Note: The list of additions, new features, and the changelog are all too long to now fit in this post. Please view the latest posts in the thread for further updates.
ZC [2.future] v2.54
If anyone wants to play with it, you can download the beta for Windows (latest, beta 48) here.
The source package for this build is here.
This includes everything from the 2.50.x branch of ZC as of the first Gamma (RC), so most fixes for 2.50.3, plus a few additions.
What is known to work, at present, are the following:
itemdata is wholly revised, with a plethora of new variables, including the often requested 'ID'.
The ZQuest Item Editor has also be revamped, to allow the user to set any of the options, for custom item class items, or essentially anything, ensuring that these flags, and values are always available.
The user arrays: npc->Misc, Link->Misc, lweapon->Misc, eweapon->Misc, and item->Misc are all now a size of , rather than . The size of ffc->Misc remains unchanged, for memory conservation reasons, as does Screen->D (for the same reasons).
This is a new bitmap drawing handler, with multiple modes, including translucent, flip, lit, and pivot.
Manually enable or disable diagonal movement by script.
That's right: I've dared to work on link.cpp.
Returns non-zero if Link is inside a LikeLike, or similar enemy.
Manually change if Link uses the 'big hitbox' drawing mode.
This returns if the game is capped. If a player 'uncaps' either by pressing the Tilde key, or by pressing F1 (or disabling throttle in the menus), this function will return false.
This allows you to prohibit a player from using uncapping to quickly regenerate health, or magic.
OverlayTile(int first, int second)
This allows you to overlay one tile onto another. For example, if you want to give Link a hat, you can overlay a tile with the hat, onto all Link tiles. This works by masking out colour 0, and drawing every other colour from the tile 'second' to the tile 'first'.
Calls the internal animations, without warping.
New Link variables to give sound effects, and visuals to various warps.
Manually set, or get the *Extend value for Link's sprite. This is still a bit buggy.
Used to set defences for the ten script weapon types, individually.
String Control Codes
/26/dmap/screen -> Warp Link
/18/register/value -> Set Screen->D
/19/screen/register/value -> Set Screen->D for 'screen' on the current DMap
/23/dmap/screen/register/value -> Set Screen->D for 'screen' on 'dmap'
We might swap 23 into 19, and remove the one that does another screen on the current dmap. Likewise, we may trim warps down by one, or two, in the future.
The Enemy Editor now has a third tab, 'Defense 3', that allows you to configure defence settings for all ten Script Weapon types, individually.
Other new commands are partially implemented, but do nothing:
Manually change the tile associated with each of Link's sprites.
Read the tile associated with each of Link's sprites.
Manually change the *Extend value associated with each of Link's sprites.
Read the *Extend value associated with each of Link's sprites.
This is like Quad, but it renders bitmaps as textures, for the purpose of doing Mode 7 effects. It does not work properly at present.
For more information, read the included zscript.txt or see the file 2.54_New-ZScript.txt if you only wish to view the details for new instructions.
This includes some test files, the 'std_update' pack for 2.future, and other included headers, and miscellaneous files.
I do not yet know which updates/changes from this package will be pulled into full ZC builds, but if you want something new to play with in the interim, here's your chance.
Otherwise current with 2.50.3Γ1.
Brought to you, by:
[2.future] Dev Staff
- / TBA /
- / TBA /
Edited by ZoriaRPG, 02 January 2017 - 10:31 AM.