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Thread: Problem Writing a Function

  1. #21
    The Timelord
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    Just a bit of an update. I added in individual setters, just to prove the concept. They do in fact set Link's original tiles, as I expected, but there is an offset from what tile I specify, to what is displayed.

    Is thus from the animation style, or should I correct the offset at the function level? I'm going to add one more thing, to set the animation style, and then all that is left to do is to fix the SetTiles function si that each sprite doesn't need it's own idiotic setter.

    Fir whatever reason, SetExtend(sprite, dir, extend) worked but SetTile(sprite,dir,tile) didn't, despite the individual setters per tile working.

    With extend and tile working, I will move on to setting hotbox sizes. Draw offsets can wait and may never exist, but Hit*Offset and hitwidth/height should be possible.

  2. #22
    The Time-Loop Continues ZC Developer
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    Just an FYI: Some hitboxes in ZC are not actually correct. Collisions in general should be rewritten. The reason I never did this is because backwards compatibility makes this unreasonably difficult. How correct are they? IDK, depends.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  3. #23
    The Timelord
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    Quote Originally Posted by Gleeok View Post
    Just an FYI: Some hitboxes in ZC are not actually correct. Collisions in general should be rewritten. The reason I never did this is because backwards compatibility makes this unreasonably difficult. How correct are they? IDK, depends.
    I figured that for the present, I would just calculate +offset and for +size in the present maths. That way, scripters can 'correct' them as they see fit. I know that some collisions are just bonkers wrong, and without making a huge list of quest-specific and build-specific compat rules, fixing them is probably unwise. I do not have a reference on what quests 'need' those fixes, and composing it would take forever and 393 days.

    Really, the two main types of quests that make use of larger hitboxes, as well as all this rubbish with setting tiles, and extend values, are quests that use a Link that is not 16x16. Any sideview quest falls into this category, as the major grumble from sideview questmakers, is that 16x32 Link has a 16x16 hitbox. If it all pans out, I might do a tiny SMB style demo of it all.

    Not that you're wrong here, but I have to concur that the road to rewriting collision is insanely long. I need to rewrite warping first.

    Spoiler: show

    That's so knackered that I hate even looking at it. For one thing, warp by script and warp by internal should be isolated. Pit, tile, side, and cave warps should be their own functions. From there, define the styles for each, and so on. That is on me 'near priorities' list, but every time I set out to do it, I end up doing some minor fixes, still wanting to rewrite it, and hating meself for it... I started some basic isolation in the existing function, but the way it works is still just mental.

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