Quote:
Originally posted by DarkFlameWolf
well, what I did was, for EACH floor of the dungeon, I would put a psuedo dungeon entrance screen in screen 00 of that map (or screen 08 if it was on the right side of the map) with a fake pit warp that puts you back to the 'real' entrance of the dungeon. Furthermore, on multiple floor dungeons with multiple entrances, I leave the screen that the entrance is completely void except for the psuedo entrance. For instance, any floor of the dungeon that has screen 73 as its main dungeon entrance, I make damn sure I don't use that screen on other floors of the dungeon except for using it as a psuedo entrance. Just in case the player shows up at that spot during dying and continuing. Furthermore, each floor must be on a separate map if there is an entrance/exit warp on that floor. Otherwise, you can combine two floors on one map if there are no entrance/exit warps. Otherwise, separate maps. That's why I get the level 4 and level 7 continue glitches in HD, I didn't bother to make the multiple entrance floors on separate maps. And it would take me a good hour or so to fix this, but even then, its not guaranteed to fix it totally. But with this technique, you're bound to get rid of most of this bug.
Nice idea. Although my idea ALWAYS insures you can never get stuck, yours is excellent too. As a side note the continue bug in HD ALWAYS seems to occur on that damn Gnarled Root Dungeon, no matter what. In Tungsten it only happened when I was at the boss. We REALLY need a newer player release (but not ZQuest), just to fix this crap.