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Zelda Classic 2.11 Beta 11

63 replies · 12,416 views · Started 07 August 2006

Get it here:

Windows: Zelda Classic 2.11 beta 11 Windows (10+ update) - If you already have beta 10 or 10b, unzip this into that folder. Or, better yet, copy the folder then unzip this into the copy.
Linux: Not available yet

ZC Beta 11 list:
Lots of stuff (I'll try to compile a complete list later on), but here are the main highlights.
1. Added a longshot (hookshot 2)
2. The hookshot and longshot have customizable maximum lengths and number of chain links.
3. Fairies (stationary and moving) and potions (blue and red) have customizable hp and mp recovery options.
4. Subscreen editor
5. Quest rule to make red potions not turn into blue potions when used (they disappear instead).
6. ZQuest screen grid that can be toggled and the color changed.
7. ZQuest option to turn off Copy/Move/Overwrite Tile Protection.
8. New audio engine for NSF/GBS/GYM/VGM support and SPC support should be better now.
9. Lots of bugs fixed. Check the bug forums for a list.

If you submitted a bug that we "fixed" (check the quarantined bug forums if you can't remember), please test it and post in your bug report thread to let us know if this fixed it.

[SIZE="7"]BACK UP YOUR QUESTS BEFORE YOU USE THIS ON THEM![/SIZE]

[strike]Worked for me. IDK: If you're in Mozilla Firefox, try Ctrl+Clicking on it, or copy the URL to your URL bar and "go there."[/strike]

[center]If ZQuest's font is messed up, Replace your fonts.dat with this file.[/center]

Let the bug-testing begin.

*has found a bug already* > <.

EDIT: ... *Notes below post* ... ... Alright, this voids most of this post. 🙄 *lol* Eh, good spirits all around.

Woah! This subscreen editor looks awesome! (However, confusing too!) I was just messing around with it. I was in the editor & clicked "Edit-->New" and then went to add in a new counter. I was trying to make an arrow counter using the original subscreen type, however, this wouldn't appear. Is it not possible to not add things to the existing template yet?

All I can say so far is WOW! Wasn't expecting such a good Subscreen Editor, though I do have one question about it. Is it possible to edit the part that shows while you're playing, or am I missing something somewhere?

EDIT: I must really be losing it today... Forget about that question...

The subscren editor is he 'special feature' we've been talking about for months btw. It really is a nifty system and should make quest building far more dynamic than before. It's really quite powerful.

It is not, however, the 'revolution' I teased you about earlier. Maybe next beta 😉

Well i'm thinkin probably a custom item editor of sorts to go along with the custom subscreen editor. BTW, can a developer please post a thread with a basic tutorial of how to use this, or at the very least, a list of functions for what the various options & buttons do?

Additionally, how do you change the function of the selection icon (for selecting your B item in the game?) And is it now possible to have 2 item selections, 1 for your B-item & 1 for your A-item? It seems like it since there's now Selection 1 & Selection 2 sprites and also since you could put the 'Sword' in the subscreen item box. If so, how?

Excuse me while I go and explore this little subscreen editor you speak of. You developers are gods to me.
Yep, that whole subscreen editor = uber sweetness.
As for all of the other features... those are also great.

Oh thank the heavens... that blasted scroll bug is gone. Makes things so much faster and easier... wow I sound horrible. Better get some sleep, hehehe...

How do I access the subscreen editor?
I'm impatient and too gidy to think straight.

Never mind, I forgot to download, I just coppied.

so... does this require any other file to work? like alleg42.dll? because if it does wouldnt it make sense to also link to a full package aswell? or are beta's released like this to stop computer newbs from using them?

Nice. Awesome. Etc. :P

I am going to mess around with the subscreen thing! Hopefully there is an option for the map to not overwrite the background map, because then I could make awesome maps!

Dark Nation wrote:4. Subscreen editor
...
7. ZQuest option to turn off Copy/Move/Overwrite Tile Protection.

THANK YOU

Item suggestion for the afore mentioned Red Potion option; Red Pot. Full, and Red Pot. Half. Use the Red Pot. Full once, and it becomes Red Pot. Half, then using that will remove it from the inventory

[edit] Now, if we only had an item/weapon positioning editor, which included both left and right directions...

Some of my contributions:

  • Mass combo copy. Select a range of combos and press SHIFT-V to copy to all of them. Like this you can quickly make several copies of one combo. If you had several combos selected when you pressed C, it'll make several copies of the whole block until the selection is completely filled.
  • Mass tile overlay. Select a tile and press C to copy, then select a group and press SHIFT-O to overlay onto all of them at once. Hold CTRL too ot mass underlay.
  • Insert/Delete combos. On the combo page, press I on a combo to insert a new combo before it. All combos from this one on move one to the right on the combos page, but the actual screens shouldn't be affected. The last combo on the last page gets overwritten. In the same way, press SHIFT-I to delete the durrent combo and move all following ones to the left one place. This trick should help reorganizing combo pages a lot.

Note: Due to the way tiles are handled, mass tile copy is best done this way: Select destination range and press DEL. Select source tile, press C. Select destination range again, and press SHIFT-O. (There's no SHIFT-V to do it directly.) If you copy a range of tiles, zquest will make one copy of them all regardless of how big the selection is when you paste.

Garbage combos
I found and fixed something that might have been causing them. I hope this was it - if it wasn't, remember that my new tricks have a great potential for triggering them. So remember the golden rule and make backups! Do so before you try anything new out, and you should be safe. If you do see any garbage combos (combos randomly appearing, moving, changing ... either in the combo pages or on screens) a report in the bug threads would be nice.

The hookshot and longshot length are in tiles (currently). Should I make it pixels instead? Right now, if you have the hookshot and its length is set to 3, you won't be able to snag a grab combo that is 3 tiles away unless you are below it (since link can actually walk a 1/2 tile upwards).

As for the arrow counter not showing up, are you just looking in the subscreen editor or in actual game play? I think that the number used in the subscreen editor is the number you have set in the init data (so if you set 17 arrows, the arrow counter should show 17). Also, the True Arrows quest rule may be a factor.

Now, you can't select 2 items. The Selector 1 and 2 are so you can have a foreground and background selection image (for instance, a rotating crystal such as Nayru's Love). Just one of the selection items behind all of your items and the other in front. I think that most (if not all) of the default subscreens have this set up already.

The next beta should have an easier Z3 subscreen (you will be able to set tiles and stuff from the Sprites menu).

I'm working on a tutorial. Most of the stuff is fairly easy. The Magic Gauge Piece and the Life Gauge Piece are quite possibly two of the most complicated things in ZQuest to understand but are easily the most versatile and powerful subscreen parts.

Just one thing nobody noticed. Nothing stopping it from working. The names are backwards.
The top subscreen is really the bottom and the bottom is really the top.

But, totally wicked! I love it!

Hey since now we can edit counters, can we have a custom counter we can add for "Misc 1" & "Misc 2" items? Each time we pick up that item, it adds to that counter. Then we could have things like Skulltula coins or something.

Eventually something could be implemented, like a shop where you buy things using your misc item, or a screen flag called "If Misc item = [ ], trigger secrets" (you'd check this off & then insert a number in the box)

...

*KHUGGLES Idontknow*

EDIT: Another Question. How do I select minitiles on the Subscreen Editor? I can only get the upper left.

Oh god yay! It has everything I decided I wanted ZQuest to have like, yesterday! I chose the perfect time to start working with ZQuest, didn't I? Also, keep the hookshot length by tiles. That's easier to understand for newbies, like myself.

Another Question.

In the subcreen editor when working with "Current Items" what does Up/Down/Left/Right select mean?

Hm... I think the whole hookshot length thing should stay the same in tiles, but mayhaps it can have like, 2 extra pixels as a given extra length to reach grab combos regardless of whether you are below (Maybe...), in line with it, or above it?

Heh... that's pretty funny. From version 1.92 to 2.10, there have been quite a few features added. From 2.10 to 2.11, there'll be WAY MORE features added. We all know that, right? Now... look at the number difference...:
2.10 - 1.92 = .18
2.11 - 2.11 = .01
... lol

Yeah ZC should be at like 3.50 or something lol.

Anyway Questions wants his Questions answered (LMAO!) jman I know you're reading this :P

On a completely different note if the subscreen editor is *NOT* the revolution jman was talking about what could it be then. (and please don't badger him about this anyone.)

Big note. I believe you may have forgotten the Bomb Bag in the subscreen editor. I can't find it on the list.

Well. That would obviously explain that, wouldn't it?

Also, the revolution could be... an ENEMY EDITOR? Meh. Probably not. But that's all I can think of.

With the subscreen editor in place, an enemy editor would complete ZC, im my opinion.

Maybe the enemy editor is already being worked on, it just hasn't been made visible in the interface yet. Thats what I THOUGHT was going on with the subscreens. They might be using it now to make the newer enemies or something. XD