Still crashes for me with the two new .dat files.
I'll try redownloading everything again.
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Still crashes for me with the two new .dat files.
I'll try redownloading everything again.
Thanks! It works now!
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I have a suggestion. (this should be easy to do) In the tile editor, there currently is a overlay feature, well put in a underlay feature. This would save time in the add the transparent pixels/copy/paste/copy/paste/copy/overlay prosess. All you would have to do is add the transparent pixels, copy the background tile, and underlay it.
It's just not going to work for me I guess.
I redownloaded everything including the two new dat files, it still crashes when I try to open a custom quest.
Hmm, it still needs libstdc++, though. How come this release requires it and 2.11b9 didn't?Quote:
Originally Posted by Takuya
Try this, if it still doesn't work:
make a new folder. Unzip first the new support archive, then the newest beta.
If that doesn't work download beta 11, unzip into the same folder but choose NO to any "overwrite?" questions. Then delete ag.cfg.
Can't promise anything, but there's a chance it'll work.
EDIT: and I see some fixes have been added to the first post - try them too.
If it still doesn't work could you post your allegro.log file that should be created in the ZC folder when you try to run, and your precise version of alleg42.dll (right-click it, choose properties, select version tab. It should say "File version: 4.2.0.0". If not, post that too.
EDIT2:
It exists. CTRL-O. Also, you can mass overlay by selecting a range of tiles and pressing SHIFT-O. Press CTRL-SHIFT-O for mass underlay.Quote:
there currently is a overlay feature, well put in a underlay feature.
We have some calls to the stdc++ library. :P
koopa,
this threads getting confusing so I don't know if you're talking to me for sure, but here is the info with mine.
mine works except when opening custom quests, then it crashes when you press enter to start game play after regestering a name and choosing the custom quest.
I've downloaded and tried it 3 times, not overwritting files, but deleting them out and starting fresh.
alleg42.dll
4.2.0.(RC2)
Quote:
Zelda Classic v2.11 Beta (Build 12)
Allocating quest path buffers (4.00k/4.00k)...OK
Allocating map buffer (510.53k/514.53k)... OK
Allocating string buffer (6.75M/7.25M)... OK
Allocating door combo buffer (159.50k/7.41M)... OK
Allocating dmap buffer (53.00k/7.46M)... OK
Allocating combo buffer (1.62M/9.08M)... OK
Allocating color data buffer (158.11k/9.23M)... OK
Allocating new tile buffer (511.88k/17.73M)... OK
Allocating trash buffer (97.66k/17.83M)... OK
Allocating item buffer (3.00k/17.83M)... OK
Allocating weapon buffer (2.00k/17.83M)... OK
Allocating guy buffer (19.00k/17.85M)... OK
Initializing Allegro... OK
Checking Files... OK
Allocating bitmap buffers... OK
Loading data files:
Zelda.Dat...OK
Fonts.Dat...OK
SFX.Dat...OK
Loading saved games... OK
Initializing sound driver... OK
Triplebuffer available
Loading Quest...
Decrypting ...okay.
Opening...okay.
Loading Quest...
Decrypting ...okay.
Opening...okay.
Loading Quest...
Decrypting ...okay.
Opening...okay.
Loading Quest...
Decrypting ...okay.
Opening...okay.
Loading Quest...
Decrypting ...okay.
Opening...okay.
Loading Quest...
Decrypting ...okay.
Opening...okay.
Loading Quest...
Decrypting...okay.
Opening...okay.
Reading Header...okay.
Reading Rules...okay.
Reading Strings...okay.
Reading Doors...okay.
Reading DMaps...okay.
Reading Misc. Data...okay.
Reading Items...okay.
Reading Weapons...okay.
Reading Maps...okay.
Reading Combos...okay.
Reading Combo Aliases...okay.
Reading Color Data...okay.
Reading Tiles...okay.
Reading MIDIs...okay.
Reading Cheat Codes...okay.
Reading Init. Data...okay.
Setting up subscreens
Reading Custom Guy Data...okay.
Reading Custom Link Sprite Data...okay.
Done.
Loading Quest...
Decrypting...okay.
Opening...okay.
Reading Header...okay.
Reading Rules...okay.
Reading Strings...okay.
Reading Doors...okay.
Reading DMaps...okay.
Reading Misc. Data...okay.
Reading Items...okay.
Reading Weapons...okay.
Reading Maps...okay.
Reading Combos...okay.
Reading Combo Aliases...okay.
Reading Color Data...okay.
Reading Tiles...okay.
Reading MIDIs...okay.
Reading Cheat Codes...okay.
Reading Init. Data...okay.
Setting up subscreens
Reading Custom Guy Data...okay.
Reading Custom Link Sprite Data...okay.
Done.
Loading Quest...
Decrypting ...okay.
Opening...okay.
Loading Quest...
Decrypting ...okay.
Opening...okay.
Loading Quest...
Decrypting...okay.
Opening...okay.
Reading Header...okay.
Reading Rules...okay.
Reading Strings...okay.
Reading Doors...okay.
Reading DMaps...okay.
Reading Misc. Data...okay.
Reading Items...okay.
Reading Weapons...okay.
Reading Maps...okay.
Reading Combos...okay.
Reading Combo Aliases...okay.
Reading Color Data...okay.
Reading Tiles...okay.
Reading MIDIs...okay.
Reading Cheat Codes...okay.
Reading Init. Data...okay.
Setting up subscreens
Reading Custom Guy Data...okay.
Reading Custom Link Sprite Data...okay.
Done.
I just tried it and it did the same thing to me Freedom. Any ideas why guys?
No matter what quest you use, if you register a new name then chose a custom quest fresh, it'll crash.
If the name is already resgistered and you just reassign it to another, it works fine.
I thought the enemy contest winners were going to be implemented like in beta 30 or until final version... (Whee! Bombchus!)
The current FFC scripting seems quite difficult right now, but seems to be really useful.
I suggest using another programming language for the FFC scripts (C or C++ could be better)
Ah, of course - but the problem (from what I've just learned) is that it requires the dynamic library "libstdc++.dylib", but for Mac OS 10.3.8 and earlier there's only the static library "libstdc++.a" available. (Is that what you meant by "it might be static now"?)Quote:
Originally Posted by Takuya