You may or may not know about this, but in the Original Legend of Zelda, any grave combo that could be pushed would not spawn phantom Ghinis when touched before it is moved, but would spawn phantom Ghinis when touched after it is moved. As this behavior NES behavior does not exist in Zelda Classic, I was wondering if anyone could compose a script that fixes this NES Inconsistency.
Here's the thread over at AGN that has to do with this NES Inconsistency.
pkmnfrk said that he would compile a script like that for the 1st and 2nd quests, but I have NOT heard back from him.
Need an NES Fix sort of script
Started by
XMSB
, Jul 01 2011 05:37 PM
1 reply to this topic
#1
Posted 01 July 2011 - 05:37 PM
#2
Posted 10 July 2011 - 10:49 AM
This should do.
CODE
ffc script Grave
{
void run(int num)
{
bool isGrave[176];
for(int i=0; i<176; i++)
isGrave[i]=Screen->ComboT[i]==CT_GRAVE;
while(true)
{
for(int i=0; i<176; i++)
{
if(isGrave[i])
{
if(Screen->ComboT[i]!=CT_GRAVE)
isGrave[i]=false;
}
else if(Screen->ComboT[i]==CT_GRAVE)
{
Screen->ComboF[i]=0;
isGrave[i]=true;
}
}
Waitframe();
}
}
}
{
void run(int num)
{
bool isGrave[176];
for(int i=0; i<176; i++)
isGrave[i]=Screen->ComboT[i]==CT_GRAVE;
while(true)
{
for(int i=0; i<176; i++)
{
if(isGrave[i])
{
if(Screen->ComboT[i]!=CT_GRAVE)
isGrave[i]=false;
}
else if(Screen->ComboT[i]==CT_GRAVE)
{
Screen->ComboF[i]=0;
isGrave[i]=true;
}
}
Waitframe();
}
}
}
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