Nightmare, I have a few things to say about this:

Firstly, the"half tile trick" is a pretty lame way to play quests. Let's be honest here -- it's practically cheating. So you can beat all older quests much easier using this bug since eweapons can never hurt Link if he's on a half-tile? Great. Do you feel proud of yourself? You shouldn't.

Secondly, all ZC versions from 1.00 up to 2.5 beta 18 rev. (200-ish?) didn't have this behavior until _L_ put in an NES consistency fix for it -- but forgot the quest rule -- meaning that every single older quest had the capacity to break (e.g. requiring the player to reflect magic to hit a switch from a half-tile to trigger secrets, or Armageddon Quest as another example of breaking a quest). The only reason it's gone on this long is because somehow it got changed in the code to do the opposite! for older quests! All my personal ZC builds since 2.50 rc3 fix this bug yet some of the released versions were somehow different. This is the only reason it's been unnoticed recently (my 2.50 build works fine!). It's now fixed in all branches.


Quote Originally Posted by Nightmare View Post
something that essentially enhances and helps quests be more possible and less cheap
I rest my case. Justify it all you like, but most people don't want an exploit in their quests that makes it super easy to beat.


Quote Originally Posted by Nightmare View Post
but one of the things that really bothers me is the removal of the half-tile trick from pre-2.10 quests. If we are going all the way with fixing backwards compatibility to the point that we are even making item tables for the 1st and 2nd Quest, then the half-tile trick should definitely be in everything
You have it backwards. To maintain compatibility we must have it for older quests. It never existed in older quests which is the point. The NES quests have it enabled, but nothing else should. You can change it to whatever you like in your own quests though.