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View Full Version : How do i enable/or what happened to the diagonal movement?



Dlbrooks33
12-27-2005, 12:45 AM
In ZC 2.11 Beta 6, is there a quest ruleor something that allows you to check on or off the diagonal movement?

ShadowTiger
12-27-2005, 12:54 AM
Quest-->Graphics-->Sprites-->Link ===> Z3 Style Movement

Dlbrooks33
12-27-2005, 01:35 AM
thanks, and one more thing. what does the subscreen vine mean?

ShadowTiger
12-27-2005, 01:57 AM
thanks, and one more thing. what does the subscreen vine mean?I would suspect that it is overlayed onto the BS subscreen frames. :shrug:

Dlbrooks33
12-27-2005, 09:46 AM
Offtopic:You're almost to 8000 posts. Keep it up :D.
Ontopic:I thought it has something to do with the lttp subscreen. I think that subscreen has a bug because, when you choose it andset up the things accordingly and go to test the quest, the rupees, hearts, bombs, arrows, magic, and keys don't show up. The only thing that is there are the numbers.

Dart Zaidyer
12-27-2005, 11:17 AM
It seems the LttP subscreen is in a fixed location, or is relative to some undetermined sprite. The tiles have to be in exactly the right spot.
I tried it on the LttP tileset and the subscreen did show up, but it was all garbage pulled from various indeterminate tiles.

Dark Nation
12-27-2005, 11:34 AM
Yes, the Z3 subscreen is locked (at the moment) to specific locations and CSets (generally, 0, 1, 7, 8, and 9). If you want to see how it is set up, download this file:

subscreen.qst (http://darknation.armageddongames.net/zc/subscreen.qst)

Go to the tile selection screen and drop down to page 54. That is the beginning of the Z3 subscreen stuff (it continues for a couple of pages).

Let me know if you have any questions about it.

Dart Zaidyer
12-28-2005, 01:30 AM
Can you explain which tiles go where, and what they do?

There's quite a few duplicates here and I'm not sure which is the "correct" spot for everything. (Which is why it shouldn't be hard-coded.)
There's a whole bunch of heart graphics, too. Does this mean support for quarter-hearts, refill animations, or both?

Dark Nation
12-28-2005, 10:35 AM
I know they shouldn't be hardcoded. It was just easier at the time as I was rewriting the routines and testing. Anyway, here's an explanation:

There are two subscreen positions: top and bottom. The top is the part that shows when you hit the start button. The bottom is the part below that which is always visible.


Bottom Subscreen

Magic Meter (CSet 9)

Tile 14201 is the top cap (5 pixels tall).
Tiles 14162-14169 are the left half of a meter section that is either not completely filled or the last filled section in the meter (4 pixels tall). Each tile corner represents 1/32 of a magic meter section. The corners are in order of top left, top right, bottom left, bottom right and go through the tiles from left to right. So, the top left corner of tile 14162 is an empty section. The top right corner of tile 14163 is a section that is 1/8 filled. The bottom right corner of tile 14163 is a section that is 7/32 filled.
Tiles 14182-14189 are the right half of a meter section that is either not completely filled or the last filled section in the meter (4 pixels tall). Each tile corner represents 1/32 of a magic meter section. The corners are in order of top left, top right, bottom left, bottom right and go through the tiles from left to right. So, the top left corner of tile 14182 is an empty section. The top right corner of tile 14183 is a section that is 1/8 filled. The bottom right corner of tile 14183 is a section that is 7/32 filled.
The top left corner of tile 14161 is the left half of a completely filled meter section that is not the last meter section (4 pixels tall).
The top left corner of tile 14181 is the right half of a completely filled meter section that is not the last meter section (4 pixels tall).
The bottom left corner of tile 14161 is the left half of the bottom cap (8 pixels tall).
The bottom left corner of tile 14181 is the right half of the bottom cap (8 pixels tall).
The top right corner of tile 14161 is the left half of the "1/2" magic notation (8 pixels tall).
The top right corner of tile 14181 is the left half of the "1/2" magic notation (8 pixels tall).

'B' Item

A 2x2 block of tiles starting at tile 14131 is the background for the B item box (CSet 9).
A 2x2 block of tiles starting at tile 14040 is the frame for the B item box (CSet 1).
The currently selected B item is centered inside of this box.

If the B item is the bow/arrow, the arrow is drawn directly overlapping the bow (unlike in other subscreens where the arrow is placed to the left side of the bow).

Ammunition counters are placed on top of the item at the bottom right corner when needed (arrows, bombs, super bombs).

Counters

The top right corner of tile 14081 is the rupee icon for the rupee meter (8 pixels tall, CSet 1).
The bottom right corner of tile 14081 is the bomb icon for the bomb meter (8 pixels tall, CSet 0).
The top half of tile 14082 is the arrow icon for the arrow meter (8 pixels tall, CSet 1).
The bottom left corner of tile 14081 is the key icon for the key meter (8 pixels tall, CSet 1).
The counters are placed below these icons.

Life Meter

The phrase "- LIFE -" is placed above the actual life meter.
Tiles 14222-14225 are a meter section that is not completely filled (4 pixels tall). Each tile corner represents 1/16 of a life meter section. The corners are in order of top left, top right, bottom left, bottom right and go through the tiles from left to right. So, the top left corner of tile 14222 is an empty section. The top right corner of tile 14223 is a section that is 1/4 filled. The bottom right corner of tile 14223 is a section that is 7/16 filled.
Tile 14221 is a meter section that is completely filled (4 pixels tall).


Top Subscreen

Item Area

A 2x2 tile block starting at tile 14089 is the background for the item area (CSet 9).
A 2x2 tile block starting at tile 14087 is the frame around the item area (CSet 9).
The available B items are placed inside the item area.

If the item is the bow/arrow, the arrow is drawn directly overlapping the bow (unlike in other subscreens where the arrow is placed to the left side of the bow).

An ammunition counter is placed at the bottom right corner of the items that need it (arrows, bombs, super bombs).
The "Selection" item sprite is drawn on top of the currently selected item. Unlike other subscreens, the selection sprite is a 2x2 block, starting from the tile referenced by the "Selection" item sprite (from Quest->Graphics->Sprites->Items).
Tile 14206 is placed near the top left corner of the item area. In subscreen.qst, this is the large "B" (CSet 9).
The word "ITEM" is placed, on a black background, on the top of the item area frame, near the left side.

Inventory Area

A 2x2 tile block starting at tile 14089 is the background for the inventory area (CSet 9).
A 2x2 tile block starting at tile 14085 is the frame around the inventory area (CSet 8).
The current inventory items are placed inside the inventory area.
The word "INVENTORY" is placed near the top left corner of the inventory area.

Current B Item Area

A 2x2 tile block starting at tile 14089 is the background for the current B item area (CSet 9).
A 2x2 tile block starting at tile 14087 is the frame around the current B item area (CSet 9).
The currently selected B item is centered inside of this box.

If the B item is the bow/arrow, the arrow is drawn directly overlapping the bow (unlike in other subscreens where the arrow is placed to the left side of the bow).

Ammunition counters are placed on top of the item at the bottom right corner when needed (arrows, bombs, super bombs).

Triforce Area

A 2x2 tile block starting at tile 14089 is the background for the Triforce area (CSet 9).
A 2x2 tile block starting at tile 14083 is the frame around the Triforce area (CSet 8).
The Triforce pieces are placed inside the Triforce area.

The positioning of the Triforce pieces necessitates that each Triforce piece (set in Quest->Graphics->Map Styles) is no larger than 8 pixels wide and 16 pixels tall.

The word "TRIFORCE" is placed top left of the Triforce area.

Equipment Area

A 2x2 tile block starting at tile 14089 is the background for the equipment area (CSet 9).
A 2x2 tile block starting at tile 14083 is the frame around the equipment area (CSet 8).
The Sword, Shield, and Ring are placed inside the equipment area.
A dashed line is placed under them.
The heart container pieces icon is placed below the dashed line.
The word "EQUIPMENT" is placed near the top left of the equipment area.




Hope this helps.