View Full Version : SetDMapEnhancedMusic resets dmap subscreen to Active Subscreen (Triforce)

12-11-2014, 11:27 AM
When using SetDMapEnhancedMusic, the subscreen for the dmap gets reset to Active Subscreen (Triforce). 4matsy brought this to my attention when playing this (http://zeldaclassic.armageddongames.net/viewquest.php?q=520) quest, which allows you to select which set of dungeon music you would like to use.

12-11-2014, 06:39 PM
Well, shoot. SetDmapEnhancedMusic() writes 255-character filenames, but DMaps only have room for 55 characters... It's not only overwriting the subscreens, but almost 200 disabled items, as well.

I don't think there's any way to work work around it, generally. If you only use one subscreen in the quest, deleting all the others should work. If you only set the music for DMaps using the same active and passive subscreens, putting those first in the list should work. For any cases other than those, it's just going to have to be fixed.

12-11-2014, 07:46 PM
Saffith: Why not spare a byte there (or ideally 16 bits) and just store a dmap_music_id, which simply maps to an actual string. If GetDmapEnhancedMusic() is needed we can simply look it up from a global music string map.

12-12-2014, 05:23 AM
Perhaps the basis of the next update to ZC would be better and more complete support for DMap Editing? A Copy Paste function similar to what is in the enemy and item editors would make doing what you suggest a lot easier.

12-12-2014, 12:33 PM
Gleeok : Bingo, now we're talking. As we know, ZC can only play music files found in the root folder and quest folder. These would serve of as the folders to pull the strings from for the music map. Hell then one could take advantage of a map's sort function and give them IDs like we do for midis. It would be an overhaul. But would be a nicer interface I think.


12-13-2014, 03:16 AM
Added copy/paste for dmaps...but I don't know if it works or not since I can't test it. According to my calculations there is an 0.0000000017% chance of it reversing time flow and destroying the universe at the speed of light. :P

12-13-2014, 10:13 AM
I tested it out in the future using my time machine and it worked just fine. Good work Gleeok the universe has been spared, this time.

03-16-2015, 02:50 AM
Just curious but do we have any confirmation that this has been fixed yet?

05-10-2015, 06:15 PM
This has finally been fixed.

05-10-2015, 09:58 PM
Party at Saffith place everybody. Man this must of been pretty hard to fix. :O

05-10-2015, 11:17 PM
Nah, it was trivial. Just never got around to it.

05-10-2015, 11:38 PM
Well Glad it's been fixed finally. Good work man.