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Duplicate rooms and map progress


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#1 Flynn

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Posted 17 June 2021 - 12:05 AM

If I use a direct warp tile to send a player to a duplicate room in a dungeon for whatever reason, is there a way to make the big map synch up? This is for an NES style quest using 2.55. Say the player has explored a few rooms and has gotten the dungeon map. If a direct warp sends them to a duplicate room on another dmap, the small map will keep displaying the rooms explored already, but the big map starts over. Is there a way around this? The goal being to make the player think they're in the same dungeon.



#2 Emily

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Posted 17 June 2021 - 02:43 AM

The engine big map is really bad for custom interactions. I would far sooner recommend scripting your own map menu, for which 2.55 offers the 'onMap' script slot on every dmap.



#3 Moosh

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Posted 17 June 2021 - 03:11 AM

If you want to truly commit to fooling the player, it's probably best to duplicate the entire map instead of just individual scattered screens. That way Link appears in the same spot on the minimap and large map on both ends and the spacebar map doesn't get screwed up. Though there is still the issue of transferring the visited state. I know scripts can handle this, a DMap script would probably work great for it. I don't know if it can work for the large Zelda 1 map since IIRC that has some extra bits tracking entrance directions. 



#4 Flynn

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Posted 17 June 2021 - 05:54 AM

I did get so far as duplicating the entire map and map name so the transition itself looks seamless. I just thought after reading about various instances where duplicate rooms are used that I was missing something simple like a check box. Short of using a script, which I of course would be grateful for if there was one that someone could point to, I suppose I could fake it by altering the graphics of the new dmap's map. Seems kind of convoluted though.



#5 Emily

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Posted 17 June 2021 - 02:46 PM

If you want to truly commit to fooling the player, it's probably best to duplicate the entire map instead of just individual scattered screens. That way Link appears in the same spot on the minimap and large map on both ends and the spacebar map doesn't get screwed up. Though there is still the issue of transferring the visited state. I know scripts can handle this, a DMap script would probably work great for it. I don't know if it can work for the large Zelda 1 map since IIRC that has some extra bits tracking entrance directions. 

Aaaactually, it most certainly can work with the large Z1 map! See 'dmapdata->Charted[]' in ZSA, which is specifically access to the large map data, including the bits for entrance directions! (...I am making a full subscreen editor which requires all subscreen features)

 

I did get so far as duplicating the entire map and map name so the transition itself looks seamless. I just thought after reading about various instances where duplicate rooms are used that I was missing something simple like a check box. Short of using a script, which I of course would be grateful for if there was one that someone could point to, I suppose I could fake it by altering the graphics of the new dmap's map. Seems kind of convoluted though.

Not remotely as simple as a checkbox. In my experience, people generally don't care about the engine map when designing their quests (at least not to the extent of worrying about something like this).

Frankly, the easiest way is, as I said, a scripted map; as then your script can do whatever checks it needs to to synchronize the duplicate rooms when you press the map button. With 2.55 features, that's not the most difficult script to write.



#6 Flynn

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Posted 18 June 2021 - 12:45 AM

Well, I am illiterate when it comes to writing scripts for zquest but thanks for the info.




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