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Zelda Classic 2.11 Beta 15

84 replies · 20,037 views · Started 28 November 2006

I'll definitely fix that bug once we figure out what's causing it. It's an unsolved mystery that's really pissing us off.

jman2050 wrote:I'll definitely fix that bug once we figure out what's causing it. It's an unsolved mystery that's really pissing us off.

Try to use the old code from b12 or b10.
Interesting. Your last sentence starts in first person and ends in second person. Oh well, it's an honest mistake...

Anyway, How does one access the enemy editor/ dialogue editor?
Wait a minute... Didn't you say that you could attach scripts to items.

Everything new seems to be there, except the expansion to the editors. (except for the subscreen editor; what you claimed is there is all there, I think)

EDIT: Never mind. I just realized that it's not in this beta. Must've not been paying attention to the wording.

How far back do you think these new features and items will push NeoFirst back? Unless there's some massive hidden work on it that I don't know about, it probably won't make the 2.5 deadline anyways, but this beta and all of its new stuff will push it back even farther...

Also, unless this is actually a bug...:
Roc's Feather + Hover Boots = Roc's Cape
It seriously does... only like, uberfied.

WindStrike wrote:How far back do you think these new features and items will push NeoFirst back? Unless there's some massive hidden work on it that I don't know about, it probably won't make the 2.5 deadline anyways, but this beta and all of its new stuff will push it back even farther...

Also, unless this is actually a bug...:
Roc's Feather + Hover Boots = Roc's Cape
It seriously does... only like, uberfied.

I know, it messes up my whole Roc's Cape idea! 😞 Maybe the developers should make the Hover Boots the "upgrade" to the the Roc's Feather. Or, once item scripting comes along, someone will make a TRUE Roc's Cape (possibly _L_, who made the Roc's Feather in the first place with scripts. XD).

Here's a rather obvious bug: Z3-animation is now broken. With it on, Link will not animate when he walks around, he'll just stand completely still.

Another new bug, Roc's Feather disappears when you get an item. And the only bug with the Spin Attack is there is no animation while walking when holding out your sword.

Please check the beta bug forum and post bugs there. A few I have seen in this thread have already been reported. It will be easier for the developers to find them since sometimes a hot thread like this one could have some overlooked posts.

That being said, I do have a question. I have asked this before but I haven't seen an answer. Are we able to change the sound effect played when obtaining a Triforce piece? I haven't seen that as an option yet and it would be nice if we could change that.

Dark Spawn wrote:Another new bug, Roc's Feather disappears when you get an item. And the only bug with the Spin Attack is there is no animation while walking when holding out your sword.

I already reported the Roc's Feather bug. And I noticed the Spin Attack bug, too, but never thought it was a bug. O_o Here's another: If Link is facing in one direction and walks in another, if you reach a solid object, Link will poke his sword against whatever is in front of him, even though he's not really going in that direction. O_O He should only poke while he's moving against a solid object IN THE DIRECTION HE'S FACING. But now that Link can interact with objects by pushing against them while charging the spin attack, I can easily forsee a Quest Rule coming soon that allows Link to use Pushing sprites. 😃

Has nobody realized this yet?

THE SMALL SHIELD IS NOW AN ITEM!

Now THERE'S something that's long overdue!

Roc's Feather, would this possibly be a prelude to cliff combos, where you can jump off them and land on the next walkable combo?

beefster09 wrote:Try to use the old code from b12 or b10.

Is it even possible to go that far back with it as far as it is now?

Anyways, great job on getting those item glitches fixed. And also my vote is to keep the preview mode. I'm constantly using it. Removes alot of time from building quests.

And it seems that the "Save as 2.10 quest" bug is still active. This time I tried it, 2.10 wouldn't even open the quest. Also, is it possible to get a list of things that were fixed with this version?
I would like to see what you guys fixed.

Tygore wrote:Has nobody realized this yet?

THE SMALL SHIELD IS NOW AN ITEM!

Now THERE'S something that's long overdue!

Overdue, indeed, but not something people have eagerly awaited. I certainly noticed it, but it was eclipsed by the other additions. 😊 The main reason people wanted it to happen was so the Whirling Blade ability (or spin attack, if you want the boring name) would be possible.

How fortunate... I already created an item sprite for DoR's wooden shield, to show in the custom subscreen when no other item filled that place. Now I can assign it formally.

*b* wrote:Roc's Feather, would this possibly be a prelude to cliff combos, where you can jump off them and land on the next walkable combo?

Prelude? Maybe. But from a programmer's standpoint I don't think there's much overlap.

The main difference is the Z axis. However, in Minish Cap, the Z axis was separate from "cliff" combos. The Cane of Pacci was used to jump to higher places, while the Roc's Cape was only used to jump over stuff. Those two uses never overlapped (which kinda annoyed me, to tell the truth).

That in no way limits ZC, necessarily, but I just thought it was worth noting the similarity to an existing Zelda title.

Tygore wrote:I object!

This is particularly enjoyable given Tygore's avatar. (That was probably intentional, I know, but I'm too excited to care.)

This is joyous news! All this stuff...it's so cool. Thanks, guys. You're the best development team a free piece of software could hope for. Twilight Princess may eat up a lot of many AGNers' time, but I think you're going to give it a fierce run for its money.

Radien ZC wrote:The main difference is the Z axis. However, in Minish Cap, the Z axis was separate from "cliff" combos. The Cane of Pacci was used to jump to higher places, while the Roc's Cape was only used to jump over stuff.

were talking about jumping down cliffs... not jumping up cliffs... just pointing this out incase you didnt realize it xD

BTW, does the Cane of Byrna do anything yet? I tried testing it to see if it does and it never even enters my inventory.

Radien ZC wrote:Prelude? Maybe. But from a programmer's standpoint I don't think there's much overlap.

The main difference is the Z axis. However, in Minish Cap, the Z axis was separate from "cliff" combos. The Cane of Pacci was used to jump to higher places, while the Roc's Cape was only used to jump over stuff. Those two uses never overlapped (which kinda annoyed me, to tell the truth).

That in no way limits ZC, necessarily, but I just thought it was worth noting the similarity to an existing Zelda title.

Maybe, [in the combo editor] they should let you set the Z axis position of the combo.
Just an idea.

At long last! I'll have to download it this weekend, when I get the chance. Sounds all fine and dandy, amazing new additions, so I've gotta be sure to try this stuff out. (And use it in my more recent quests.)
THANK YOU!!! 😃

OK, someone please list what numbers are for what sound effect.. please.
That is something that needs to be done, this way it can all be tested properly.

mikepjr2 wrote:OK, someone please list what numbers are for what sound effect.. please.
That is something that needs to be done, this way it can all be tested properly.

#define WAV_ARROW                        1        /* SAMP */
#define WAV_BEAM 2 /* SAMP */
#define WAV_BOMB 3 /* SAMP */
#define WAV_BRANG 4 /* SAMP */
#define WAV_CHIME 5 /* SAMP */
#define WAV_CHINK 6 /* SAMP */
#define WAV_CLEARED 7 /* SAMP */
#define WAV_DODONGO 8 /* SAMP */
#define WAV_DOOR 9 /* SAMP */
#define WAV_EDEAD 10 /* SAMP */
#define WAV_EHIT 11 /* SAMP */
#define WAV_ER 12 /* SAMP */
#define WAV_FIRE 13 /* SAMP */
#define WAV_GANON 14 /* SAMP */
#define WAV_GASP 15 /* SAMP */
#define WAV_HAMMER 16 /* SAMP */
#define WAV_HOOKSHOT 17 /* SAMP */
#define WAV_MSG 18 /* SAMP */
#define WAV_OUCH 19 /* SAMP */
#define WAV_PICKUP 20 /* SAMP */
#define WAV_PLACE 21 /* SAMP */
#define WAV_PLINK 22 /* SAMP */
#define WAV_REFILL 23 /* SAMP */
#define WAV_ROAR 24 /* SAMP */
#define WAV_SCALE 25 /* SAMP */
#define WAV_SEA 26 /* SAMP */
#define WAV_SECRET 27 /* SAMP */
#define WAV_SPIRAL 28 /* SAMP */
#define WAV_STAIRS 29 /* SAMP */
#define WAV_SWORD 30 /* SAMP */
#define WAV_VADER 31 /* SAMP */
#define WAV_WAND 32 /* SAMP */
#define WAV_WHISTLE 33 /* SAMP */
#define WAV_ZELDA 34 /* SAMP */
#define WAV_ZN1CHARGE 35 /* SAMP */
#define WAV_ZN1CHARGE2 36 /* SAMP */
#define WAV_ZN1DINSFIRE 37 /* SAMP */
#define WAV_ZN1FALL 38 /* SAMP */
#define WAV_ZN1FARORESWIND 39 /* SAMP */
#define WAV_ZN1FIREBALL 40 /* SAMP */
#define WAV_ZN1GRASSCUT 41 /* SAMP */
#define WAV_ZN1HAMMERPOST 42 /* SAMP */
#define WAV_ZN1HOVER 43 /* SAMP */
#define WAV_ZN1ICE 44 /* SAMP */
#define WAV_ZN1JUMP 45 /* SAMP */
#define WAV_ZN1LENSOFF 46 /* SAMP */
#define WAV_ZN1LENSON 47 /* SAMP */
#define WAV_ZN1NAYRUSLOVE1 48 /* SAMP */
#define WAV_ZN1NAYRUSLOVE2 49 /* SAMP */
#define WAV_ZN1PUSHBLOCK 50 /* SAMP */
#define WAV_ZN1ROCK 51 /* SAMP */
#define WAV_ZN1ROCKETDOWN 52 /* SAMP */
#define WAV_ZN1ROCKETUP 53 /* SAMP */
#define WAV_ZN1SPINATTACK 54 /* SAMP */
#define WAV_ZN1SPLASH 55 /* SAMP */
#define WAV_ZN1SUMMON 56 /* SAMP */
#define WAV_ZN1TAP 57 /* SAMP */
#define WAV_ZN1TAP2 58 /* SAMP */
#define WAV_ZN1WHIRLWIND 59 /* SAMP */

Riverman wrote:This is particularly enjoyable given Tygore's avatar. (That was probably intentional, I know, but I'm too excited to care.)

Not entirely intentional. I guess you can say that both stem from my love of Phoenix Wright, but it wasn't my intent to link the two. I noticed it too after the fact, and wondered if anyone else would make the connection.

And just for fun...
http://objection.mrdictionary.net/go.php?n=1554856

Tygore wrote:Not entirely intentional. I guess you can say that both stem from my love of Phoenix Wright, but it wasn't my intent to link the two. I noticed it too after the fact, and wondered if anyone else would make the connection.

And just for fun...
http://objection.mrdictionary.net/go.php?n=1554856

OH PLEASE NO!!! I like those "Objection!" things SO much, I can't resist clicking on them! PLEASE KEEP ME FROM THIS HORROR!!! XD Oh wait, I already click on it, so it's toop late now. XD

And yet I've never played that game. XD

I don't think that the Roc's Feather being in ZC will do any harm to the HARMony of Zelda Classic. (Note the bold part of the word harmony. XD)

franpa wrote:were talking about jumping down cliffs... not jumping up cliffs... just pointing this out incase you didnt realize it xD

Yeah, but they both utilize the auto-jump function. Jumping off a cliff (or onto, with the cane) changes what layer Link is walking on, but it neither affects nor is affected by the Z axis variable.

...I got to discover a lot about how it works when I played around with an emulator Gameshark code that lets you auto-jump whenever you want by pressing L. 😉

Tygore wrote:Not entirely intentional. I guess you can say that both stem from my love of Phoenix Wright, but it wasn't my intent to link the two. I noticed it too after the fact, and wondered if anyone else would make the connection.

And just for fun...
http://objection.mrdictionary.net/go.php?n=1554856

Bwaahaa... XD

Oh, and for the record, even though I didn't point it out to anyone else, your original "I object!" statement did make me grin. 😃

OBJECTION!!

Radien ZC wrote:Yeah, but they both utilize the auto-jump function. Jumping off a cliff (or onto, with the cane) changes what layer Link is walking on, but it neither affects nor is affected by the Z axis variable.

since when has a cane made link jump? forgive me but ive never heard of such a thing in a zelda game -.-'

franpa wrote:since when has a cane made link jump? forgive me but ive never heard of such a thing in a zelda game -.-'

You know... using the Cane of Pacci on a hole? Then jumping into the hole, after which Link barrels out and lands at the top of the nearest ledge? It allows you to go from a lower level to a higher level. Jumping off the ledge is roughly the same thing, in reverse.

Thank you jman, resident sonic fanboy, maybe i can place these in a doc file and include them in each release, that is if their are new sound effect each time, as in for new things.