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Categorized Bug List

36 replies · 6,474 views · Started 25 November 2004

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.

Thread stickied. :thumbsup:

EDIT By ShadowTiger: Sorry bigjoe, but I'm going to have to commandeer your post so I can fit all of this in here. 😉 Hope you don't mind too much.

Alright Ladies and Gentlemen, this is a continuation of the previous post. It involves bugs found in beta 10 and 10b.

EDIT by ShadowTiger: (6/23/06) I've edited this post to introduce the new bugs for 2.11 Beta 10 and 10b.)

Bear with me, as I'm adding them as I fix them. The list will grow over time.

[center]<--------------------ZC 2.11 Beta 10b-------------------->[/center]

(Confirmed!) Pressing R crashes ZQuest while grabbing graphics. - The title is pretty self-explanitory. I've tried grabbing both GIFs and BMPs and when you hit R ZQuest crashes.

(Confirmed!) Stairs C and D warps to overworld - Insta warps is all I really could get the , [C], and [D] combo warps to work with. I couldn't get it to work naming the warp entrance/exit either.

[b](Questioned) Trouble with Link's Ring color under transparent layers. - Read Saffith's comments.

(Questioned) Smart Scrolling and Secret Flags - Burn a layer of trees blocking entrance into the next screen, walk onto that screen, and you can't walk back because it doesn't load the secrets having taken place until you arrive onto the screen. (Or at least considers it has being untriggered before it checks for walkability.)

(NOT DEALT WITH YET!) Z3 Movement Bug - When Z3 Movement is on and Link arrives fully situated on a warp tile he will instantaneously warp again.

(NOT DEALT WITH YET!) (Link N/A) - Also the wooden boomerang in a room set up like above stops on the first (lower) side wall combo, but on a cave room it reaches the top wall combo, meaning if you have an orb on the top of the wall it will trigger in the cave situation but not the treat as dungeon.

(Semi-Confirmed) Two Subscreen Bugs
- In several quests, including the default 1st/2nd/3rd quests distributed with Zelda Classic, the subscreen automap...doesn't. It doesn't seem to mark any rooms as visited or any door types at all..
- In quests using freeform dungeons (all of them that I've tried), when the subscreen automap does work, it doesn't show doors that aren't positioned in the center of their walls. This may well be more an issue of absent functionality than a bug, but it would still be nice not to have the automapper more or less lying and saying rooms aren't connected when they are.

(JMAN!) Big Link Walking Problems - Water - f Link is walking on shallow water tiles (like a swamp path) with deep water above and below him, (and he has the fins) he will sometimes stop animating and freeze to one frame but continue gliding along in the direction he was walking. If he is half on a shallow water combo and half on a deep water combo, he can't change screens.

(Confirmed!) Smart Scrolling & Secret Flags - Burn a layer of trees blocking entrance into the next screen, walk onto that screen, and you can't walk back because it doesn't load the secrets having taken place until you arrive onto the screen. (Or at least considers it has being untriggered before it checks for walkability.)

(CONFIRMED) (Possibly Fixed?) Z3 Movement And Smart Scrolling: Alignment - Zelda 3 movement and "smart screen scrolling" do not work well together. You have to be on the grid before you are allowed to advance to the next screen... regardless of what is on the next screen.

(CONFIRMED) til Import Crash - Zelda Classic crashed when grabbing a .til file.

(Difficult to fix but fairly minor) Combo Alias Layers Don't Undo. - You can't undo the layers left over by Combo Aliases.

[center]<--------------FIXED BUGS-------------->[/center]

(FIXED!) Reported Here - Also, there seems to be a few problems with setting numbers in the Freeform Combos windows. It seems like, after you enter a number in one of the windows, if you re-open that freeform combo, it tacks a .00000 onto the end of the whole number. It also seems to grab decimals of pixels from other windows and add them in other boxes as well. Like, I had an X set to "16.0000" and a Y set to "32.0000", and when I re-opened the window, the X was set to "16.00032.0000" and the Y set to "32.00000.0000"

(FIXED!) Wrong Layer Block Hole - If you push a block in a block hole, the new combo appears between layer 2 and 3, just like blocks with the pushflag on them do. While they should appear on layer 0. (Screenshot) The edges are on layer 1, while the lava is on layer 0. When the block gets pushed in the lava, the new combo appears on top of layer 1. The way it is now makes it hard to push blocks on layer 1 or 2 while still keeping the layer visible.

(FIXED!) Hold item up behind Big Link - Held items appear above Link when picking them up.

(FIXED!) Statues - When you have secret combos remove a statue, it continues to fire even after it's gone.
This wasn't the case in 184 or 2.10, and I'm not sure which beta it started in, but it's in 2.11b10b.

(FIXED!) Dodongo Damage Bug - BS Dodongos shift one tile to the left when taking damage by bombs.

(FIXED!) 4-way blocks only move once! - even on the 4-way, many, silent blocks, they only move once, no matter what!! This is on a flag thats attached to a combo.

(FIXED!) Item Animation continues in paused preview mode
- 1. Items still animate in paused preview mode, causing frame by frame animation to be rendered useless in terms of the animated item.
- 2. You've got two Y accel. fields in the freeform combo options.

(FIXED!) Pressing up will warp you - If you press "up" against a combo, it will act as a warp. Description inside, but it appears to have been fixed since Beta 10a.

(FIXED!) Scroll Wheel Bug - The same bugs involving scrolling with the mouse wheel are still present. As a refresher, here's what happens. If you scroll the mouse wheel on a window, such as the combo editor (from right-clicking a combo in the combo list), when you close it, the combo page will have scrolled up/down by the number of 'clicks' of the mouse wheel you scrolled. The menu at the bottom of the screen will scroll through pages as well, though only if you close the window by clicking OK or Cancel low enough so that the mouse is hovering over the bottom menu.

(FIXED!) Changing Freeform Combo Values - The values don't stay permanent after applying them, and when changing them they won't stay as the values you had put in.

(FIXED!) Subscreen Map does not appear - Again from my quest made in 2.10, the subscreen map does not work as I go through a dungeon in beta 10b. Along the lines of this, in 2.10 I remember this map would not save if the player saves and quits the game.

(FIXED!) Darkening / Lightening rooms don't count as a change in ZQuest - Darkening/lightening rooms don't count as a change in ZQuest. So, if you darken a room and hit Escape, it doesn't ask you to save.

(FIXED!) Changing item properties doesn't count as a change in ZQuest - Changing item properties doesn't count as a change in ZQuest. If you go to the Item Properties dialog (Quest->Misc Data->Item Properties), then make a change and hit OK, immediately exiting ZQuest doesn't get you a prompt to save your quest.

(FIXED!) Whistle-dried lakes color reversion bug - Lakes that dry up from blowing the whistle don't change back to their original colors when you leave the screen.

(FIXED!) Goriya 3 Walkflag Bug - Goriya 3 walks through solid combos.

(FIXED!) Goriya 3 Boomerang Bug - Goriya would throw boomerang at a 45 degree angle and it would remain rotating on its body upon its return.

(FIXED!) Ladder Remains After Death - If you get killed while a ladder is showing, the ladder appears briefly on the screen as you continue.

(FIXED!) Water being walkable after using whistle and not taking stairs/cave entrance. - This bug was also in 2.10. If you use the whistle with the screen option whistle->stairs and it either isn't set to stairs or if the player doesn't take the stairs. All the water on the Overworld will be walkable. It is only fixed if the player is warped to a different dmap. Only happens when screen option whistle->stairs is on. Not flag #3.

(FIXED!) Link Remains invincible right after the no walls cheat is enabled then disabled - I was playing Hero of Dreams in 2.11 b9, and I grabbed a clock in one room. I've been flashing since. There were wallmasters in the room. Wallmasters haven't been getting along with clocks lately.

(FIXED!) Bomb in bush freezes you until SFX stops. - When you have a bomb hidden in a bush as "Special Item" and flagged (10) Link freezes in the sword cutting position until the secret sound has played. (no visible item or hold up)

(FIXED!) Cset 2 and Freeform Combos - When you use the light-blue 'color2' square for editing combos, if such combos are used for freeform combos, the coloring is messed up, as if cset #2 is not used. ||| A 2nd Cset placed on a combo doesn't appear on freeform combos.

(FIXED!) ZC won't open fullscreen - I don't know why but both ZC2.10 and ZC2.11 B6 wont open in fullscreen. And ZC2.11 B6 opens ER anti-opens in fullsreen automaticly. It's like one hypersecound it's there then it's not. - well... wouldnt it mean that zc and zquest dont auto switch to a valid resoloution when the default is unsupported? (i would think that this should be changed so that it does)

(FIXED!) Weapon Sprite Typothe Master Sword sprite is labeled as "Sword 3 (Master)" when it should be "Sword 4 (Master)".

(FIXED!) South door bug - When in the entrance (continue point) to a dungeon with all doors set as 1-way shutters except the north is set as passage... when the player continues the bottom door is open.

(FIXED!) Erratic String Deletion Bug - I was deleting test strings I was using to confirm that I was going into different caves when trying to make something, and one of the strings happened to be longer than the string editor window. When I hit Delete, it asked me if I wanted to delete the following string, then said the string name followed by four triangles, a down arrow, two more triangles, a "g" and a "0". It does this every time I open the String editor and hit delete on the string, but it does NOT do it if I say no to deleting the string, and then press delete again. Also, it only does this in fullscreen mode. If I'm windowed, the string is only followed by a single triangle.

(FIXED!) Using B Allow Message Bypass freezes game - Link freezes when "B" is pressed at a message screen, and requires you to exit the game.

(FIXED!) Trigger Perm secrets not carrying overWhen you have a screen in a cave set to "treat as dungeon", and the screen flag "All triggers permanent" and also another room set up the same way and set to trigger also with the room state carry over, the secrets don't activate on the second screen, in other words the all triggers permanent doesn't work with a treat as dungeon room. Seems to me it would, otherwise what is it for blocks in caves?

(FIXED!) Step->Next combos and Z3 Movement - though the player is walking at that position, combos above the player are being advanced instead of the tiles they are on more. This results in garbage because you can infinitely do this so long as the step->next combos you are on remain. (Contains Screenshots!)

(FIXED!) DMap Items mislabeled - The tab says DMap Items, but the items correspond to the Level Numbers, NOT the Dmap numbers.

(FIXED!) ZQuest sprite and enemy name changes - Stalfos (L1), Stalfos 2, and Stalfos (L3). Make Stalfos 2 -> Stalfos (L2) so it's all the same. How about Key (Normal), Key (Boss), Key (Magic), and later on Level Specific Key. Why not make all they keys together as Level Specific Key -> Key (Level Specific).

(FIXED!) VSync Option in Zelda-w.exe - I'm running Zelda Classic v2.10 Build 0 and I noticed that VSync seems to be on when the option is turned "off" (the game runs at 60/60 FPS) and VSync seems to be off when the option is "on" (the game runs at about 390/60 FPS).

(FIXED!) SPC's play too fast - The spc's play at least 3 times too fast in the zquest etc->play music. This is bad, because it will probably make the song not sound like itself. 😞

(FIXED!) Transparency And Rebuild - When you have a transparent layer, say on layer 4, the colors will get corrupted and changing the screen or hitting b to rebuild doesn't correct it, you must exit the editor to reset it.

(FIXED!) Link catches fairy and ZC Crashes - While playing a quest, the item triggered released a fairy & when Link picks up the fairy, ZC (zelda.exe) crashes with weird sounds.

(FIXED!) Dark room bug - This happens in 2.10. Interpolated fading is off, if that affects this bug. This is also in a dungeon. In a dark room when Link enters a staircase to room 80 or 81 without using the candle to brighten the room, the room will brighten quickly, then fade out to black like normal. Link enters the cave or passageway room... okay. When Link exits, the room is lit, even though Link didn't brighten it with the candle. Then, when Link exits the room and when the next room loads up, the room turns dark and fades to being lit.

(FIXED!) Item pick up bug (Sparkles) - Sparkles stay for a while when you pick up items. Only seen with boomerang. (DN Replies: ) "Actually time only stops for the enemies. Link's weapons continue to move. So, I made sparkles die out properly now. Fixed in beta 11."

(FIXED!) 32x32 Link is 28x28 Link (Mock Title) - In ZQuest, it displays Link as 32x32 sprites when using 2x2 Link, but in ZC, it cuts off quite a few pixels in several directions. (Particularly when attacking, etc.)

(FIXED!) Tile copy destination errors - There is still a problem with destination errors when trying to move tiles into empty spaces on the tilepages, it says that combos will be effected that are actually in slots to the right of where you are trying to move new tiles to.

(FIXED!) Large Link gets stuck in doors - With large hitbox in cave dmap link gets stuck between these two rooms where the arrow is after the string in the right screen is finished. He's not frozen there, he's just stuck. (Screenshot)

(FIXED!) Arrows Don't Save - Your arrow inventory does not currently save. Your arrows always start with however many you set in the Initial Data. Which is still a problem. But a different one.

(FIXED!) -scale bug (again) (b11 only?) - Open ZQuest in -scale 2, go to Rules, and check either of the first two rules on a page. A giant pixellated X will be drawn near the bottom of the Rules dialog.

(FIXED!) Combo Page Walkability Flip Bug - When you're on the Combo Page (Quest--> Graphics--> Combos) and you select a combo, then press either "h" or "v" to flip it, the image flips, but the walkability does not change. When you actually edit this combo, pressing the same "h" or "v" keys will also affect its walkability. Quite different from when you're just highlighting it from the combo page.

(FIXED!) Init Data Ignores Nayru's Love - I was testing some NL shield tiles I made (or tried to make) and so I set NL on in init data (this was in 2.10 BTW) and then I transferred the game to 2.11 and now... I can't get NL out x_X. It shows up in game ubut Init Data shows it as off and no matter what I do it won't come out.

[center]-----------------
New Features:
-----------------[/center]

Split off the Inconsistencies into their own category, since there are a lot of them. Remember, inconsistencies with LoZ should be considered high priority.

Added a new crop of bugs that still exist in the 2.10 public release. Bugs that are not greyed-out should still be considered active. And if there are any bugs that are mislabeled, please post about it.

Added a new color-code. Bugs listed in yellow should be considered high-priority. If you can't see it very well due to whatever style sheet you're viewing the Forums with, let me know and I'll change it to something more legible.

One bug that was previously reported by someone and not on this list: you can't set max super bombs in init data.

Some other bugs not on the list:
If you hit ESC, and try clicking on the menu items at the top of the screen, sometimes no amount of clicking will open the menus, as if the mouse clicks were not registering. Hitting ESC multiple times usually fixes the problem.

Scrolling screen transition is broken in multiple ways, some I think were listed by Freedom, also, if you have an open bombable door in your dungeon in the room you're scrolling *in* to, the rubble will be displayed in the room you're scrolling *out* of.

Added some more bugs, redefined the continue bug (it's now ironically caused by the new behavior of side-warps) and reclassified it as high-priority since its effects are now capable of being saved.

Dart_Zader wrote:Added some more bugs, redefined the continue bug (it's now ironically caused by the new behavior of side-warps) and reclassified it as high-priority since its effects are now capable of being saved.

Gah! it's not "new"! They've been doing that ever since the continue system was revised. But yes, something needs to be done.

Whoever said the "Act as e/e" checkbox would be "too complicated" was wrong, I think. That would be the perfect way to solve it.

Praethus,

Then there would be problems with the quests supposed to warp, the builder would have to go back a check all those screens.

My idea seems to still be the simplist, just move the default position of the blue and green squares (only) to right in front of the southern door.

Well Dart_Zaidyer, you have some work to do again. I expec a well-organized list of the remaining bugs 😊

I've begun updating the list with new bugs from 2.11.

I've also updated some old bugs that are still running around, and in some cases have risen from the dead. So be sure to read the whole thing with each update.

Remember also that I can't always catch every single fix as it comes out, so if you see some outdated information, feel free to let me know.

NEW HUGE UPDATE!

I see someone has split off the dead bugs into their own list to keep things clean. Well, I've added to that idea: Now the "Live" list contains all unfixed bugs, with gray items being fixed only in private betas. The "Quarantined" list contains all the bugs that are fixed and do not appear in the latest public release.

Please remember that bugs listed in red should be considered high-priority and ideally need to be fixed before the next public release.

As usual, be sure to read over the whole thing to make sure nothing is erroneous.

I don't see the shops not showing up bug that is ruining so many older quests or the bug that causes music to stop if a cave combo is used instead of "stair" in a passageway.
the second is just annoying but the first REALLY needs to be fixed.

ALSO using the overworld map triggers secrets on layers, this ruins a game too.

Need your help people. If you've been keeping watch, you may have noticed that the bug list has gotten smaller and smaller. I am currently trying to get it cleaned out completely. We do not want another 1.90 or 2.10 fiasco. 😞

Anyway, what I need is input on the remaining bugs. I need to know where they came from (like a link to a thread) if possible so I can get a better understanding of some of the bugs. If a bug is reproducible (that looks wrong, but MS Word says it's spelled correctly, :shrug: ), then I need exact steps on how to reproduce it (or a link to a small quest that shows the bug and can be seen within 10 seconds of starting the quest).

Thanks!

the 2.11beta5 crashes almost every time I go in to edit palettes.
Also crashes "often" when I edit link sprites from regular 16x16 to big link swim tiles.
don't see these or the shops not showing up bug having been fixed on the list above.

The shop bugs should be fixed now. I'm not having any problems with palettes in beta 6, so that seems to have been fixed. Whine at JMan about Link tiles. He knows more about that setup than I do. I'll try to take a look, but he can probably fix it faster.

He'll probably fix that as he continues working in that area, it was really the palette thing that was effecting me the most as for trying to actually build in it.

Alt Slide was my area of failure, as well as the Palette Crashing. ... ... My PII 300 MHZ 256 MB Ram machine still gets no sound (Or Music, or ANYTHING related to anything heard.) but my AMD 1800 512 MB Ram machine gets perfect sound. (Midi-->MP3 Quality, in fact.) I wonder if it's allegro or what.

The Alt+Slide feature is what my current focus is. Sliding anything right will like, . totally destroy anything slid.

Well, true to form, the new 2.11 beta 6 has been released, and with it comes a huge crop of bugs! Heck, some of these even seem to have appeared completely at random.

I'll be adding reports to the list again, as usual. Hard-to-verify bugs (like stuff that only seems to happen to you and nobody else, or is triggered in different ways from person to person) may not be listed immediately, so please bear that in mind as well.
Let me know if I miss anything.

ZC runs ten times faster when VSync is disabled, as in previous versions. Enabling VSync can also cause flickering.

Actually, it's the other way around. And also, certain SPCs (for example, Donkey Kong Country's tracks) work fine.

The Goriya boomerangs bug was fixed in beta 6. However, in Zelda 1, boomerangs (and many other projectiles) would miss Link if they passed by on his left side (I think, it may have been the right side), but would hit him if they went by on the other side. At least, it's that way in the UltraFCE emulator.

Due to limitations on the length of a post, I've moved old quarantined bugs to this post:

The Zelda Classic Beta Quarantined Bug List

Bugs that occur in Zelda*.exe:

FATAL BUGS

  • ZC will not run at all if it is somehow not allowed to write its temporary files. Fixed as of 2.11 beta 6
  • Opening ZC and then switching focus before it starts will cause it either to crash, or never actually start. Fixed as of 2.11 beta 6
  • Staying on a screen with the "No Subscreen" screenflag checked can cause random crashing, sometimes on a consistently immediate basis. Fixed as of 2.11 beta 6

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.
  • The new behavior of sidewarps can cause continue errors that will even be saved, effectively ruining your savegame and forcing you to start a new one. This affects many, many quests because hardly anyone ever bothered to place warp squares when using only sidewarps. Fixed as of 2.11 beta 5 via a new quest rule.
  • Aquamentus fireballs don't spread, meaning they look like a single regular fireball instead. Fixed as of 2.11 beta 5.
  • Game icons are getting screwed up. No matter what they're set to, ZC reverts them to the first frame in walking south (For classic-style animation) or walking north (for BS-style animation). Fixed as of 2.11 beta 5.
  • Because the sound code has changed starting with alpha 4, people have been reporting many odd sound-related issues, mostly distortions or failures of some kind. These can't be reliably reproduced because they are all hardware-specific. However, no matter what hardware you have, ZC does tend to force programs like WinAmp to not play anything while it's running. Fixed as of 2.11 beta 2.
  • Intro strings still try to play in 1.90 quests whenever you enter any map. The game behaves as if an Intro string has been defined, except nothing is displayed. Fixed as of 2.11 beta 6
  • Regular traps are still converted to Mean traps in 1.90 quests. Fixed as of 2.11 beta 6
  • Occasionally, shops will omit items, which can possibly break quests. This is most likely a bug exclusive to Zelda*.exe as it can happen with quests from any version. Shops with less than 3 items may also repeat one to fill the other slots. Results appear to be random. Fixed as of 2.11 beta 6
  • A cycling combo with 0 animation frames will not move to the Next combo in ZC. This used to be possible in 1.92. Fixed as of 2.11 beta 6

ANNOYANCES
  • While ZC allows you to load a quest outside of the Quest Directory, it will not remember the location of that quest the next time, deferring instead to the Quest Dir. fixed as of 2.11 beta 2.
  • "BG Buffer" slider setting in the sound menu is not saved. Fixed as of 2.11 beta 2
  • "Pay for info" rooms only work if 3 info threads and amounts are put in, and the rupees and prices don't disappear when Link pays for the info. They remain on the screen. Fixed as of 2.11 beta 6
  • When using a Cave combo with a passageway, the music will stop, but not restart. Fixed as of 2.11 beta 6

INCONSISTENCIES
  • Inconsistency between ZC and LoZ in Aquamentus's room. The lines of blocks closest to the walls should extend 5 tiles rather than 4. Fixed as of 2.11 beta 6
  • The Continue Cursor in the LoZ quests is some kind of weird glitchy-looking thing instead of a heart, as it should be. (This is one that was somehow added in the last public beta.) Fixed as of 2.11 beta 6
  • Inconsistency between ZC and LoZ regarding the order that the compass and Link position dots are drawn on the minimap. In LoZ, the compass dot is drawn before the Link position dot. So, if Link is in the compass dot room, only the Link position dot is shown. In ZC, this order is reversed. Fixed as of 2.11 beta 6
  • Inconsistency between ZC and LoZ when Link picks up a Triforce piece. When that happens, the items in his A and B slots should vanish until the sequence is over and he is warped out. Fixed as of 2.11 beta 6
  • Inconsistency between LoZ and ZC where you can avoid being hit by a Goriya boomerang if you are 8 pixels off to the side of the oncoming strike. In LoZ, you would have been hit anyway. Fixed as of 2.11 beta 6
  • Gleeoks have too much health compared to LoZ. With the wooden sword, they should be taking 10 hits for the first head and 6 hits for each head after that. For some reason, the second head hit-count is being added onto the first, meaning it takes 16 whole hits for the first head. Same thing happens with Gleeok 2's. Fixed as of 2.11 beta 2.
  • Inconsistency between LttP and the "oval" warp effect. It should move in 8 pixel steps, similar to the LoZ effect. It should also begin and end relative to as much as it takes to reveal the screen from the center. Fixed as of 2.11 beta 6
  • Inconsistency between ZC and GB Zelda games slash animation. Ideally, Link and his sword should shift forward a pixel or two during certain frames, rather than stay put as he does now. Fixed as of 2.11 beta 6
  • Inconsistency between BS-Zelda and ZC where BS Dodongo's anchor point for turning is located. It should be in the middle of his sprite, not on the end. Fixed as of 2.11 beta 6
  • Inconsistency between LoZ and ZC in numerous palette entries. This is a sketchy area because to date, no emulator has ever been able to translate the NES's built-in palette perfectly. But playing LoZ on one of the more accurate emulators such as FCE Ultra will indicate that there is, in fact, an inconsistency. Fixed as of 2.11 beta 6

UNFINISHED BUSINESS
  • The new BS-style subscreens. They're currently fraught with misaligns. Fixed as of 2.11 beta 6
  • BS Animation was never truly completed; Certain enemies who used all 4 frames of animation instead of repeating the first two, such as Octoroks, Peahats, Stalfos, and so forth should animate more slowly with Enemy Tiles in place. Probably should be a quest rule to avoid breaking anyone's tiles. Fixed as of 2.11 beta 6
  • There is currently no cheat option to change the amount of magic containers you have. Fixed as of 2.11 beta 6

COSMETIC HICCUPS
  • Guy fireballs are too weak, they don't damage Link when he has the Gold Ring equipped. This is not a bug. They do hurt Link, just very weakly.

Bugs that occur in ZQuest*.exe:

FATAL BUGS:


    DETRIMENTAL BUGS:
    • Pressing the Undo key ("U"😉 in the Graphics>Tiles editor will erase the first 8 pixels from the top corner of each and every tile in the quest. This happens regardless of whether there's actually anything to undo. Fixed as of 2.11 beta 6
    • Loading more than one quest per session will cause ZQuest to replace all empty tiles with graphics from the previous one. This can then be saved, which could potentially bloat the filesize and clutter your quest. Fixed as of 2.11 beta 6
    • Moving a cycling combo will break it, as the Next data will still look in the old position. This forces you to go and fix it, which can be a big problem the more cycling combos you have. Fixed as of 2.11 beta 6
    • Importing a .til file will only replace unused pages. Fixed as of 2.11 beta 6

    ANNOYANCES:
    • The "before modification" display when editing tiles always points to tile 0 instead of the tile you're editing. Fixed as of 2.11 beta 6
    • Flag 16 doesn't keep its color, instead changing to that of the currently selected flag. Fixed as of 2.11 beta 6
    • Moving a combo with the rectangular selection enabled will randomly create "junk combos" in blank combo spaces. Fixed as of 2.11 beta 6
    • Any non-midi music currently playing will stutter when ZQuest is out of focus. Fixed as of 2.11 beta 6

    COSMETIC HICCUPS:
    • The String preview on the bottom main panel can, if the string is long enough, overlap the up/down buttons. Fixed as of 2.1 beta 6
    • It is possible in the Init Data to set Heart Containers and Magic Containers all the way up to 99. ZC will recognize it, and the icons will go off the right side of the screen if there are enough. (Note that on Classic-style subscreens, you can display up to 9 magic containers with no such trouble, even though the "limit" is considered to be 8.) Fixed as of 2.11 beta 6
    • Clicking the "X" button for certain windows will close the window, and immediately bring it back up again. Fixed as of 2.11 beta 6

    The Zelda Classic Quarantined Bug List

    Bugs that occur in Zelda*.exe:

    FATAL BUGS

    • Custom sfx datafiles from previous versions do not function with version 2.10, meaning ZC will not even launch. This can't be fixed, but it is possible to work around and Dark Nation has already posted a how-to note.
    • Checking the Overworld Map with the Map Button more than once would cause ZC to crash. fixed as of 1.92 a184.
    • grabbing items with the LttP-style Boomerang/Hookshot rule checked would occasionally cause ZC to crash. fixed as of 1.92 b183.

    DETRIMENTAL BUGS
    • Completing a custom quest will send the save file into "second quest" mode. Attempting to play that save file after this happens will generate a "quest not found" error. This appears to have been fixed in private betas.

    ANNOYANCES
    • Running ZC will cause random garbage files to litter the root folder of the hard drive it resides on. Fixed as of 1.93 alpha 4
    • Random scratching and popping noises during Tracker playback. This appears to have been fixed.
    • BS animation does not apply to Link Tile settings, even with the quest rule checked. Only happens in quests made entirely with 2.10. Quests made using previous or later versions are not affected.
    • A newly-created save slot will vanish if you quit ZC without saving. Fixed as of 1.93 a5.
    • Cycling combos will switch the Next combo to CSet 0 when finished animating. Fixed as of 2.10.
    • Nobody drops clocks. Quest rules don't seem to have a bearing on this oddity, either. Fixed as of 2.11 beta 2.

    INCONSISTENCIES
    • Inconsistency between ZC and LoZ where bombs did not flash the screen gray when exploding. fixed as of 1.93 a4. And as of 2.10, the NES quests now use this feature.
    • Inconsistency between ZC and LoZ concerning the "opening curtain" effect. Fixed as of 1.93 a5

    UNFINISHED BUSINESS
    • Nayru's Love is available as an item, but it doesn't do anything yet. Fixed as of 1.93 a5. The item now works as expected.
    • Farore's Wind is available as an item, but it doesn't do anything yet. Fixed as of 1.93 a5. Currently, however, it only serves to return Link to the dungeon's entrance.
    • Subscreen Revision 2 has room for a whole row of selectable items, but they do not exist yet. (Should they be actual items from other Zelda games or the "souped-up" stuff seen in earlier betas?) For now, this extra row has been removed in 2.10.
    • While the "/" key on the numpad can regenerate magic with cheats enabled, there is currently no menu option to do the same. Fixed as of 2.10.

    COSMETIC HICCUPS
    • Layers will not be affected by flashing/screen closing when Link acquires a Triforce piece. fixed.
    • Gohma's death cloud is off-center, triggering on his leg instead of his head. Fixed as of 1.93 alpha 5.

    Bugs that occur in ZQuest*.exe:

    FATAL BUGS:

    • When a quest is open, loading another quest with fewer maps will cause ZQuest to crash if you were currently on a map that doesn't exist in the newly loaded quest. Fixed in private betas.
    • Link Tile window is unfinished and will cause massive slowdown if brought up. fixed as of 2.10. But it still doesn't do anything.

    DETRIMENTAL BUGS:
    • Importing a graphics pack from a previous version will erase most of the settings, including door combo sets, sprite definitions, map styles, and so on. This appears to have been fixed in 2.10.
    • Newly created/edited Door combo sets are not saved. Fixed as of 1.93 a5.
    • The placement grid for Warp Location flags (green or blue) is 16 pixels to the right and downward out of alignment, meaning you can't place them on the upper or left edge of the screen. Fixed as of 1.93 a5.

    ANNOYANCES:
    • No efficient way to navigate tile pages when editing/setting combos/whenever you consult the tiles. Annoying in modern sets with some 60-80 pages. Addressed as of 2.11 beta 6.
    • Sometimes when creating a new layer it will be invisible until ZQuest is restarted. This hasn't happened lately, so it's most likely fixed.
    • Autolayer would automatically check layer transparency if used. fixed in private betas.
    • "mousing over" a windowed ZQuest to give it control of the cursor is somewhat flaky when the "scale" command line option is applied. It behaves as if the window is normal-sized, rather than enlarged. ZQuest's internal cursor will work just fine once it has control, however. Fixed as of 2.11 beta 1.

    COSMETIC HICCUPS:
    • "Molblin" is spelled wrong. Ignore the LoZ manual, it's full of these errors. The correct spelling is "Moblin". Fixed as of 1.93 alpha 5
    • "Zola" is spelled wrong. It's supposed to be "Zora". Fixed as of 1.93 a5.
    • "Gannon" is spelled wrong. It's supposed to be "Ganon". Fixed as of ZQuest. However, this typo appears in LoZ's intro screen and is left there for authenticity.
    • Item/Warp/Stair flags are not properly color-coded with the bottom panel. Fixed as of 1.93 alpha 5.

    Additions? Corrections? Observations? Let me know.

    A bug I noticed in 2.10 that still exists in 2.11 beta 6 is that Link slashes his sword backwards when facing right. He's supposed to swing FROM his right TO his left, but instead, he swings FROM his left, TO his right. I count this as a bug because slashing is an added feature to ZC, not something originally in LoZ.

    Edit: Also, even though it was an old post, the same Goriya "bug" happens when playing LoZ on RockNES, DN. Just to let you know it's not something that FCEUltra is doing.

    Rakki wrote:A bug I noticed in 2.10 that still exists in 2.11 beta 6 is that Link slashes his sword backwards when facing right. He's supposed to swing FROM his right TO his left, but instead, he swings FROM his left, TO his right. I count this as a bug because slashing is an added feature to ZC, not something originally in LoZ.

    Except that he's always done that in every 2d Zelda game that featured slashing. Thus, it would be inconsistent to change it.

    Just FYI, the second post in this thread contains all of the bug-testing materials, for those of you who are eager to see progress. (Or for the developers who need a log or something.)