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Thread: Zelda Classic 2.11 Beta 15

  1. #51
    Octorok SpacemanDan's Avatar
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    Re: Zelda Classic 2.11 Beta 15

    At long last! I'll have to download it this weekend, when I get the chance. Sounds all fine and dandy, amazing new additions, so I've gotta be sure to try this stuff out. (And use it in my more recent quests.)
    THANK YOU!!!
    -This signature lacks something interesting.-

  2. #52
    Keese
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    Re: Zelda Classic 2.11 Beta 15

    OK, someone please list what numbers are for what sound effect.. please.
    That is something that needs to be done, this way it can all be tested properly.

  3. #53
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    Re: Zelda Classic 2.11 Beta 15

    Quote Originally Posted by mikepjr2 View Post
    OK, someone please list what numbers are for what sound effect.. please.
    That is something that needs to be done, this way it can all be tested properly.
    Code:
    #define WAV_ARROW                        1        /* SAMP */
    #define WAV_BEAM                         2        /* SAMP */
    #define WAV_BOMB                         3        /* SAMP */
    #define WAV_BRANG                        4        /* SAMP */
    #define WAV_CHIME                        5        /* SAMP */
    #define WAV_CHINK                        6        /* SAMP */
    #define WAV_CLEARED                      7        /* SAMP */
    #define WAV_DODONGO                      8        /* SAMP */
    #define WAV_DOOR                         9        /* SAMP */
    #define WAV_EDEAD                        10       /* SAMP */
    #define WAV_EHIT                         11       /* SAMP */
    #define WAV_ER                           12       /* SAMP */
    #define WAV_FIRE                         13       /* SAMP */
    #define WAV_GANON                        14       /* SAMP */
    #define WAV_GASP                         15       /* SAMP */
    #define WAV_HAMMER                       16       /* SAMP */
    #define WAV_HOOKSHOT                     17       /* SAMP */
    #define WAV_MSG                          18       /* SAMP */
    #define WAV_OUCH                         19       /* SAMP */
    #define WAV_PICKUP                       20       /* SAMP */
    #define WAV_PLACE                        21       /* SAMP */
    #define WAV_PLINK                        22       /* SAMP */
    #define WAV_REFILL                       23       /* SAMP */
    #define WAV_ROAR                         24       /* SAMP */
    #define WAV_SCALE                        25       /* SAMP */
    #define WAV_SEA                          26       /* SAMP */
    #define WAV_SECRET                       27       /* SAMP */
    #define WAV_SPIRAL                       28       /* SAMP */
    #define WAV_STAIRS                       29       /* SAMP */
    #define WAV_SWORD                        30       /* SAMP */
    #define WAV_VADER                        31       /* SAMP */
    #define WAV_WAND                         32       /* SAMP */
    #define WAV_WHISTLE                      33       /* SAMP */
    #define WAV_ZELDA                        34       /* SAMP */
    #define WAV_ZN1CHARGE                    35       /* SAMP */
    #define WAV_ZN1CHARGE2                   36       /* SAMP */
    #define WAV_ZN1DINSFIRE                  37       /* SAMP */
    #define WAV_ZN1FALL                      38       /* SAMP */
    #define WAV_ZN1FARORESWIND               39       /* SAMP */
    #define WAV_ZN1FIREBALL                  40       /* SAMP */
    #define WAV_ZN1GRASSCUT                  41       /* SAMP */
    #define WAV_ZN1HAMMERPOST                42       /* SAMP */
    #define WAV_ZN1HOVER                     43       /* SAMP */
    #define WAV_ZN1ICE                       44       /* SAMP */
    #define WAV_ZN1JUMP                      45       /* SAMP */
    #define WAV_ZN1LENSOFF                   46       /* SAMP */
    #define WAV_ZN1LENSON                    47       /* SAMP */
    #define WAV_ZN1NAYRUSLOVE1               48       /* SAMP */
    #define WAV_ZN1NAYRUSLOVE2               49       /* SAMP */
    #define WAV_ZN1PUSHBLOCK                 50       /* SAMP */
    #define WAV_ZN1ROCK                      51       /* SAMP */
    #define WAV_ZN1ROCKETDOWN                52       /* SAMP */
    #define WAV_ZN1ROCKETUP                  53       /* SAMP */
    #define WAV_ZN1SPINATTACK                54       /* SAMP */
    #define WAV_ZN1SPLASH                    55       /* SAMP */
    #define WAV_ZN1SUMMON                    56       /* SAMP */
    #define WAV_ZN1TAP                       57       /* SAMP */
    #define WAV_ZN1TAP2                      58       /* SAMP */
    #define WAV_ZN1WHIRLWIND                 59       /* SAMP */
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

  4. #54
    Wizrobe Tygore's Avatar
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    Re: Zelda Classic 2.11 Beta 15

    Quote Originally Posted by Riverman View Post
    This is particularly enjoyable given Tygore's avatar. (That was probably intentional, I know, but I'm too excited to care.)
    Not entirely intentional. I guess you can say that both stem from my love of Phoenix Wright, but it wasn't my intent to link the two. I noticed it too after the fact, and wondered if anyone else would make the connection.

    And just for fun...
    http://objection.mrdictionary.net/go.php?n=1554856
    Oh, if you want it to be possesive, it's just "i-t-s"; but if you want it to be a contraction then it's "i-t-apostrophe-s"... scallawag.

  5. #55
    Ultimate Prankster Lucario QDB Manager
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    Re: Zelda Classic 2.11 Beta 15

    Quote Originally Posted by Tygore View Post
    Not entirely intentional. I guess you can say that both stem from my love of Phoenix Wright, but it wasn't my intent to link the two. I noticed it too after the fact, and wondered if anyone else would make the connection.

    And just for fun...
    http://objection.mrdictionary.net/go.php?n=1554856
    OH PLEASE NO!!! I like those "Objection!" things SO much, I can't resist clicking on them! PLEASE KEEP ME FROM THIS HORROR!!! XD Oh wait, I already click on it, so it's toop late now. XD

    And yet I've never played that game. XD

    I don't think that the Roc's Feather being in ZC will do any harm to the HARMony of Zelda Classic. (Note the bold part of the word harmony. XD)

  6. #56
    Octorok
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    Re: Zelda Classic 2.11 Beta 15

    Quote Originally Posted by franpa View Post
    were talking about jumping down cliffs... not jumping up cliffs... just pointing this out incase you didnt realize it xD
    Yeah, but they both utilize the auto-jump function. Jumping off a cliff (or onto, with the cane) changes what layer Link is walking on, but it neither affects nor is affected by the Z axis variable.

    ...I got to discover a lot about how it works when I played around with an emulator Gameshark code that lets you auto-jump whenever you want by pressing L.

    Quote Originally Posted by Tygore View Post
    Not entirely intentional. I guess you can say that both stem from my love of Phoenix Wright, but it wasn't my intent to link the two. I noticed it too after the fact, and wondered if anyone else would make the connection.

    And just for fun...
    http://objection.mrdictionary.net/go.php?n=1554856
    Bwaahaa... XD

    Oh, and for the record, even though I didn't point it out to anyone else, your original "I object!" statement did make me grin.

    OBJECTION!!
    ...but then, I've been eating paste all morning, so what do I know?

  7. #57
    Bored Potato Nicholas Steel's Avatar
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    Re: Zelda Classic 2.11 Beta 15

    Quote Originally Posted by Radien ZC View Post
    Yeah, but they both utilize the auto-jump function. Jumping off a cliff (or onto, with the cane) changes what layer Link is walking on, but it neither affects nor is affected by the Z axis variable.
    since when has a cane made link jump? forgive me but ive never heard of such a thing in a zelda game -.-'
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  8. #58
    Octorok
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    Re: Zelda Classic 2.11 Beta 15

    Quote Originally Posted by franpa View Post
    since when has a cane made link jump? forgive me but ive never heard of such a thing in a zelda game -.-'
    You know... using the Cane of Pacci on a hole? Then jumping into the hole, after which Link barrels out and lands at the top of the nearest ledge? It allows you to go from a lower level to a higher level. Jumping off the ledge is roughly the same thing, in reverse.
    ...but then, I've been eating paste all morning, so what do I know?

  9. #59
    Keese
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    Re: Zelda Classic 2.11 Beta 15

    Thank you jman, resident sonic fanboy, maybe i can place these in a doc file and include them in each release, that is if their are new sound effect each time, as in for new things.

  10. #60
    Bored Potato Nicholas Steel's Avatar
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    Re: Zelda Classic 2.11 Beta 15

    first time ive ever in my whole life heard of a cane of pacci -.-'
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