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    Saffith's Avatar
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    Zelda Classic 2.50.3 RC1

    Downloads (at the bottom of the page)

    Changes since 2.50.2
    Spoiler: show
    Critical bugs fixed:
    • Crash when importing combos
    • Crash when loading a sound with a long filename
    • Crash when editing a message
    • Crash when a compile error is too long
    • Crash on Link->Warp() or Link->PitWarp() to an invalid DMap or screen
    • Crash when setting HP or MP to a very high number in the cheat menu
    • Saved games can have invalid icon palettes, causing crashes when displayed
    • Fixed crashing when toggling fullscreen
      • This mainly affects Mac; fullscreen still won't work (that's going to take a while), but trying to toggle it shouldn't crash the game, at least


    Other bugs fixed:
    • Enemies above 255 are cleared when importing data from older quests
    • The ladder may be deployed over water when Link should swim instead
    • Arrows' MP costs are paid even when out of ammo
    • Link slashes repeatedly if MP runs out while charging
    • Half-solid boss lock blocks can't always be unlocked
    • Tribble enemies' BG sounds don't stop when they transform
    • Ganon's roaring sound doesn't stop after leaving the room
    • FFCs jump to changers in rare instances
    • A and B may have the same item assigned when starting a game
    • Nayru's Love projectiles are never deleted
    • The hammer impact graphic appears in the wrong place if Link turns around mid-swing
    • Tiles are sometimes deleted after being moved
    • Magic gauge pieces may draw incorrectly if drain rate is not 1 or 2
    • Editing a string with a numeral after a string control code merges the number into the code
    • Some MP3s restart too soon
    • ZQuest checks which tiles are in use by enemies incorrectly
    • Drawing mode doesn't change correctly when the button is clicked
    • Undoing mass recoloring may undo multiple operations
    • "(None)" shows up in item lists when it's not a valid option
    • Item 0 can't be copied and pasted
    • Scripts don't initialize properly after quitting via F6->Continue or Save
    • Negative constants are read incorrectly
    • Array initialization and assignment doesn't work right in some cases


    Other significant changes:
    • If a button is mapped to a system or cheat key, it will now function only as game input
      • For instance, if Ex3 is mapped to A, pressing it won't also refill arrows
    • New level 4 cheat: Link ignores sideview gravity
    • Adjusted the hammer's reach slightly for backward compatibility
      • Specifically, it can now reach over a half-tile to the left
    • Added a compatibility mode to restore a drawing bug in quests made in older versions
      • This is not a quest rule; it depends entirely on the version the quest was saved in
    • Added a quest rule to control whether statues have a minimum range and shoot double fireballs
    • Game->SetCombo* functions now consistently do nothing on invalid input
    • Game->GetCombo* functions now return -1 on invalid input
    • Link->SetAction(LA_HOPPING) is now ignored
    • In the script assignment window, previously loaded scripts now missing are marked with **
    • Added an option to show invisible items in the subcreen editor
    • Added more options for timed save frequency
    • Moved some script data around to reduce memory usage
    • ZScript pointers are now cached to improve performance
    • Cleaned out some garbage that was showing up in new quests' scripts
    • ZC now defaults to windowed mode with double buffering on Windows.
    • Clarified the version number in the "About" dialogs



    Double buffering is now enabled by default on Windows because it seems to fix display issues in newer versions of Windows. If you're updating in place, however, you'll need to edit ag.cfg or it will continue to use the old setting. The setting is doublebuffer in the [zeldadx] section; it should be set to 1.


    There are a couple of relatively risky changes that could use some testing. I'm pretty sure they're okay, but some verification wouldn't hurt. If there are any problems, I don't expect they'll be subtle.

    There was a change to the ladder. Historically, those have not worked out well. This change only applies when Link has flippers and is walking onto water horizontally with diagonal movement enabled; I don't anticipate any new problems in other scenarios.

    Some FFC script data was moved, so check that those didn't break. In particular, make sure ffc->Misc[] and pointers work correctly, especially after changing screens. Don't forget the different carryover options.

    There have been a couple of changes to the compiler. Initializing and writing to user-defined arrays is handled a bit differently now. There's also been a slight change to how the compiler handles getter and setter functions, meaning all Game->GetCurX functions and all built-in variables. Neither of these affects any existing quests; you'll need to recompile scripts to make sure nothing broke.
    A couple of specific examples of array issues that should be fixed now:
    Code:
    arr[Link->X]=12345; // This would set arr[Link->X] to 0
    int arr2[]={ arr[0], arr[1], arr[2] }; // This would initialize as { 0, 0, 0 }
    Last edited by Saffith; 12-13-2016 at 03:12 PM.

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