Zelda Classic 2.11 Beta 12
Get it here:
Windows:
Zelda Classic 2.11 beta 12d for Windows (programs only) - Unzip this into your zc beta folder.
Zelda Classic 2.11 beta 12d for Windows Support Files - Unzip this into your zc beta folder, too.
Allegro 4.2 DLL for Windows - Just to be safe, unzip this into your zc beta folder, as well.
Linux: Not available yet
OS X:
Zelda Classic 2.11 beta 12d for OS X 10.3.8 and older (Complete)
Zelda Classic 2.11 beta 12d for OS X 10.3.9 and newer (Complete)
ZC Beta 12 list:
Mostly bugfixes from beta 11. (I'll try to compile a complete list later on), but here are a few new additions and explainations for some of the older new enemies (in code tags to keep things aligned).
Tile (old): The tile that is used if the New Enemy Tiles quest rule is not turned on.
Tile (new): The tile that is used if the New Enemy Tiles quest rule is turned on.
Rows: Rows of tiles used by the new enemy tiles.
HP: How many hit points the enemy has.
CSet: The CSet the enemy uses.
Melee Power: How much damage the enemy does by touching you.
Weapon Power: How much damage the enemy's weapon does to you.
For comparison, the Octorok (L1, Slow) has a 1 for HP, Melee Power, and Weapon Power.
Code:
Goriya (L3)
Tile (old): 130
Tile (new): 8480
Rows: 3
HP: 9
CSet: 9
Melee Power: 4
Weapon Power: 4
Leever (L3)
Tile (old): 96
Tile (new): 8540
Rows: 3
HP: 8
CSet: 9
Melee Power: 4
Weapon Power: 2
Octorok (L3, Slow)
Tile (old): 92
Tile (new): 8600
Rows: 3
HP: 4
CSet: 8
Melee Power: 2
Weapon Power: 2
Octorok (L3, Fast)
Tile (old): 92
Tile (new): 8660
Rows: 3
HP: 4
CSet: 9
Melee Power: 2
Weapon Power: 2
Octorok (L4, Slow)
Tile (old): 92
Tile (new): 8720
Rows: 3
HP: 10
CSet: 9
Melee Power: 6
Weapon Power: 6
Octorok (L4, Fast)
Tile (old): 92
Tile (new): 8780
Rows: 3
HP: 10
CSet: 9
Melee Power: 6
Weapon Power: 6
Summoner
Tile (old): 169
Tile (new): 9140
Rows: 3
HP: 4
CSet: 9
Melee Power: 2
Weapon Power: 8
Shooter (Magic)
Weapon Power: 8
Shooter (Rock)
Weapon Power: 1
Shooter (Spear)
Weapon Power: 1
Shooter (Sword)
Weapon Power: 4
Shooter (Fire)
Weapon Power: 2
Bombchu
Tile (old): 126
Tile (new): 9260
Rows: 2
HP: 4
CSet: 8
Melee Power: 1
Weapon Power: 1
Gel (L2, Normal)
Tile (old): 120
Tile (new): 9300
Rows: 1
HP: 2
CSet: 8
Melee Power: 2
Weapon Power: 2
Zol (L2, Normal)
Tile (old): 137
Tile (new): 9320
Rows: 1
HP: 4
CSet: 8
Melee Power: 4
Weapon Power: 4
Gel (L2, Tribble)
Tile (old): 120
Tile (new): 9340
Rows: 1
HP: 2
CSet: 8
Melee Power: 2
Weapon Power: 2
Zol (L2, Tribble)
Tile (old): 137
Tile (new): 9360
Rows: 1
HP: 4
CSet: 8
Melee Power: 4
Weapon Power: 4
Spinning Tile (Immediate)
Melee Power: 2
Spinning Tile (Random)
Melee Power: 2
Bomb explosions can now be different that Super Bomb explosions.
Spinning Tile enemies aren't completely finished yet (they don't break up when they hit Link or a wall). Spinning Tile (Random) enemies aren't working yet. The Spinning Tile enemies are created by combo types (you can't put them in the enemy list). They actually get their tiles from the first tile after the combo that called them. So, if combo 724 has 9 tiles, starting with tile 396, then the Spinning Tile enemy created by it will start with tile 405 (9 tiles away from tile 396). The CSet is also pulled from the cset used by the combo on the screen. Additionally, Spinning Tile enemies use 4 tiles for their animations. With Spinning Tile (Immediate) combos, make the combo look like it will with the Spinning Tile already removed from it (so you can combo cycle from a normal floor combo to a Spinning Tile combo which will have the spinning tile removed and create the Spinning Tile enemy). Finally, only combos on layers 0, 1, or 2 will create Spinning Tile enemies.
The new Gel and Zol enemies are Fire-based. They leave the Fire Trail weapon behind when they move.
Octorok 4 shoots enemy bombs.
Bombchus are basically Ropes that explode when they get close to you (if they are charging at the time). The second row of tiles is the charging tiles.
Summoners are like Batrobes. However, they get their enemy list from the enemy list of the layers on the current screen. So, if you have layer 1 set to screen 7, then go to screen 7 and set some enemies there. Summoner will randomly call them. This works on all layers. So, you could theoretically have summoner call from a list of 60 different enemies if you choose. It also depends on how many copies of an enemy you have in the layer enemy lists. So, if you have 4 Octorok 1 enemies on layer 1 and 1 Darknut 1 on layer 1, then you have an 80% chance of having an Octorok 1 summoned and a 20% chance of having a Darknut 1 summoned. Yes, you can summon other Summoners. No, this is generally not a good idea. There is a bug at the moment where summoners will sometimes summon enemies into solid combos. This is being addressed.
The shooter enemies are like the Fireball shooter. They will try to aim in Link's general direction.
If you submitted a bug that we "fixed" (check the quarantined bug forums if you can't remember), please test it and post in your bug report thread to let us know if this fixed it.
BACK UP YOUR QUESTS BEFORE YOU USE THIS ON THEM!
Re: Zelda Classic 2.11 Beta 12
First thought:
Projectile shooters = cooler custom bosses!
Second thought:
Magic shooter + magic prism = unlimited entertainment?
Re: Zelda Classic 2.11 Beta 12
My first emotion to this: :eek: *Rubs eyes* "Is this some kind of joke?" *Faints*
...
Is the special revolutionary feature here yet?
Re: Zelda Classic 2.11 Beta 12
PROBLEM: the OSX disk image doesn't mount on my system for the same reason that the 2.11b11 image didn't for trip_i_fall. My system is 10.2.8 and Disk Copy gives the following error when I disable verification:
Code:
"ZC211b12.dmg" failed to mount due to error 95. (no mountable file systems)
Re: Zelda Classic 2.11 Beta 12
Are all of the subscreen editor bugs fixed?
Re: Zelda Classic 2.11 Beta 12
And now to reveal the special revolutionary feature.........
FREEFORM COMBO SCRIPTING!
Yes, you heard right, there is now a scripting engine in place in ZC, and boy will you love it. It provides a programatic way of controlling almost every aspect of a freeform combo. This is how it works...
It is an ASM-like language consisting of a set of instructions that can manipulate the freeform combo. In addition to the normal FFC attributes, there are now 8 data registers (Defined as d0 to d7) and 2 address registers (Defined as a1 and a2). Data registers can hold a decimal number of up to 4 places. They are general-use registers, for whatever you want to do with them.
a1 and a2 are registers that hold a reference to another freeform combo (0-32). Using the SETA and LOAD instructions, you can manipulate the data of any other freeform combo in the same room.
Anyway, for each instruction, you will use up to 2 arguments. These arguments will either be one of the designates below or a hard value. The description of each argument is as follows:
- d0-d7 - The data registers
- a1-a2 - The address registers
- data - the combo reference of the FFC
- cset - It's cset
- delay - It's animation delay
- x - It's X position
- y - It's y position
- xd - X speed
- yd - Y speed
- xd2 - X accel
- yd2 - Y accel
- cd### - the room's combo data, where ### refers to the tile number of the room (tile 0 is at 0,0, tile 16 is at 0,1, etc.)
- cc### - the room's cset data
- cf### - the room's secret flag data
- lx - Link's X position
- ly - Link's Y position
Note: The engine still does not test for certain things, like whether Link's position is inbounds. BE VERY CAREFUL WHEN MESSING WITH THESE VALUES OR YOU COULD POTENTIALLY CRASH ZC. THIS IS ESPECIALLY TRUE OF THE ADDRESS REGISTERS.
And now, a description of the instructions:
Note: V instructions use a designate argument and a value, while R instructions use two designate arguments.
- SETV, SETR - Set's the contents of the first argument to the contents of the second argument.
- ADDR, ADDV - Add's the contents of the second argument to the contents of the first argument, storing the result in the first argument.
- SUBR, SUBV - Same, only it subtracts the second argument from the first.
- MULTR, MULTV - Same, only it multiplies both arguments
- DIVR, DIVV - Same, only it divides the first argument by the second argument.
- COMPAREV, COMPARER - Compares the first argument with the second argument. If the two arguments are equal, the TRUEFLAG is set. If not, it is unset. If the first argument is greater than or equal to the second argument, the MOREFLAG is set. Otherwise, it is unset.
- WAITFRAME - One of the mos important commands. It takes no arguments, and tells the script to STOP executing at that point. Execution will resume from the next instruction in the list in the next frame. MAKE SURE YOU HAVE A WAITFRAME WHEREVER NEEDED. USE OF GOTO (described below) CAN POTENTIALLY CAUSE AN INFINITE LOOP WHICH WILL CRASH ZC.
- GOTO - Goto instruction number #. Uses one argument. The instruction number is simply the number of instructions counted down from the top of the list, starting from instruction 1.
- CHECKTRIG - Not currently implemented yet, but when it is, it'll check if th current FF combo has been triggered via secret, and if so, will set the TRUEFLAG. Otherwise, it will unset it.
- WARP - Uses two value arguments. The first is the map to warp to, and the second is the screen to warp to. IT CAN CRASH THE GAME IF THE VALUES ARE OUT OF BOUNDS.
- GOTOTRUE, GOTOFALSE, GOTOMORE, GOTOLESS - The first two will go to instruction number # depending on the status of the true flag. The last two depend on the status of the MOREFLAG.
- LOAD1, LOAD2 - The first argument refers to the elements of the current FFC, while the second refers to the elements of the FFC referred to by the address registers (a1 and a2 respectively.) Set's the first argument to the second argument.
- SETA1, SETA2 - The first argument is the reference FFC element, while the second argument is the current FFC elements. Sets the first argument to the second argument.
- QUIT - Stops execution of this FFC's script on this screen.
The format of each line in a script file is as follows:
[spaces]SETV[spaces]d0,0.45[spaces];[comment] (everything after a ; is ignored)
Note: DO NOT USE TABS FOR THE TIME BEING!
Each line in the text file MUST have an instruction, no exceptions. The end of the script will automatically be a quit instruction.
To implement the scripts, go to the Tools menu in ZQuest and select Import FF Script. Select the script slot to upload the script to, then select the text file which containsthe script. If no errors are reported, the script hasbeen loaded successfully. To use a script, just select the applicable script number in the FFC menu. 0 automatically means 'don't use script'
That should be it for now. DarkDragon is working on a C compiler that'll make writing ZC scripts much eaasier, but for now, this wll have to do. Hope this special feature is revolutionary enough fo you :)
Re: Zelda Classic 2.11 Beta 12
Won't let me load my Castle Haunt III quest from 2.11b10b
boots me out as soon as I press enter to start the game.
side note;
The alleg42.dll isn't in the support files download above, I used the same one I used for 2.11b10b and 2.11b11
Edit;
That freeform combo stuff will be mighty handy after I go take a 2 year coarse in programming. ;)
Re: Zelda Classic 2.11 Beta 12
Guys use this for now: I tarred and bz2ed it up, I don't know why the DMG doesn't work. It might use Tiger specific compressions functions, but I'll play with it.
Use this: Zelda Classic 2.11 Beta 12 for Mac OS X (Tar.bz2 archive)
Re: Zelda Classic 2.11 Beta 12
As a side note, here's a test quest and test script to play around with. Note that the effect in the quest is achievd without the use of FF combo attribute change combos ;)
http://www.cgi101.com/~jman2050/testscript.zip
Re: Zelda Classic 2.11 Beta 12
Uhh... it will not open! "-windowed" (put at the end of the target line) worked for beta 10 and beta 11, but what is it this time?