Hello everyone. Dark Nation has given me the task of organizing all currently un-stomped bugs in Zelda Classic. Remember, if you see anything that should be here, should be considered taken care of, or just isn't correct, please feel free to let me know.
EDIT By ShadowTiger: The Buglist for Beta 10b has been moved to the next post (bigjoe's) as it was increasing the size of this post beyond the acceptable limit. Scroll down to see it.
Here are the descriptors for bug entries:
Grayed-out items have been fixed.
Red items are high-priority and ideally should be fixed before the next public release.
Sub-categories are as follows:
FATAL BUGS: These are bugs that cause the program to crash or otherwise go out of control. Examples include the infamous Map Button glitch, and the occasional failure to terminate even though the program has been "exited".
DETRIMENTAL BUGS: Bugs you really don't want. They usually get in the way of normal, expected operations, such as the infamous Continue Bug. Things that hinder quest design may also be categorized as detrimental.
ANNOYANCES: Bugs or problems that don't really have an adverse effect on gameplay, but are still bugs. This includes sound and music issues, or details that should work a certain way but don't. (bombs not flashing the screen until 1.93 a4 would be a prime example of that.)
INCONSISTENCIES: Graphics or behavior that is based on the original Legend of Zelda (LoZ) or another Zelda game, but isn't completely authentic. Inconsistencies with LoZ should be considered a high priority.
UNFINISHED BUSINESS: Features that were added or modified, but were never truly finalized. Farore's Wind and Nayru's Love are examples.
COSMETIC HICCUPS: Mostly having to do with ZQuest, these are things like disappearing/not disappearing GUI elements, typos, and general errata that may even border on nitpicky.
Please note that there are three lists, "Live", "Beta Quarantined", and "Quarantined". The "Live" list shows what bugs have not been addressed yet. The "Beta Quarantined" list shows what bugs should have been fixed in a private beta. Anything in the Quarantined list has been completely fixed and remains so in the latest public release.
And now, without further ado, here it is.
The Zelda Classic Live Bug List
Bugs that occur in Zelda*.exe:
FATAL BUGS
- ZC can still crash on screens with strings and the "No Subscreen" flag checked. This only seems to happen when "big screen" mode is enabled.
DETRIMENTAL BUGS
- The AlSPC engine used to play SNES music (*.SPC) is deeply flawed. Songs are not audible until a split second after they've already started and there is no volume control. SPCs from some games (Terranigma, for instance) are even unsupported. A fix was applied in 2.10 to correct the pitch of the playback, but it has somehow been removed in 2.11 beta 2. As of 2.11 beta 6, it's even less compatible with certain SPCs than before. Note: AlSPC will be totally replaced in the engine rewrite, but for now this entry still applies.
- The midi bug still exists. Additionally, even with "Strict Midi" enabled, operations such as note bending are more lethargic than normal, which can ruin a song.
- ZC runs ten times faster when VSync is enabled. It can also cause flickering.
- With True Arrows enabled, Link will lose his Arrow weapon if he depletes his ammo. He must then get another one before he can shoot arrows again.
- True Arrows are not counted in Classic or BS subscreen styles.
- Normally, the game sets a Continue point by checking to see whether the green square is set on the screen you're warping to. However, this has been accidentally reversed: Instead, it checks the screen you're warping from instead. Can result in oddities like getting sent to the overworld when Continuing.
- Push Blocks and Inherent flags behave unpredictably when combined.
- CSet 2 settings do not apply to Freeform combos.
- If a save point is in a dungeon, the south shutter door for that room will be open upon Continuing.
ANNOYANCES
- When grabbed by a Wallmaster on a screen with Boss Roar enabled, it will carry over past the warp.
- Z3 Movement and "Smart Scrolling" do not work well together. Link must be on the grid before the screen will be allowed to scroll, regardless of what is on the next screen.
- Link will stay frozen if B is used to advance a string.
- Horizontal traps are 2 pixels too high, which can cause them to get stuck in walls.
- Standing on top of a few warp tiles (such as stairs) sometimes warps Link automatically, and sometimes it does not.
- The Heart Container Piece counter is replaced in the subscreen by the Heart Container Piece item, regardless of what it is set to.
INCONSISTENCIES
- BS Zelda subscreens still say "Zelda Time". However, in the original game, it just said "Time". This bug is worth fixing in lieu of non-Zelda quests.
UNFINISHED BUSINESS
- The fully revamped warping system, which includes button-activation for any warp type, as well as warps which can be triggered by collecting the screen item, and new warp in/out effects being added to the list of choices.
COSMETIC HICCUPS
- (None currently)
Bugs that occur in ZQuest*.exe:
FATAL BUGS:
- Expanding a Link sprite and changing which tile to use in the same stroke (before pressing "ok"😉 can cause ZQuest to crash.
- Importing from ZC-native formats can cause ZQuest to crash. If not, it simply reports that it failed.
- Viewing Level palettes in the Level palette editor can randomly cause ZQuest to crash.
DETRIMENTAL BUGS:
- Tile grabbing from anything but images is broken. No matter what, it looks to the quest's existing tiles as the source.
- Using Alt-Slide still corrupts tiles.
- "Garbage combos" are still being created. As of beta 8, they are now capable of overwriting already-defined combos.
ANNOYANCES:
- Quest Template box loads only default template when starting a new quest no matter what templates have been added to the list. ("Import->Quest Template" loads the template correctly.)
- This one is a courtesy write-in due to public response. The quest rule "Full Link Tile Mods" doesn't actually mean what it says. It does not affect slashing, stabbing, hammering or casting. Only walking animations, swimming, and item holds are affected. Note: This is currently being addressed.
- Tracker music playback stutters horribly. Note that this only happens in ZQuest, and not Zelda*.exe.
- Relational and Dungeon carving modes will still keep track of tiles even after they are deleted or you are editing a different screen. Toggling modes is the only way to reset it.
- Deleting an entire map will set all screen-specific midi to "None".
COSMETIC HICCUPS:
- In the combo editor, using Ctrl+Numpad Plus to advance the tile used by a given combo will work, but the selected combo will not be redrawn in the list until a different operation is performed.
The Zelda Classic 2.11 Beta 9 Quarantined Bug List
Bugs that occur in Zelda*.exe:
FATAL BUGS
- General instability from system to system. If ZC freezes or crashes, it can destabilize Windows and force the user to reboot. fixed as of Beta 9.
- Windowed mode hogs almost all available resources and processing power, even on high-end machines. Can cause massive slowdown and destabilize Windows. fixed as of Beta 9.
DETRIMENTAL BUGS
- Tiles or sprites using CSet 2 features will defer to the wrong CSet if used on layers. Fixed as of 2.11 beta 7.
- Dungeon automaps/items do not activate on the Subscreen. The Triforce display is shown no matter what. On quests made with earlier versions, this may not happen or may even work in reverse, adding a dungeon automap to an Overworld. Fixed as of 2.11 beta 7.
- It is no longer possible to place an item on a Direct Warp combo in such a way that Link can grab it before getting warped. This breaks several quests. Fixed as of 2.11 beta 7.
- Opening the Overworld map will instantly trigger any secrets on layers, and reset many combos. Fixed as of 2.11 beta 7.
- Tile Warping into a room where the south shutter uses cycling combos will cause it to switch to "open" prematurely. This bug can interfere with quest design. Unable to reproduce in 2.11 beta 7.
ANNOYANCES
- When checking the subscreen, the game may draw a dungeon map instead of a Triforce counter on some Overworlds. Collecting a Triforce piece is the only known way to set an affected Overworld back to normal. Additionally, this bug seems to occur at random. Fixed as of beta 10.
- Slow Walk combos do not affect Link if z3-movement is enabled. Fixed as of Beta 10.
- Push Block combos will switch to the next combo in the list even as they're moving if they touch a Block Hole flag. Fixed as of beta 10b.
- Cheating to adjust Quivers or Arrow quantities with "True Arrows" enabled will not work. Often, it will actually strip Link of any Quivers or Arrows he acquired normally. fixed as of Beta 9.
- BS Dodongos are broken. Their front halves are no longer drawn, even though they still exist. fixed as of beta 9.
- Classic-style enemy tiles are broken: Among others, Stalfos and Guy Fires do not animate, and Ganon is using tiles a full page higher than usual. fixed as of beta 9.
- Even with "New Enemy Tiles" checked, Blue Leevers will use Red Leever tiles when fully surfaced. fixed as of beta 9.
- [color=gray]If you quit a quest while on the ladder in ZC, the ladder will appear briefly on the first screen of the next quest you load. Fixed as of 2.11 beta 7.
- The magic meter is not displayed in regular or BS subscreens, even though magic is still kept track of. Fixed as of 2.11 beta 7.
- The A and B items vanish when collecting a Triforce piece, as they did on the NES. But in ZC, they don't return if the "cool scrolling" quest rule is in effect. (Because it never bothers to hide/show them, unlike the default NES behavior.) Fixed as of 2.11 beta 7.
- Attempting to adjust Magic Containers in the cheat menu will instantly kill Link when the game resumes. Fixed as of 2.11 beta 7.
- Slashing still uses the old collision, sometimes resulting in a miss if Link isn't close enough. Fixed as of 2.11 beta 7.[/color]
INCONSISTENCIES
- (None currently)
UNFINISHED BUSINESS
- (None currently)
COSMETIC HICCUPS
- BS Subscreen text (And to a lesser extent, LttP subscreen text) uses the wrong palette entries. Fixed as of 2.11 beta 7.
- Even if "freeform dungeons" is checked, Link's sword will still be hidden under the sidelines. Fixed as of 2.11 beta 7.
- Layers are not properly affected when Link dies. Fixed as of 2.11 beta 7.
Bugs that occur in ZQuest*.exe:
FATAL BUGS:
- (None currently)
DETRIMENTAL BUGS:
- Combos in quests that are loaded on startup (either from the command-line or from the "Reload Last Quest" option) that have their animation speed set to 0 will have their starting tile pointing to the next tile in the tile list. Fixed as of 2.11 beta 7.
ANNOYANCES:
- (None currently)
UNFINISHED BUSINESS
- (None currently)
COSMETIC HICCUPS:
- NPCs have been removed, but they still show up in the sprite list. Fixed as of 2.11 beta 7.
Additions? Corrections? Observations? Let me know.