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Thread: Zelda Classic 1.92 Beta 180

  1. #1
    Robots in Disguise
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    Dark Nation's Avatar
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    Zelda Classic 1.92 Beta 180

    This is a bug-fix release.

    DO NOT SAVE OVER OLD QUESTS WITH THIS VERSION! THERE IS A VERY GOOD POSSIBILITY THAT YOU WILL CORRUPT SOMETHING! THE NEXT BETA MIGHT NOT READ QUESTS FROM THIS BETA! USE THE LATEST PUBLIC BETA INSTEAD!

    1. Fixed (I think) the bug with changing the map count.

    2. Lockblocks can now be activated if they are in any way blocking your movement (before, you had to be lined up if you were moving vertically).

    3. Lock blocks now sound like a door opening when you activate them.

    4. Changed F1 back to VSync and made Ctrl-F1 the constant screenshot command.

    5. Mouse Scrolling in the combo list now works again.

    6. QSU export/import works now (this includes the backup feature).

    7. Fixed the reflected fireball auto-homing bug.

    8. Fixed the bug with multiple bomb placement.

    9. Fixed the bug with save game icons not showing the proper ring color.

    10. Fixed the bug where Link couldn't unlock door on the top of dungeon rooms if the Freeform Dungeon quest rule was enabled.

    11. Fixed the bug where Wave Warps would show up as No Warps and vice-versa (quests higher than beta 167 may possibly have to be manually fixed to work right).

    12. Screen data changes (Data->Screen Data) counts as a change, so telling ZQuest to exit will ask you if you want to save, if you haven't done so already.

    13. Fixed movement inside doors in dungeons so it's like it was in Zelda 1 again (if you are inside a horizontal doorway, you can't face up or down, and if you are in a vertical doorway, you can't face left or right) unless you have the Freeform Dungeon quest rule checked.

    14. Fixed tall grass/shallow water ripple hit detection to check Link's feet instead of his head.

    Anyway, here are the files.

    Zelda Classic 1.92 Beta 180 for DOS
    +zelda.exe
    +zquest.exe

    Zelda Classic 1.92 Beta 180 for Windows
    +zelda-w.exe
    +zquest-w.exe

    Here's the additional support files:

    Zelda Classic 1.92 Beta 159+ Support Archive
    +1st.qst
    +2nd.qst
    +3rd.qst
    +new enemy tiles.pdf
    +new.til
    +newfirst-fixed.qst
    +sfx.dat
    +zelda.dat
    +zgp.dat
    +zquest.dat
    +zquest.txt

    Zelda Classic 1.92 Beta 177+ Windows Support File (copy this to your beta folder)
    +alleg41.dll

    Zelda Classic 1.92 Beta 173 Default Graphics Pack (download this only after you have the support archive)
    +zgp.dat

    Zelda Classic 1.92 Beta 179+ Data File (download this only after you have the support archive)
    +zelda.dat

    Zelda Classic 1.92 Beta 159 Zelda 3 Sound Patch
    +sfx3.dat (rename your sfx.dat file to sfx1.dat, then rename this to sfx.dat)

  2. #2
    Patra Starkist's Avatar
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    Each new beta is like an early Christmas present. :) I especially like #14.
    "Come now, and let us reason together, saith the Lord..."
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    Wizrobe Teilyr's Avatar
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    Re: Zelda Classic 1.92 Beta 180

    Originally posted by Dark Nation
    8. Fixed the bug with multiple bomb placement.
    Are you refering to the fact that you could place 3 bombs on the screen at once in 179? I kind of liked that, even if it wasn't keeping to the original.
    .:. .:. .:. .:. .:.

  4. #4
    I shall exalt myself over all Armagedddon Games bigjoe's Avatar
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    I like the fact that youre focusing more on fixing up bugs now :) It shows great responsibility. Im only ashamed that I cant find enough bugs :p


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    Wizrobe KJAZZ's Avatar
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    I totally agree with BigJoe. Excellent work, fixing bugs is always great. I need to find more as well..mine tend to be features of some sort..o_O And as for the Multiple Bomb thing, maybe a rule could be put in? Or in Initial Data, maybe how many you could lay at once? For example, you could set it, like 2 Max always, or 50% of your max bombs, or 25%, or whatnot..

  6. #6
    Wizrobe VEL's Avatar
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    I found some bugs.

    In some quests there are screens with a guy who gives you an item, and after you take the item the guy dissapears and the secret flags are activated using "enemies->secret". In this beta the secrets are activated when you enter the room.
    I think the earlier betas counted the "guy" as an enemy and beta 180 doesn't count the "guy" as an enemy. So when he disapeared in the earlier betas it was the same as killing all the enemies.

    I was on map 4 of a quest in zquest, then I opened up a quest with less than 4 maps. When I did that it either crashes or it goes to a messed up "map 4" (which doesn't exist in that quest), that has a bunch of random tiles.

    Woo hoo, look at the tektites dance!

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    Wizrobe Teilyr's Avatar
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    QSU's work. *dances* Now we can finally get another version of mapmaker.
    .:. .:. .:. .:. .:.

  8. #8
    Wizrobe fatcatfan's Avatar
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    Yes, I'll try to get on that this weekend.

    "If I find in myself a desire which no experience in this world can satisfy, the most probable explanation is that I was made for another world." - C.S. Lewis

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    Yay! New Map Maker sounds really great right now..

  10. #10
    Wizrobe Raichu86's Avatar
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    Conveyors also pay attention to Link's head instead of his feet, as tall grass and shallow water did prior to this. Think you could fix that?

    And I think the 3 bombs at once could be an init data field. LTTP allowed 2 at once, so it might be cool to have that option. :)

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