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View Full Version : Combos In ZQuest Change Appearance in Zelda Classic (W/O LTMS)



ywkls
01-19-2017, 04:53 PM
Here's some demonstratory screenshots.

In ZQuest...

http://i.imgur.com/xbiaXda.png

In Zelda Classic...

http://i.imgur.com/fAqyHhW.png

Here's the quest file, with all current scripts (except tango.zh and ghost.zh, which shouldn't even be called on this screen).

https://www.dropbox.com/s/diovvtwq62rvk6y/metroid3.qst?dl=0

Saffith
01-19-2017, 05:10 PM
The combos are placed with CSet 2, but have a full-tile CSet2 of -5, so they're ultimately being drawn in CSet 13. Since it's not using a supported CSet, it's not surprising that it's different between programs.

ywkls
01-20-2017, 11:17 AM
The combos are placed with CSet 2, but have a full-tile CSet2 of -5, so they're ultimately being drawn in CSet 13. Since it's not using a supported CSet, it's not surprising that it's different between programs.

Ah, I see... I'm surprised that it's even possible to set a combo to an invalid CSet. (You certainly can't bring them up in the editor.)

Looking at the combos again, I can see how that they're set up incorrectly. I think this is because I counted the number of times I pressed plus or minus and set the adjusted CSet accordingly. I used to do this because whenever I manually entered the difference; there were times when the combo editor would shift the numbers after it was edited. (Probably because it fell outside of some unstated internal boundary amounts.)

Thanks for clearing this up! It's been bugging me for a while and I know of a few other instances where it's occured that I may be able to correct now.

ZoriaRPG
09-25-2018, 09:12 AM
I'm thinking of changing how CSet2 works, in 2.55. Instead of using a modifier, I might change the editor to use the actual CSet ID, and clamp it!