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Thread: Zelda Classic 2.53.0

  1. #1
    The Timelord
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    Zelda Classic 2.53.0

    For those not following the topics, ZC 2.53 is a replacement for 2.50.3RC1, and the last in the 2.50.x line.

    Here is the first public beta, ZC 2.53.0 Beta 2.

    We would appreciate bug reports on any of the following:
    • Playing quests made in 1.92, 2.10, 2.50.x and reporting any compatibility bugs.[/*]
    • Verification that scripts made in 2.50.0, 2.50.1, 2.50.2, and 2.50.3RC1 still work.[/*]
    • Testing that scripts compiled in 2.53.0 work properly in 2.53.0.[/*]
    • Tests that scripted quests compiled and saved in 2.53.0 work proper;y on 2.50.2 (and/or 2.50.3RC1).[/*]
    • Bug reports on any changes, or new features.[/*]
    • Bug reports on joystick configuration.[/*]




    Changelog
    Spoiler: show

    ChangeLog for 2.53 (2.50.2.1 RC1)

    Fixed improper error return values on some ffscript functions.
    Seem to have fixed reported bug of ZC crashing if the user shiftws focus when assigning joypad buttons.
    In any case, I can not replicat eit in this build, and I did change a read_button function that was a bit bonkers. ( ZoriaRPG, 2nd July, 2017 )

    ZC and ZQuest now use Allegro 4.4. (DarkDragon, 2nd July, 2017)

    Fixed 3rd quest with zero deaths not going to 5th quest. ( ZoriaRPG, 20th June, 2017 )

    Reverted COMBOSDM change made by Saffith, as it caused different bugs with older players.
    This is properly fixed in 2.55+. ( ZoriaRPG, 20th June 2017 )

    Fixed long-standing bug where setting Link->Item every frame causes lag. ( ZoriaRPG, May 2017 )

    Fixed lweapon->Behind not working. ( ZoriaRPG, May 2017 )

    Fixed ffc->Link being unable to be cleared, or otherwise set to 0 ( ZoriaRPG, May 2017 )

    Fixed scale args for DrawChar() and DrawInteger(): Both of these now scale per zscript.txt documentation. ( ZoriaRPG, Jan 2017 )

    Zelda Classic Menus: Added Etc->Show Debug Console. This opens the Allegro debug console or closes it if it is open. ( ZoriaRPG, Jan 2017 )

    ZScript Variables in scope are destroyed when their scope exits. ( DarkDragon, Jan 2017 )

    Fixed long-standing keyboard issues with alt_tab, and hopfully) issues with the keyboard losing focus. (DD/Z, Dec 2016-Jan 2017)

    Added a checkbox to disable analog stick movement.
    Changed joystick config dialogues to match keyboard config dialogues.
    Added more joystick options to ag.cfg.
    Small fixes to joystick input.
    Fixed minor issues in key config dialogues. ( Saffith, 18-Dec-2016 )

    Additional fixes with Link exiting water. ( Saffith, 15-Dec-2016 )

    Fixed an invalid read in draw_wavy(). ( Saffith, 14-Dec-2016 )

    Fixed Link's position being offset improperly on continue when quakeclk > 0.
    Ensure overscane rectangle is black while the screen is shaking.
    Fixed an issue with Limk exiting water.
    Fixed Stone of Agony sensitivity. ( Saffith, 11-Dec-2016 )

    Fixed an issue where bitmaps may be drawn improperly based on ZQuest version.

    Fixed incorrect screen calculation and possible crash in warp with combos that carry over. ( Saffith, 6-Dec-2016 )

    Global script OnExit now works. In prior versions, this script did not run.

    Fixed a crash when loading a sfx file with more than 35 chars or without any extension. ( Gleeok, 2015-12-30 01:05:05 )

    Fixed negative constants being read incorrectly.
    Fixed incorrect screen calculation and possible crash in Game->SetComboSolid(). ( Saffith, 2015-12-19 19:41:38 )

    Fixed a crash when importing combos. ( Saffith, 2015-11-27 09:30:31 )

    Replaced the built-in MIDIs with versions edited by zaphod77 to sound more like the NES game. ( Saffith, 2015-10-14 10:41:20 )


  2. #2
    Gibdo
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    This release does not open up quest files from the previous version. It says "Unable to load 'filename'.qst, version not supported"

  3. #3
    Administrator DarkDragon's Avatar
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    Which .qst specifically are you trying to load?

  4. #4
    The Timelord
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    This should not be possible, unless you are loading some 2.54 beta quest that ended up in the package unintentionally. The ZQ version ID is still 0x250.

    ???

    As @DarkDragon said, what specific quest file are you trying to load?

  5. #5
    The Timelord
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    Updated to Beta 2. The link in the top post is new.

  6. #6
    Wizrobe Nightmare's Avatar
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    Confirmed: The 1.92 B 182/3 version of James Quest is now 100% functional in its base form. I think 1.92 183 stuff works picture perfect in 2.53. Zoria, let me know if you want me to test out quest conversion stuff again with that
    Confirmed: The Revenge 1 works perfectly.
    Confirmed: New Quest 1.84 is NOT working. All stuff pre-1.84 official release looks like it doesn't work.
    Revenge 2, New Quest 2003, and U3Q load, haven't finished them, don't know if all the tech works.
    Demo 1.84 loads. We probably don't need to go further with this, there are more recent versions of Demo that work, and original Demo is not a requested quest to speedrun or stream as of yet.

    New Quest 2003 loads. I'll get back to it after the other critical stuff is tested

    -James
    Last edited by Nightmare; 07-16-2017 at 09:38 PM.

    Facebook: http://www.facebook.com/nightmarejames YouTube: http://www.youtube.com/nightmarejames

    Game Projects
    Zelda Classic:
    Completed: Zelda NES Remastered, Demo 1st Quest, Demo 2nd Quest, James Quest: Remastered (V 2.1), Memorial Quest, New Quest 2 2015. New Quest: Rebuilt
    In development: Demo SP, James Quest: Remastered (V 3.0)t, 6QI

  7. #7
    Is this the end?
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    Saffith's Avatar
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    This commit incorrectly reverted at least two changes.

    ending.cpp
    Code:
    -        { "\2741999-" COPYRIGHT_YEAR,    88, 896, white },
    +        { "\2741999-2017",    88, 896, white },
    zc_sys.cpp:
    Code:
    -    { jwin_ctext_proc,        160,  76,   0,    8,    vc(0),   vc(11),  0,       0,         0,        0, (void *) "Zelda Classic", NULL,  NULL },
    -    { jwin_ctext_proc,        160,  84,   0,    8,    vc(0),   vc(11),  0,       0,         0,        0, (void *) "Version " ZELDA_VERSION_STR, NULL,  NULL },
    +    { jwin_ctext_proc,        160,  84,   0,    8,    vc(0),   vc(11),  0,       0,         0,        0, (void *) "Zelda Classic", NULL,  NULL },
    ZELDA_VERSION_STR isn't showing up in ZQuest, either, but it looks like the code is still there. Are you building from another repo?


    Also, could you expand on this a bit?
    Code:
    Global script OnExit now works. In prior versions, this script did not run.
    Antiquity uses OnExit to start the second quest, so it was definitely running at least when you win the quest. Were there other times it should have been running and wasn't?

  8. #8
    The Timelord
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    Quote Originally Posted by Saffith View Post
    This commit incorrectly reverted at least two changes.

    ending.cpp
    Code:
    -        { "\2741999-" COPYRIGHT_YEAR,    88, 896, white },
    +        { "\2741999-2017",    88, 896, white },
    zc_sys.cpp:
    Code:
    -    { jwin_ctext_proc,        160,  76,   0,    8,    vc(0),   vc(11),  0,       0,         0,        0, (void *) "Zelda Classic", NULL,  NULL },
    -    { jwin_ctext_proc,        160,  84,   0,    8,    vc(0),   vc(11),  0,       0,         0,        0, (void *) "Version " ZELDA_VERSION_STR, NULL,  NULL },
    +    { jwin_ctext_proc,        160,  84,   0,    8,    vc(0),   vc(11),  0,       0,         0,        0, (void *) "Zelda Classic", NULL,  NULL },
    ZELDA_VERSION_STR isn't showing up in ZQuest, either, but it looks like the code is still there. Are you building from another repo?


    Also, could you expand on this a bit?
    Code:
    Global script OnExit now works. In prior versions, this script did not run.
    Antiquity uses OnExit to start the second quest, so it was definitely running at least when you win the quest. Were there other times it should have been running and wasn't?
    I'll look into the strings when I have a chance. That is a far more minor issue than the other more abundant problems.

    OnExit should run when the game exits, via F6, Game->End(), or when Link dies. It does that now. It is OnExit, not OnWinGame. The purpose is to clean up global vars, bitmaps, and other things that you want to clear when the game ends by death, or by F6. I'm not sure when this broke, or when it was fixed, but it definitely did not work in 2.50.2, it might have in 2.50.1 or 2.50.0, and it does work in 2.50.3RC1 and 2.53.0.

    A different issue of course, is if the change broke Antiquity. I don't know exactly how you caused it to load a second quest.

  9. #9
    Keese Avataro's Avatar
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    It's probably gonna break Antiquity. Evil Zoria Changing the behavior of stuff without considering it might be working as intended.

    Anyway, whats the purpose of a script that runs right before the game ends. If it doesn't save before ending, the script won't affect anything. And why did you mention link dying as a case for OnExit running? Link dying doesn't necessarily mean the quest ends. One could select continue and the quest goes on.
    Last edited by Avataro; 07-17-2017 at 11:50 AM.
    Beware the power of GANON! Hahaha

  10. #10
    Administrator DarkDragon's Avatar
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    I don't feel strongly one way or the other about how the OnExit script should behave, but if the behavior is going to change, there needs to be a quest rule that preserved old quest compatibility.

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