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Zelda Classic 2.10

335 replies · 213,384 views · Started 01 January 2005

User posted image

Thanks to *b* for the nice intro pic. Sort of a variation on the Father Time/Baby New Year idea (Adult Link, version 1.92 is retiring and giving the sword to Young Link, version 2.10).

Currently, only the Windows and DOS ports are compiled. I should have the Mac and Linux ones within a week.

Here's the list of changes since version 1.93 Alpha 4 (there were 262 total changes since version 1.92 Beta 183):

1. Fixed the bug where the mouse would get locked inside of the zoomed tile window from the tile editor (even after exiting the tile editor) if the middle button were pressed there until the left or right button were pressed.

2. Fixed the bug where the mouse would be forced 1 block down from its intended location in coordinate placing mode.

3. Fixed the bug where the placed coordinate squares were the wrong color.

4. Added triple buffering to ZC. This causes the game to run much smoother.

5. The DMap editor now shows the proper number of columns for the selected DMap type (16 for Overworld, 8 for others). Also, the DMap offset slider is disabled for Overworld DMaps as is the button grid. However, the compass and continue position mouse selection method is preserved, as well as being fixed to work with 16 columns where needed.

6. The text edit control now starts with the cursor at the end instead of the beginning.

7. Fixed the flying enemy spawn bug.

8. Fixed the inconsistency with the Triforce pick up warp curtain effect.

9. Fixed the bug in the tile grabber where switching the grab mode would also shift the offset by one.

10. Added a new bp option to the tile grabber. Pressing the 'N' key will switch the grab style to NES. This allows tiles to be lifted more easily from NES games.

11. Added a new option to the grabber. Pressing the 'B' key will cycle through the different bit plane settings (1, 2, NES, 4, and 8).

12. Added the F, L, and P keys to the tile grabber that correspond to the File, Leech, and Pal buttons.

13. Changed the fastwalk key from 'F' to 'Q' (for quickwalk), because of the next change.

14. Changed the 'F' key to freeze/unfreeze link (if cheat level 4 is on). This allows you to continue testing if Link is frozen by a bad dmap intro/screen message string combination.

15. Now, fullscreen/windowed mode is saved between sessions. So, set it once (either through a command-line switch or with the Alt-Enter key) and it stays that way until you change it again, even after quitting and restarting the program.

16. Fixed the bug where a newly-created save slot wouldn't be saved unless it had actually been played once and saved from the Save, Continue, Retry game menu.

17. Finished implementing Nayru's Love. Just like the Ocarina of Time version, this spell places a shield around Link, during which time he is invincible. He can, however, still get knocked around when hit (just like in the Ocarina of Time version). Along with this spell are 9 new miscellaneous weapon types: Nayru's Love (Left), Nayru's Love (Left, Returning), Nayru's Love Trail (Left), Nayru's Love Trail (Left, Returning), Nayru's Love (Right), Nayru's Love (Right, Returning), Nayru's Love Trail (Right), Nayru's Love Trail (Right, Returning), and Nayru's Love Shield. The first 8 correspond to their approximate Din's Fire counterparts. However, instead of one spell rocket (going up from Link's position, then falling back down from off-screen), there are now two (going left and right from Link, then returning from off-screen). The last one, Nayru's Love Shield, is the top-left tile of a 2x2 block that is drawn over Link when the spell is active. The tiles that make up the shield are not laid out on the tile screen as they will be in the game. Instead, they are sequential (Top Left, Top Right, Bottom Left, Bottom Right). If the Nayru's Love Shield miscellaneous type is animated, the tiles are offset by the number of frames. Additionally, this spell has 4 quest rules assigned to it: Trans. N. Love Shield, N. Love Shield Flickers, Trans. N. Love Rocket, and N. Love Rocket Flickers. These control the transparency and flickering of the Nayru's Love Shield and Nayru's Love Rockets, much like the counterpart rules for Ghini 2's.

18. Fixed the bug where the Door Combo Set editor wouldn't save new door combo sets.

19. Fixed the bug where edits to door combo sets wouldn't be considered a change (and ZQuest wouldn't ask if you wanted to save if you quit after a door combo set edit).

20. Implemented Farore's Wind. Presently, it just carries Link back to the entrance to the current DMap.

21. Corrected the position for the hammer smack sprite.

22. Finished the panels at the bottom of the ZQuest main editor window.

23. Added the remaining screen data flags to the screen flags panel in ZQuest.

24. Removed the "Hookshot Bridge" combo type.

25. Removed the NPC's.

26. Renamed the "Nayru's Love Shield" miscellaneous sprite to "Nayru's Love Shield (Front)" and added "Nayru's Love Shield (Back)", which is drawn behind Link, allowing for a nearly true 3D Nayru's Love Shield.

27. Fixed the warp types after they were broken in Alpha 5 due to the last-minute removal of the new warp scheme.

28. Cut Nayru's Love time from 1024 tics to 512.

29. Doubled the magic cost of Nayru's Love (from 32 to 64, or half of an 8-unit, un-doubled magic meter).

30. Added the "Magic" cheat to the menu in the Zelda engine and moved it and the "Life" cheat to a submenu of a newly-created "Refill" menu (which takes the position of the life cheat menu).

31. Took the cheat keys out of brackets in the cheat menu in the Zelda engine.

32. Fixed the bug with combos in older quests reverting to cset 0 for their next combo.

33. Nayru's Love Shield now draws more tightly on Link (before, there was the possibility of sprites getting drawn between Link and the Nayru's Love Shield).

34. Fixed the bug with warping to screen 80 when picking up a Triforce shard.

35. Fixed the bug where the Misc Colors editor would crash upon use.

36. Fixed the bug where triple buffering would occasionally cause screen noise.

37. Fixed the bug where using the mouse wheel in the map flags selector dialog would cause the selected map flag to change after the dialog is closed.

38. The screen opening/closing effect is now locked back to a circle again. Later (maybe in the next version, or whenever the warp system is revamped), this will be selectable.

39. Added the tics -> seconds converter to the screen data dialog.

40. Fixed the bug where the mouse pointer wasn't showing up in the palette grabber.

41. Fixed the bug in the palette grabber where the buttons weren't responding to the mouse in the top 5 pixels of the buttons and were being redrawn incorrectly when clicked.

42. Modified the palette grabber screen to remap the colors so the buttons try to draw as closely to the correct colors as possible, even when a vastly different palette is loaded.

There are a few minor known issues with this release that I am working on. Most notable are:
-The leech progress window doesn't update based on seconds if selected, just on tiles.
-The following Import/Export options are broken:
Map
DMaps
Palettes
String Table

Anyway, here are the files.

Zelda Classic 2.10 for Windows
+zelda-w.exe
+zquest-w.exe

Zelda Classic 2.10+ Windows Support Archive
+alleg41.dll

Zelda Classic 2.10+ Support Archive for DOS/Windows
+many files

Zelda Classic 2.10 for DOS
+zelda.exe
+zquest.exe

EDIT BY FCF:
ZC2.10 For Dummies :waggle:
Zelda Classic 2.10 for Windows Installer
+This contains and installs everything you need for ZC on windows
+Includes Nightmare's DemoEx quest
-okay... so it doesn't include DirectX

Wow thank you DN for this New Year Day present!!!!
This is a great day for all ZC Questmakers 😃

2.10?

Hey that's excellent! I register here and they almost immediately release a new version. Maybe I should start creating quests now. I didn't like the old editor.

-_-' This version ended up making my custom sfx.dat files not work anymore. Is there a chance of a sfx.dat file upgrader? o.O

Oh sh... Is this actually REAL?! It must be! Thanks DN, greatly appreciated! I can now restore a corrupted quest, and soon enough get to start on my biggest project I've been planning for several months...

Happy new year, indeed!

Hmm...Maybe it's just me, but I can't seem to get ALT+Enter to swap between windowed and full screen . Should I hold Alt first or something? (right now I'm on Windowed)

ZQuest works fine with alt-enter, but the game itself doesn't. Try the "-fullscreen" command-line switch.

I'm hoping I just need the -fullscreen switch...I seem to be having issues trying to run Dr. Wily's Revenge on 2.10.

Thank you ever so much! :clap:

I was just looking if I had an answer from a request to get a newer version than the beta 187 that was available for a while last winter, and look what I have just found! 😊

Thanks again for the job well done!

I encountered some problems with the 2.10 version. These are as follows :

1. The music seems cluttered, it seemed the midis didn't sound that smooth as compared to the 183 & 184 players.
2. Turning off VSync makes everything return back to normal, but the transitition between screens doesn't seem that smooth. Turning on VSync & everything is at supersonic speed.
When VSync is turned on for the 183/184, screens transition is very smooth.
3. The 210 player doesn't seem to remember the location of the custom quest when I reload the player. I played quests from another directory & it doesn't seem to remember.

Haven't tried the editor yet but it looks awesome.

Dark Nation wrote:28. Cut Nayru's Love time from 1024 tics to

he cut it to 512 tics. the 1024 seemed to last too long, and it was noted that, if used at the right time, players could go through an entire dungeon with it on

I'm downloading it now, and I have one question; are there going to be public bugfix releases in the immedate future?

Anthony,

Make sure you downloaded all of the files and unzipped them in the same folder.

Double click on zquest-w.exe and click on the etc and play lost woods midi.

turn off the midi and exit zquest-w.exe and there should be 2 new files in your folder, ag.cfg, and allegro.log.
now double click on zelda-w.exe and it should work.

Can anybody help me with a couple problems I am having?

A few things,

1. I have ZC 2.10 DOS for my laptop. The game launches but Zquest doesnt. I get a Allcoating tile undo buffer error. How do I fix this?

2. In ZC 2.10 DOS the sounds area all funky.

3. In ZC 2.10 for my COMPUTER, in the game, the screen keeps blinking nonstop. It gets really annoying!

Nate wrote:1. I have ZC 2.10 DOS for my laptop. The game launches but Zquest doesnt. I get a Allcoating tile undo buffer error. How do I fix this?

You need more RAM.

This is a dumb question , but I am having problems running the new version the problem is in bold and italics:

Zelda Classic v2.10 (Build 0)
Checking Files... OK
Allocating quest path buffer (280b/280b)...OK
Allocating map buffer (185.94k/186.21k)... OK
Allocating string buffer (6.75M/6.93M)... OK
Allocating door combo buffer (159.50k/7.09M)... OK
Allocating dmap buffer (51.00k/7.14M)... OK
Allocating combo buffer (1.49M/8.63M)... OK
Allocating color data buffer (158.11k/8.79M)... OK
Allocating tile buffer (8.00M/16.78M)... OK
Allocating trash buffer (97.66k/16.88M)... OK
Allocating item buffer (6.00k/16.89M)... OK
Allocating weapon buffer (2.00k/16.89M)... OK
Allocating guy buffer (14.00k/16.90M)... OK
Initializing Allegro... OK
Allocating bitmap buffers... OK
Loading data files:
Zelda.Dat...
Incompatible version of zelda.dat.
Please upgrade to v2.10 Build 0


what do I do? It's been a while since I've used zquest and played zelda classic and I don't remember if I've had this problem before or not. I've tried reinstalling everything over again, but no luck. I'm just so confused 😮dd:

I believe it is the Zelda Classic 2.10+ Support Archive for DOS/Windows. But make sure you have enough ram for Zquest 😊

D'oh. I didn't even see that. I just assumed when I saw DOS next to it it was for the DOs version of Zelda Classic. I beeter go to the eye doctor and get my eyes checked.

Ok I downloaded it and the screen flashes a few times then a dialog box shows up telling me there is an error and asks if I want to debug, send the error to Microsoft or don't send the error. I I think I has this happen once before with an older version, but not sure. Any ideas? I'm using Windows XP in case that helps. Also Zquest does the same thing, so i'm thinking I'm forgetting to do something before running the executable files.

To fix custom sfx.dat files:
1. Open the grabber
2. Load sfx.dat
3. Export the signature object (first item in the list)
4. Edit the sig.txt file in notepad and change it to say "SFX.Dat v2.10 Build 0" (without the quotes)
5. Save the sig.txt file.
6. In the grabber, import the sig.txt file again (you may have to relocate it as it will probably default to wanting to open from drive f or g).
7. Save the sfx.dat file.

As for bugfixes, they won't be in the immediate future, but in the very near future (next few weeks or so, I hope) unless it's a critically major bug.

Some Questions:
1) What does <slide-proof> mean? (it says that next to the "Rock" and "Zora" enemy)

2) Has the "Item Pond" been implemented yet? If not, i suggest taking that out of the "Room Type" menu altogether or implementing it soon.

3) Has the Bug where you can't select certain Csets for a "Next" combo been fixed?

idontknow wrote:Some Questions:
1) What does <slide-proof> mean? (it says that next to the "Rock" and "Zora" enemy)

I'd guess those enemies won't slide when you hit them, but I don't know.

This is great, Dark Nation! Thanks for your hard work on it. 😊

Now, let's see about getting regular updates, eh? How about ZC 2.10.1 to fix minor bugs in a few weeks?

Alright, I know I left quite some time ago, but that does not mean that I do not check back almost every day for a Zelda Classic update. I just wanted to stop by and say thank you so much to you, DN, for such hard work. You never cease to work your ass off to add whatever our hearts desire, and even though some may be disrespectful about updates, I want you to know that us true fans know how hard you work on Zelda Classic, and our patience has proven to be worthwhile. Thank you so much for everything you do, and I cannot wait to see what else you come up with in the future. 😊

Edit: BTW, I knew it was going to be either Christmas or New Years. 😛

As for the rest of AGN, good to see some of you guys...but goodbye again. 😉

How strange the music isn't working for me. I'm using Windows ME and the music has worked on the older versions. It seems to work on the dos version but it only works the first time i use it each time i turn on the computer because windows ME doesnt really support dos. If anyone knows how i can get the music to work on the windows version of zelda classic please tell me. It must be something changed in this new version to do with the music because it definitely works on the older versions.

Edit: Nah ignore that it was just because the SW Synth part of the sound properties was reduced to zero. My brother must have done it to use cubase or something like that. I've been waiting so long for a new version and now my dream has come true woohoo.

I'd like to thank you Dark Nation for the work you've put into Zelda Classic. This new version is awesome. The new features will keep me interested for a long time to come and I LOVE the GUI. Much easier on the eyes. ;P Thanks again.

Wow great job Dark Nation. I was having some problems earlier but they got fixed 😊. Its really sweet to play the quests that I made with the 184 player on my laptop now 😊.

Yep, Thanks DN, this thing is SWEET.
You've put an incredible amount of work into this, and it shows.
Awesome.