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Zelda Classic 2.5 RC4


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#226 MoscowModder

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Posted 28 October 2012 - 05:01 PM

I have no idea what that "Is continuation" flag is supposed to do.

What is it supposed to do, exactly?

#227 Saffith

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Posted 28 October 2012 - 07:04 PM

It should make the string appear immediately after the previous one, as though they were one string. I don't recall what the point of that is.

#228 HylianGlaceon

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Posted 28 October 2012 - 07:09 PM

QUOTE(Saffith @ Oct 28 2012, 07:04 PM) View Post

It should make the string appear immediately after the previous one, as though they were one string. I don't recall what the point of that is.


Isn't it suppose to show the last part of the previous string and the beginning of the next string? It's a nice style if it ever gets working.

I don't remember with the press B to skip strings rule thing on, as I've never used it in my quest..

#229 Thomas G. House

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Posted 28 October 2012 - 11:51 PM

QUOTE(MoscowModder @ Oct 28 2012, 11:01 PM) View Post

I have no idea what that "Is continuation" flag is supposed to do.

What is it supposed to do, exactly?


I don't know, but it doesn't seem to work.It just skips over the string.


#230 LinktheMaster

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Posted 29 October 2012 - 07:00 AM

QUOTE(Saffith @ Oct 28 2012, 07:04 PM) View Post

It should make the string appear immediately after the previous one, as though they were one string. I don't recall what the point of that is.
I'm guessing for people who copy strings. Nick and I have a template that we copy and paste when we want to create a new string. This flag would be really nice to have since it would allow us to just have this checked off so that all we'd have to do is deselect it for the first string rather than go through and hit "Next String" for each one. icon_shrug.gif (Or we could have two templates.)

So I could see it having a use. Now whether it would justify fixing strings or not is another story...

#231 SpacemanDan

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Posted 29 October 2012 - 09:41 PM

Out of curiosity, are LWeapons and EWeapons not supposed to react to gravity? I have their Z value set to some high number for a single frame, but they just stay put in the air.

#232 Saffith

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Posted 29 October 2012 - 09:56 PM

Only bombs, fire, fire trails, and bait are affected by gravity.

#233 SpacemanDan

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Posted 29 October 2012 - 10:05 PM

Gotcha. Scripting my own gravity for them isn't difficult or anything, I just wanted to see if it was a bug or intended or something else. Thanks. icon_smile.gif

#234 Jared

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Posted 29 October 2012 - 10:07 PM

I noticed that if you have a custom Soundfont for MIDI's, that when you click away from Zelda Classic and click back in, it changes everything to piano. It's strange. I said it on IRC, and I think LinktheMaster said it also happened to him. The MIDI goes back to normal when it looks, or you change an area though.

It really ruins the feel of playing a quest if you click away. It sucks especially when you wanna check PureZC or something too.

Any fix for this?

#235 Evan20000

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Posted 29 October 2012 - 10:13 PM

Confirming what Guardian is reporting. Oddly enough, it didn't do that on my own Windows Vista computer, but when I upgraded to 7 it started behaving this way. Did some (very basic) tests to see if it was an issue with the driver. It doesn't do this with any other game that uses midis that I have. Very strange.

#236 Saffith

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Posted 29 October 2012 - 10:52 PM

No idea, but I'll see what I can do. Does the music stop when you switch out? I thought it would keep playing in the background, but maybe it's different on Windows.

#237 MoscowModder

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Posted 29 October 2012 - 11:03 PM

In my case (Win7, VirtualMIDISynth), the music plays in the background when de-focused (unless I freeze it of course) but switches to piano (frozen or otherwise).

#238 Evan20000

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Posted 29 October 2012 - 11:04 PM

Yeah, same as what MM described.

#239 Saffith

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Posted 29 October 2012 - 11:26 PM

Does the same thing happen in ZQuest?

#240 MoscowModder

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Posted 29 October 2012 - 11:39 PM

Yes it does.

It doesn't happen in non-ZC programs, though.


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