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Thread: Classic Zelda Classic Release (ZC100W1)

  1. #11
    Death Knight MottZilla's Avatar
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    Re: Classic Zelda Classic Release (ZC100W1)

    I had to make a minor update to Zquest. You might want to get it. The first mirror has it, I lost the password to the second. http://www.angelfire.com/cantina/zc100w1/index.html

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    The Moldorm Guy Questwizard88's Avatar
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    Re: Classic Zelda Classic Release (ZC100W1)

    I came up with a couple suggestions, but im not sure if they are possible to easily add in.

    1) Allow for pages 0-5 in tiles. Having only 2 pages is very limiting. Same for combos.
    2) Customized GUI colors should affect the entire GUI, not just the menu bar. should also affect the player.
    3) Very basic tile grabbing functonality, even if it's only 1, 2, 4, or 8 bit .bmp files. If not .bmp, pcx.

    I will be making a list of what numbers can be used for gui_fg, and gui_bg, and the colors they represent, for those who don't want to keep trying random numbers to get the results they want.

    I might also try making a quest with it. It seems quite easy to use.

    EDIT: GUI colors list can be found here for those who want to look at it: http://filespace.org/Questwizard88/guicolor.txt
    Current Projects: None. Might do something if I ever have the free time again.

  3. #13
    Death Knight MottZilla's Avatar
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    Re: Classic Zelda Classic Release (ZC100W1)

    I suppose I could look into allowing you to have more tiles and more combo pages, but that might be slipping out of the purpose of the port. The GUI colors I'll look at. Btw, thanks for your .txt that's nifty. The tile grabbing I'll look at. Something you may not have mentioned but I noticed today, it seems tile import/export is broken. Haven't been able to determine why yet. Haven't noticed anything else yet though.

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    The Moldorm Guy Questwizard88's Avatar
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    Re: Classic Zelda Classic Release (ZC100W1)

    Since I'm making a complete test quest with this, I'll inform you of any bugs I find when I test it out.

    EDIT: Just found a little bit of a glitch, on the select Dmap screen. When you select a Dmap, view its and change it's properties, and then view another one that uses a different map, the number next to Map: doesn't seem to be cleared in the background, and caused the number 20 to appear on me, although that isn't what it was set to:
    Current Projects: None. Might do something if I ever have the free time again.

  5. #15
    Death Knight MottZilla's Avatar
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    Re: Classic Zelda Classic Release (ZC100W1)

    Ah, that's a screen update issue. I will fix that. Thanks man.

  6. #16
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    Phantom Menace's Avatar
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    Re: Classic Zelda Classic Release (ZC100W1)

    Hey all, glad to see there is some interest in ZC's roots. I had thought about porting v1.0 but never started it. Finally Mottzilla got things going.

    Just a quick note to clarify a couple things:

    First, like Mottzilla said, the idea behind this was to preserve and maintain the v1.0 release of ZC because it was the first full LoZ clone. Everything since then has been extra stuff added on beyond the LoZ features. So no new features will be added to the "v1.00 W.x" engine (that's what the current v1.9x development is for). The only updates to this Windows port of zelda.exe will be for any bugs that might need to be fixed. If there's enough interest, Mottzilla can add enhancements to zquestw.exe, but the quest format needs to stay the same (and compatible between the DOS and Win32 versions).

    Second (and I know this is just a small thing), the enemy bait did work in the original v1.00 release, as indicated by the readme:
    Code:
      12/29/99: (v1.00) More detail and bug fixes. I changed the 'Quit' 
        command to act more like the NES game: it's now the equivalent of
        pausing and pressing up and A on controller 2. The 'Save' command
        is gone. Both NES quests are finished. The demo quest has a new
        dungeon to explore. I finally made the enemies chase the food. :)
    I did have to add the enemy bait code to the Win32 port, however, because my v1.0 source code turned out to be something in between v0.99 and 1.00, and I guess the last thing I did for 1.0 was make the enemies chase the food. (The code turned out to be pretty simple; don't know why I put it off so long... )

    Enjoy!

  7. #17
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    Re: Classic Zelda Classic Release (ZC100W1)

    Pardon the double post, but I had to raise this thread up so ya'll would see this update...

    The latest version, v1.00 W.3, was finished a few weeks ago but hasn't made it onto zc.com yet. You can download it here: http://www.jcraner.com/zc/downloads/zc100w3.zip This fixes a serious bug that causes crashes on Win2000/XP.

  8. #18
    I shall exalt myself over all Armagedddon Games bigjoe's Avatar
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    Re: Classic Zelda Classic Release (ZC100W1)

    Quote Originally Posted by Phantom Menace
    Pardon the double post, but I had to raise this thread up so ya'll would see this update...

    The latest version, v1.00 W.3, was finished a few weeks ago but hasn't made it onto zc.com yet. You can download it here: http://www.jcraner.com/zc/downloads/zc100w3.zip This fixes a serious bug that causes crashes on Win2000/XP.
    Wish I could try this out! Still posting from the library.

    How likely is a windows version of 1.84?


  9. #19
    Death Knight MottZilla's Avatar
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    Re: Classic Zelda Classic Release (ZC100W1)

    I dunno, it would seem silly if a new stable ZC were to come out soon to even bother porting 1.84.

  10. #20
    Octorok
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    Re: Classic Zelda Classic Release (ZC100W1)

    Like I said in another post ... what we would need is a 1.90 windows version more than anything else as of now. Of course like you said it would be silly if a stable and compatible version comes out and works well with 1.90 quests. But if the next update is not for soon ... you might very well consider the fact of doing a windows version of 1.90. Seriously, it's what people with computers less than seven years old are missing now .
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