Jump to content

Photo

Zelda Classic 2.55.0, Alpha 74

Alpha Æternal AEternal Windows 2.55

  • Please log in to reply
6 replies to this topic

#1 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 07 July 2020 - 04:19 AM

Zelda Classic AEternal, v2.55, Alpha 74 (Win32, 101MB)

Changelog for 2.55 on GitHub.

Expo Module | Demo Module | PhantomMenace Module |

Overview

 

Fixes

 

  • Fixed Link->Jump and Feather jump heights.
  • Delete temporary script data that causes a leak if the user cancels out of a compilation
  • Fix division by 0 error in zfix.
  • Fixed bugs in legacy/2.10 quests resulting from flipper/ladder interaction and hammer reach.
  • Fixed combo scripts re-initializing every frame and combodata script crashes.
  • Fixed crashes relating to combo scripts on layers > 0.
  • Fixed bitmap->Create() reassigning null.
  • Fix WarpEx ignoring dmap offset when calculating warp return.
  • Fix npc->Remove() not using refvar.
  • Fixed a bug where npc->Step with the rule qr_STEP_IS_FLOAT disabled was returning wildly incorrect values.
  • Fixed a bug where old quests were trying to set emulation[qr_STEP_IS_FLOAT], not set_bit(quest_rules,qr_STEP_IS_FLOAT).
  • Fixed a crash reported by ywkls,that when trying to use the tile grabber on .qst and .qsu files, where the tile grabber would allow the user to scroll outside the bounds of the .qst tile buffer.
  • Fixed issues where the old system for calculating STEP for sprites from scripts produced incorrect values, including slow projectiles and breaking ghost.zh.
  • Disabled the rule qr_STEP_IS_FLOAT on quest load for quests made before this version.
  • 2.10 Water/Ladder is now set by default on loading a 2.10.x quest.
  • Made a slight reversion to fix Module>>Ignore. This still creates a visual glitch when creating a quest slot that uses a quest keyword, however this lasts for only the duration of the popup dialogue, and can probably be fixed in the section where special quest icons (e.g. 2nd, 3rd, 4th) are loaded.  

Improvements

  • Added functional code for Iron Boots and Step Combos.
    • Step Combos now have a 'Heavy' flag. They are not triggered unless the player has a boots item with the 'Iron' flag enabled.
  • Moved the config to ignore internal quests to moduledata, and added a menu option to ignore them. This now triggers a popup, but cancel out of that popup opens a new popup.
  • Allow auto-popup of choose quest dialogue on creating new save.
  • Don't allow taking ZC GUI snapshot, with menu open, with wonky colours.Use only the true screen colour with shaded effect.
  • ZC GUI snapshot (Shift+F12) uses correct game colours, as long as the menu isn't active.
  • Allow taking a screenshot in ZC that shows the subscreen area when the NOSUBSCREEN flag is enabled, by holding the ALT key when taking the snapshot.
  • Preserve the quest colours when taking a GUI snapshot in ZC Player unless the user holds the CONTROL key when taking the snapshot.
  • Added config options, PreFillTileEditorPage and PreFillComboEditorPage to allow or disallow tile editor, and combo page editor Goto Page dialogues to pre-fill the current page number.
  • Added a config option, PreFillMapTilePage, to automatically select the last tile selected when setting minimap tiles in the DMap Editor to additional attempts to set this tile on other DMaps.
  • Add QR to prevent scrolling while the player Z axis is > 0.
  • Added a ZQE hotkey for '?' that opens the version info display.
  • Added raft speed modifiers for faster/slower moving rafts.
  • Implemented a request from ShadowTiger, whereby when you edit a DMap, and select a map tile, when you go to edit further DMap map tiles within the same session, the DMap editor will remember the last tile that you used.

 

ZScript

  • Compiling scripts is now much faster.
  • std.zh v1.7055:
    • Added bool HasHeavyBoots().
    • Added enum mapscreenflags to std_constants.
    • Added GetMapscreenFlag(), and SetMapscreenFlag() to std_functions.
    • Added files (to inspect, and later merge):
      • astar.zh:         AStar algorithm
      • infostring.zh:     Get Info Shop Strings
      • nme.zh:        Generic NPC Script
      • roomtypes.zh:        Helper function and enum for roomtypes.
    • Added GetMapscreenEFlags(). This is like GetScreenEFlags(), but for mapdata.
    • Added dmapgrid.zh
      • This is a set of helper functions to set or get is a square in the passive subscreen minimap is displayed as part of the dungeon when the player has a map item, or explores the screen.
  • Added mapdata->SFlags[] to replicate how Screen->Flags[] works.
  • Fixed Game->LoadWeaponByUID() functions.
  • Added FileSystem->Remove(char32) and file->Remove().
  • Added a ZScript Quest Script Instruction Setting: sprite->Step is float.
    • This preserves values without rounding or truncation. Otherwise, ->Step *should* now behave as it always had. This should correct issues in older quests where truncation was either expected, or the result of user-error.

See the file changelog.txt, for more changes, bugfixes, and improvements.



#2 cavthena

cavthena

    Apprentice

  • Members
  • Real Name:Clayton
  • Location:I wish I knew

Posted 17 July 2020 - 02:54 AM

Is it possible to run scripts in the subscreen menu in this version?

If not, what's the viability of having subscreen exclusive scripts added to the ZC engine?



#3 Emily

Emily

    Scripter / Dev

  • ZC Developers

Posted 17 July 2020 - 10:06 AM

Is it possible to run scripts in the subscreen menu in this version?

If not, what's the viability of having subscreen exclusive scripts added to the ZC engine?

In the engine subscreen, is not likely to happen any time soon. There are, however, script slots specifically designed for running scripted subscreens.


  • cavthena likes this

#4 derby77

derby77

    Doyen(ne)

  • Members

Posted 30 July 2020 - 10:54 AM

Can this run full screen on Windows 10? If so, how?



#5 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 30 July 2020 - 03:39 PM

Can this run full screen on Windows 10? If so, how?

 

The DXGL extension package allows it, or a full DXGL installation would do likewise, with more features.



#6 derby77

derby77

    Doyen(ne)

  • Members

Posted 30 July 2020 - 06:30 PM

The DXGL extension package allows it, or a full DXGL installation would do likewise, with more features.

 

 

How/where do I get that and do I have to run it?

I downladed DXGL, but how do I make it work with ZC to make it full screen?


Edited by derby77, 30 July 2020 - 06:57 PM.


#7 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 31 July 2020 - 05:03 PM

How/where do I get that and do I have to run it?

I downladed DXGL, but how do I make it work with ZC to make it full screen?

 

Run DXGL Config, and click the ADD button.

 

Select the zelda.exe file.

 

Configure the DXGL properties under DISPLAY, notably Fullscreen Window Mode, click Apply.

 

Test running zelda.exe under the new configuration. If you do not like it, adjust the display values until you find what you want. Once you do, then, in the DXGL Config, click OK. This will save the parameters for the programme.





Also tagged with one or more of these keywords: Alpha, Æternal, AEternal, Windows, 2.55

1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users