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Thread: Zelda Classic 2.11 Beta 16

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    Zelda Classic 2.11 Beta 16

    Another day, another new beta. Many of the bugs from beta 15 are still unfixed, but we're releasing this beta anyway to get a head start on the fixing of the new features. From here on out the only new features that should be appearing are the completed string editor and the ability to select any item in the subscreen. Unless DN plans something else, that should be it for new features. The rest is augmenting or fixing existing features. Also, for the new items listed below, they probably won't be listed if you have a newer beta quest because of the way custom items work. You'll have to emulate the item by putting in the appropriate data yourself. Anyway, have fun with this.

    Windows:
    Zelda Classic 2.11 beta 16 for Windows (FULL)
    Zelda Classic 2.11 beta 16b for Windows (FULL) - Fixes several crippling bugs both reported here and that i found on my own.
    Zelda Classic 2.11 beta 16c for Windows (FULL) - Fixes more bugs and optimizes the scripting engine

    Linux:
    Coming soon.

    OS X:
    Coming soon.

    Incomplete list of changes:
    • Fixed the Magic Shield bug
    • Link now has charging sprites
    • Disabling items actually works this time
    • Link can no longer move around when charging the hammer
    • Fixed spinning hammer bug
    • Fixed can't get items while charging bug
    • Hurricane Spin added
    • New items: Whisp Ring L1 and L2. L1 causes permanent bubble curses to be temporary, while L2 makes you immune to curses overall
    • Some ZASM fixes related to the Z variable
    • Fixed bug where some Link sprites wouldn't save properly
    • string editor is semi-complete. Normal strings should still work. Ask _L_ for all the options you can do *currently*
    • Added CLEARSPRITESR and CLEARSPRITESV to ZAsm and ClearSprites() to Zscript
    • Raft bug is fixed
    • Docks not working properly is fixed
    • Fixed the bug where chnging sfx data wouldn't allow you to save if that was the only change you made
    • Fixed bug where you could use the sword to change the hammer
    • Fixed bug with jumping in sideview gravity
    • New items: Peril Beam scroll, charge rings 1 and 2, and magic (infinite) versions of the bomb bag, quiver, and wallet
    • Fixed red potion always disappearing
    • Fixed freezing during Dmap intro
    • Tweaked hammer physics. Quest Rule: Slow Walk While Charging. Quest Rule: Book Magic Uses Magic (Fire) Sprite. Quest Rule: Wand Can\'t Be Used As Melee Weapon.
    • Work has begun on drowing Link. Not yet complete I think.
    • Sword jinx and Item jinx getters and setters added to ZAsm and ZScript
    • Fixed crash when there are no enemies for summoner to summon
    • Fixed shadows flickring even when quest rule is unchecked
    • Four-way ladder added. Kinda works
    • Fixed the script commands that return map, screen, or dmap numbers so they return integers intead of floats. Work done on the LINKCHARGING command.
    • Work has been started on script strings
    • Enemy Editor is a go I'll explain all the details of the enemy editor later, but for now this is what you need to know: Anything with an O. prefixed refers to its behavior WITHOUT the 'new enemy tiles' rule checked. Anything prefixed with an E. refers to behavior with the rule checked. The invulnerability and weakness flags DO NOT WORK. Enemy weaknesses are still hardcoded. Misc. Attributes refer to enemy specific attributes, and these values are different for each enemy. That'll be explained later. Finally, the animation styles are still being worked on, so it's HIGHLY RECOMMENDED that you do not change animation styles for a particular type of enemy.
    • Item code has been fixed to accomadate the custom items, for the most part. Still have some loose ends to tie up.
    • Weapons code tweaked a little
    • The dmap and level count has been upped to 512. This will no doubt please many of you.
    • Older quests now convert FFC changer combos to FFC changer flags
    • Quest Rule: Lens Sees Invisible Enemies.
    • Quest Rule: Can Select A-Button Weapon. Yes, the time for a selectable A-button slot has come. With this rule checked, the subscreen selector won't automatically equip the selected item - you must press either A or B to assign it to a slot.
    • Fixed charging tapping bug (unreported).
    • Fixed enemy tapping bug.
    • Fixed missing MISC: entries bug.
    • Fixed strings so that 0 can be used as an argument for control codes.
    • New items: Wealth Medal 1 (75% rate at shops), Wealth Medal 2 (50% at shops), Wealth Medal 3 (25% rate at shops).
    • New FFC flag: Script Restarts When Carried Over.
    • New FFC flag: Visible Only With Lens.
    • Here's another major one: Scripting Drawing Commands. They'll be explained in the scripting forum in a bit, but now with scripting you are able to draw primitives like rectangles, circles, and lines, as well as a group of tiles or combos, onto any layer, using any color, with full scaling and rotation. Head over to the scripting forum a little later to see what I mean

    Please Verify Quarantined Bugs
    I think save games from b15 will work, but just in case, back them up!
    BACK UP YOUR QUESTS BEFORE YOU USE THIS ON THEM!
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

  2. #2
    retired AGN member koopa's Avatar
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    Re: Zelda Classic 2.11 Beta 16

    Disabling items should work (only for items you cast via A/B. They remain visible in the subscreen even while inactive and Link tile mods don't change back either)

    Manual for Item and Enemy Editors will follow soon.
    Koopa - former member of AGN and retired ZC developer.

  3. #3
    Lynel Revfan9's Avatar
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    Re: Zelda Classic 2.11 Beta 16

    Script drawing functions...

    ...I love you. In a heterosexual sort of way.

  4. #4
    Wizrobe *b*'s Avatar
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    Re: Zelda Classic 2.11 Beta 16

    Quote Originally Posted by jman2050 View Post
    • The dmap and level count has been upped to 512. This will no doubt please many of you.
    Oh yeah, you'll add more DMaps, but not maps? You're just lucky you add such fucking awesome fetures, or there'd be a chance that I might be slightly annoyed on a totally unnoticeable level

    (Yes, there's praise in there somewhere)

    • Quest Rule: Can Select A-Button Weapon. Yes, the time for a selectable A-button slot has come. With this rule checked, the subscreen selector won't automatically equip the selected item - you must press either A or B to assign it to a slot.
    Sweet. Time for an extention on this: Bomb Arrows. A quest rule would be the way to go for this. If Bombs and the Bow and Arrows are equipped to either A or B, pressing A and B at the same time will fire off a arrow with a bomb, which explodes upon contact, dealing splash Bomb damage

    Of course, unique sprites for the Bomb Arrows would be a must

  5. #5
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    Re: Zelda Classic 2.11 Beta 16

    A small test quest for you all

    http://jman2050.armageddongames.net/test29.qst

    :)
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

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    Murana Wolford DarkFlameWolf's Avatar
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    Re: Zelda Classic 2.11 Beta 16

    Enemy Editor = AWESOME
    except, all drop down menus when viewed crash the editor every time.
    "If anybody says him/her/it without defining what they're talking about, the conversation is automatically about my p.e.n.i.s. :-D" - Wild Bill
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  7. #7
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    Re: Zelda Classic 2.11 Beta 16

    like I said, I'm not getting that crash except in the weapons menu (cause of a stupid error on my part. It's really kind of annoying me
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

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    Re: Zelda Classic 2.11 Beta 16

    Wonderful!!!

    I rarely post here, but it can't be leaved without comment. Far better than anything that I expected. I was astounded the most at the dmap count raising... ...this is so, so wonderful!

    Enemy editor is also a thing that I didn't expect.

    As far as scripting... uh... I know what a script is, but I need to look at that scripting thread to know whats going on...

    I will download it and the starter quest tomorrow.
    This is too much goodness to list (but Jman did it anyway, lol) so I mention just one more: immunity against bubbles! Now if a player whines about too much red bubbles, the questmaker can say: "Lolz, didn't you get the immunity ring, nub? :)".

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    Octorok
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    Re: Zelda Classic 2.11 Beta 16

    Well I see what you mean jman. Now I can update my smooth sideview scrolling script and make it even better! I'll see what I can come up with later.

    Anyway thanks for the timely release!

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    Gibdo beefster09's Avatar
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    Re: Zelda Classic 2.11 Beta 16

    That reminds me. Last night I had a dream where somebody had Z3 style scrolling in their quest. Then I looked at it in ZQuest, and it was a screen and a half that you could scroll along. What baffled me was that it didn't use any scripts.

    EDIT: All of the dropdown menus spaz out, the string editor doesn't work, What has B16 come to? Well at least the Heart Container Pieces thing doesn't show junk tiles anymore!
    Avatar: Just who the SPAAAACE do you think I am?

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