50% (1), 75% (2), or 100% (3), so if you're down to 2 hearts and take more than 2 hearts of damage, you'll be left with half a heart instead of dead. (Database entry
.)· [MOD] Ring 3 (Gold):
For those who think the Gold Ring's damage divisor of 8 is too high, this Ring now has a divisor of 6.· [NEW] Ring 4 (Black):
For those who think a damage divisor of 8 is great, here you go.· [MOD] Shield 2 (Magic):
Block flags changed from 191 to 255 - now blocks fire attacks. (It already blocked fire 2 attacks, so now its fire blocking is consistent, though leniently so.)· [NEW] Shield 4 (Ultimate):
Like Mirror Shield, but blocks and reflects boss fireballs. (Somebody had a problem with Patra L3?
)· [MOD] Stone Of Agony:
Functions as intended in ZC 2.53. Recolored orange.· [NEW] Stone Of Gravity:
Keeps Link from getting knocked around when taking damage. Uses original silver Stone Of Agony graphic.· [NEW] Wand 2:
Wand melee does triple damage.· [MOD] Whimsical Ring 1:
Now has "whimsy sound" to indicate when its 1-in-15 instakill chance has activated (Z2 monster death sound).· [NEW] Whimsical Ring 2:
1-in-7 instakill chance.Enemies:· [MOD] Sprites Restored:
Digdogger (3 Kids), Octorok L1 & L2 (Fast), Octorok L3 & L4, Rope L2, and Traps (Horizontal/Vertical constant) now use their original Z1 sprites.
---· [MOD] Boulder:
Z3 sprites replaced with upscaled Z1 rock.· [NEW] Darknut L4:
Similar strength to splitting Darknut, but its steel plated armor blocks your Hammers.· [MOD] Dodongo:
Never returns after death.· [MOD] Gleeok (Normal & Fire):
Can be hurt by Silver or Gold Arrows. Fight me.· [MOD] Gel L2:
Fire defense now "1/2 Damage" (was "None").· [MOD] Leever L3:
Step Speed now 200 (was 300).· [NEW] Like Like (Magic):
Eats magic rather than shields.· [MOD] Octorok L3, L4 & L5 (Slow & Fast):
Speed reduced by 1/8.· [MOD] Octorok L3:
Fire defense now "1/2 Damage" (was "None").· [MOD] Octorok L4:
HP now 16 (was 20), Damage/W.Damage now 8 (was 12).· [MOD] Octorok L5:
HP now 24 (was 40), Damage now 16 (was 20), W.Damage now 24 (was 40).· [MOD] Patra L1, L2 & L3:
Reflected fireball defense now "1/4 Damage" (was "Ignore") to account for Ultimate Shield.· [NEW] Patra L2 & L3:
Now have "oval" eye movement options instead of only "big circle."· [MOD] Stalfos L3:
Does spin animation on attack.· [MOD] Wizzrobe (Mirror):
HP now 64 (was 192), Damage/W.Damage now 16 (was 32).· [MOD] Zol L2:
Fire defense now "1/2 Damage" (was "None").
---· [NEW] Fire Enemies:
To go along with ZC's Octorok L3, Wizzrobe (Fire), Zol/Gel L2, and Gleeok (Fire), there are now L1 fire attack variations of Darknuts, Lynels, Peahats, Gohmas, and Patras, each with "1/2 Damage" fire defense where applicable.Misc:· Solid black text frame backgrounds.
Good for displaying strings over detailed screens. (Tile page 77, row 2.)· More NPCs / monster options.· Reset shop index.
...and that ends this very bold post. The expo's closing later today, and I'm hoping for a final release within 3-4 weeks, so if anybody's thinking of using this and/or wants to offer any last thoughts, please send me a PM here or get in touch with me on PureZC's official Discord server. Thanks again to everybody who's shown interest and offered feedback!(Dimentio/ZoriaRPG, sorry I ran out of time, I'll get back to you on Discord.)