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Changes since 2.50.2
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Double buffering is now enabled by default on Windows because it seems to fix display issues in newer versions of Windows. If you're updating in place, however, you'll need to edit ag.cfg or it will continue to use the old setting. The setting is doublebuffer in the [zeldadx] section; it should be set to 1.
There are a couple of relatively risky changes that could use some testing. I'm pretty sure they're okay, but some verification wouldn't hurt. If there are any problems, I don't expect they'll be subtle.
There was a change to the ladder. Historically, those have not worked out well. This change only applies when Link has flippers and is walking onto water horizontally with diagonal movement enabled; I don't anticipate any new problems in other scenarios.
Some FFC script data was moved, so check that those didn't break. In particular, make sure ffc->Misc[] and pointers work correctly, especially after changing screens. Don't forget the different carryover options.
There have been a couple of changes to the compiler. Initializing and writing to user-defined arrays is handled a bit differently now. There's also been a slight change to how the compiler handles getter and setter functions, meaning all Game->GetCurX functions and all built-in variables. Neither of these affects any existing quests; you'll need to recompile scripts to make sure nothing broke.
A couple of specific examples of array issues that should be fixed now:
Code:arr[Link->X]=12345; // This would set arr[Link->X] to 0
int arr2[]={ arr[0], arr[1], arr[2] }; // This would initialize as { 0, 0, 0 }