I think I noticed some people having trouble with dungeon dmaps with level set to 0. If somebody could please tell me what they are and how to avoid them if possible. I don't want to get started and have to start over later. Thank you.
I think I noticed some people having trouble with dungeon dmaps with level set to 0. If somebody could please tell me what they are and how to avoid them if possible. I don't want to get started and have to start over later. Thank you.
Current Quests in Progress...
Zelda: Eya's Song
Level 0 is the overworld, what gives the overworld some ot it's porperties, like caves and such.
The name might be missleading, I'm not jigglypuff.
"...A Bible! A Bible! We have got a Bible, and there cannot be any more Bible."
Second Nephi 29:3
Heres what I've managed to deduce about what some of the Dmap settings do...
Overworld - If you have a dmap set to this, dungeon style doors will not work correctly. There will be no barrier on the top of the screen. The tornado will show up if you play your flute.
Cave - Same as Overworld, but tornado doesn't appear.
Dungeon - Same as cave unless coupled with a Level Number.
Level Number - If set to 0, has no effect.
If set to 1 or above in a cave or dungeon dmap, room types and message strings can be placed IN rooms instead of as links to screen 80.
If set to 1 or above, that dmap uses relative instead of absolute coordinates.
If set to 1 or above in a dungeon dmap, sets the top-of-screen barrier and allows for shutters/locked doors.
Used to determined which Dungeon Boss flags have been triggered.
I think thats pretty much it. Anyone have anything to add to this list?
-C
in 1.90, any level number past 9 would not show up above the dungeon map in the upper left as 'LEVEL X'
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