You can have 128 subscreens total, divided arbitrarily between active and passive.
Zelda Classic 2.50 RC5
Started by
Saffith
, Nov 04 2012 08:33 PM
234 replies to this topic
#226
Posted 19 December 2012 - 10:53 AM
Quick question, how many active subscreens can you have?
You can have 128 subscreens total, divided arbitrarily between active and passive.
#227
Posted 19 December 2012 - 04:17 PM
At this rate I ought to just live in this thread..
I found while setting up something for my Bank, that String Control Codes seem to be able to only handle 4 digits for a counter still.
As an example I tried to do this: \6\15\10000\613 (Go to String 613 if the Counter 15 is at 10,000.) But upon hitting enter, it alters the string to this making it useless: \6\15\1000\47j\254\1.
Seeya next bug...
I found while setting up something for my Bank, that String Control Codes seem to be able to only handle 4 digits for a counter still.
As an example I tried to do this: \6\15\10000\613 (Go to String 613 if the Counter 15 is at 10,000.) But upon hitting enter, it alters the string to this making it useless: \6\15\1000\47j\254\1.
Seeya next bug...
#228
Posted 19 December 2012 - 07:14 PM
Is the screensaver thing only known to happen when Aero is enabled? Also is it something that can be reproduced consistently?
Another attempt to fix it, also build 1580: http://filesmelt.com/dl/zelda-w6.zip
Can you upload this to MediaFire (or to this site?) FileSmelt is an unsafe site and could have viruses.
#229
Posted 20 December 2012 - 12:17 AM
EDIT: Never mind. I found the problem. I realized one of the tiles was in 8-bit mode. DX
#230
Posted 20 December 2012 - 11:37 PM
I've been debating whether this is a bug or not...
While charged with the Spin Attack, if you face the way a conveyor belt is going/opposite way it is going and walk sideways over it (I.e face right and walk up/down over a conveyor that pushes you right/left), it doesn't move Link at all. This happens with the Slow Walk while Charging quest rule both on and off.
Also, with the Slow Walk rule on, it's impossible to walk a conveyor belt that is pushing you backwards. I'm not sure if this was intended. But it would be nice to be able to charge the Spin Attack in a room full of conveyors if the questmaker decides to use that rule. (For this, it may be a good idea to have it a quest rule. Some people may like the player's inability to use the Spin Attack in a conveyor room).
With that, I hope that's it with possible bugs.
While charged with the Spin Attack, if you face the way a conveyor belt is going/opposite way it is going and walk sideways over it (I.e face right and walk up/down over a conveyor that pushes you right/left), it doesn't move Link at all. This happens with the Slow Walk while Charging quest rule both on and off.
Also, with the Slow Walk rule on, it's impossible to walk a conveyor belt that is pushing you backwards. I'm not sure if this was intended. But it would be nice to be able to charge the Spin Attack in a room full of conveyors if the questmaker decides to use that rule. (For this, it may be a good idea to have it a quest rule. Some people may like the player's inability to use the Spin Attack in a conveyor room).
With that, I hope that's it with possible bugs.
#231
Posted 21 December 2012 - 11:53 AM
I get a problem with the hammer: when I use it, after two hits I get blocked, so I need to click the mouse to unblock Link.
I use win 7, and ZC WIn 50 Beta build 23. I detected this bug also with elder versions.
I use win 7, and ZC WIn 50 Beta build 23. I detected this bug also with elder versions.
#232
Posted 27 December 2012 - 04:12 PM
so now I just install on top of? i didn't read all the past posts.
I want to see what it feels like to be lazy
I want to see what it feels like to be lazy
#233
Posted 27 December 2012 - 05:17 PM
so now I just install on top of? i didn't read all the past posts.
I want to see what it feels like to be lazy
If you're trying to install ZC 2.50 RC5, the full version of 2.50 is out now, so you should probably get that instead.
I recommend making a new folder for the full version of 2.50 then copying all your quests and stuff over. I dunno if .sav files from RC5 are compatible with the full version, though.
Edited by Rambly, 27 December 2012 - 05:17 PM.
#234
Posted 28 December 2012 - 12:23 AM
With regard to item magic consumption: The magic restoration ring has options to replenish a specific amount of magic every so often. Could that not be reversed and applied to the other items that use magic @ constant, like the boots and cane? Perhaps also for items that use magic per charge, like the rod as well with a variable amount setting? I mean, if there is already code to replenish magic every so many ticks, then wouldn't reversing the values have the opposite effect?
My apologies for not responding of to this thread of late: I need to catch up on this after moving. I'm still not settled in, and have a lot of work to do this week...
My apologies for not responding of to this thread of late: I need to catch up on this after moving. I'm still not settled in, and have a lot of work to do this week...
#235
Posted 28 December 2012 - 03:42 AM
ATTENTION: RC5 is outdated. The final, finished release of 2.50 is out. You can download it and post about it here. That said, I'm going to lock this thread, to avoid confusion.
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