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Zelda Classic 2.55.0, Alpha 82

Alpha Æternal AEternal 2.55 Windows

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#1 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 30 August 2020 - 03:25 PM

Zelda Classic AEternal, v2.55, Alpha 82 (Win32, 106MB)

Changelog for 2.55 on GitHub.

Expo Module | Demo Module | PhantomMenace Module

Overview

Major Features and Fixes

  • Added diagonal hookshot, with graphics for it in the Classic module.
    • This needs a few adjustments, but it is functional.
  • Triforce fragments now have many new options:
    • Run action script on collection.
    • Second Sound Effect.
    • No MIDI.
    • No Cutscene.
  • Expanded combo type Step->Effects.
    • Added landmine (Z3) effects, and other goodies.
  • Keys (normal, level, and boss) can now run action scripts when used.
  • Sparkle lweapons can now run weapon scripts.
  • Added sound effects attribute to tall grass and shallow water combo types.
  • Fixed Sword Separation in Carryover through Warps.
  • Fixed issues with Sideview Platform Combo solidity.
  • Fixed errors in the ZScript parser where negative values on the right hand side of logical OR and logical AND expressions were being evaluated as false.

 

Alpha 82, 81

  • Triforce Fragment Options
  • Added the ability for TF pieces to run an action script, on collection.
    • This requires enabling a flag: Run Action Script on Collection
    • Added the ability to play a second sound effect.
      • This requires enabling a flag: Play Second Sound Effect, and the sound must be set in Attribute 'Second Collect Sound'.
    • Added a flag 'No Cutscene' to allow fully scripted cutscenes.
    • Added a flag 'No MIDI'. This allows the cutscene MIDI to be silent. 
  • All key types now run action scripts on use.
    • Item action scripts on keys use the lowest numbered item of the type I_KEY to determine what script to run.
    • Item action scripts on level keys use the lowest numbered item of the type I_LKEY to determine what script to run.
    • Item action scripts on boss keys use the lowest numbered item of the type I_BKEY to determine what script to run.
  • The 'Diagonal' flag on Hookshot items now works. Hookshows now have three additional sprites for diagonal graphics, and the graphics are set up in the blank quest for the Classic Module.
    • Some of the grab points remain imperfect, and will be refined in future releases.
    • There is a known visual bug with diagonal chainlinks that occurs if the player stops pressing diagonal directions while the hookshot is extending.
  • The console now shows the slot ID that it is loading, and, by default, quest metadata is not printed unless both the quest has an icon and the user sets print_metadata_for_each_save_slot to 1 in zc.cfg.
    • In any event metadata was not shown before for quests without an icon. Selecting the quest (loading it) in ZC Player will always output its metadata. This simply changes the initial information that the console shows.
  • <std 1.7107>
    • Added void HoldUpItem(...) and fixed enum HeroAction values.
  • See the file changelog.txt, for more changes, bugfixes, and improvements.

Alpha 80

  • Expanded and enhanced Step->Effects combos:
  • Step->Effects combos now have a 'Landmine' flag.
    • If enabled, when the player steps on one, it will generate either an eweapon, or an lweapon.
      • The user can set the weapon type in Attribytes[1]: 0 or invalid default to an eweapon bomb explosion.
      • The user can set the initial direction in Attribytes[2]. It defaults to up.
      • The user can set the weapon damage in Attributes[0]. The defaut amount is 4.
    •    This combo type will always advance by one (as Next) if activated if the Landmine flag is enabled, unless the user also toggles the flag 'Don't Advance'.
      • If that flag is enabled, the combo will spawn another weapon when the player walks on it.
    • Finally if the weapon type is set to a wScript (custom) weapon type, the weapon that the engine generates will default as an eweapon, unless the user  toggles the flag 'wCustom is LWeapon'.
    • Added a Sprite Attribtes field, to select a custom weapon sprite. and added the flag 'Direct Damage' to Step->Effects combos.
      • If the Sprite value is between 1 and 255, the weapon will use this sprite, rather than its default sprite.
    • If the payer enables the 'Direct Damage' flag:
      • If the weapon type is an lweapon of a Custom/Script type, a Sparkle type, or a Fire Sparkle type, then you may also set it to deal direct damage without knocking the player backwards. This is useful, e.g., for fire floor tiles where you want to create a fire sprite behind the player and damage the player if they walk on them, every few steps.
      • This option respects ring damage divisors.
  • Sparkle lweapons now run lweapon scripts.
  • Fixed Sword Separation in Carryover through Warps.
  • Fixed BS Patra Children not setting isCore.
  • Fixed enemies that should split into more than one enemy splitting into only one.
  • Added a Split in Place behavioural flag to walking enemies.
    • This causes child enemies of the split to all spawn at the coordinates of the original enemy.
  • Added a flag to Gleeok enemies in the Enemy Editor under the Behavioural Flags dialogue, to centre the Gleeok over two tiles when spawning with the Obeys Spawn Flags behavioural flag enabled.
  • Fixed an aberration in the passive subscreen that disabled A button items when buying items with insufficient money and a combination of QRs.
    • With the QR SHOPCHEAT enabled, and the QR NEVERDISABLEAMMOONSUBSCREEN disabled, buying an item in shoppes would corrupt the A button item slot if the total of dcounter was > than -mcounter.
    • This patch prevents abs(dcounter) from ever being greater than mcounter, and prevents that corruption.
    • Having the QR qr_NEVERDISABLEAMMOONSUBSCREEN ENABLED also prevented that corruption, but I did not see a spot where that behaviour and shoppe code were entwined.
  • Fixed writing to dmapdata->Flags.
  • Fixed issues with Sideview Platform Combo solidity.
  • Fixed errors in the ZScript parser where negative values on the right hand side of logical OR and logical AND expressions were being evaluated as false.
  • <classic 2.13>
    • Fixed a bug where the ChangeRoomGuy script would affect fires in empty rooms.
  • Allow setting enemy size on all types except lanmola, moldorm, and gleeok.
    • This means that you can set hit size and offsets, and draw size and offsets on all normal enemies, and on some bosses, but the results for bosses are not guaranteed. This fixes some normal types not respecting the size settings.
  • The following combo types now have a sfx option, that will play an ambient sound when Link walks over them , while action==walking and that sound is not playing:
    • Shallow Water
    • Tall Grass
    • Tall Grass->Next
    • Tall Grass (Touchy)
  • See the file changelog.txt, for more changes, bugfixes, and improvements.

 


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