Consider the NeoFirst quest. Go three screens north of the start screen. The guard often faces the wrong direction.
This is a ZC bug. Eyeball combos in ZQuest can find the cursor just fine.
Consider the NeoFirst quest. Go three screens north of the start screen. The guard often faces the wrong direction.
This is a ZC bug. Eyeball combos in ZQuest can find the cursor just fine.
Specifically, it's only eyeballs on layers that don't work. Never have, as far as I know. Same for eyeballs with push flags. I expect those could both be changed.
Haven't worked out just how yet, though...
Incidentally, don't you think that guard should be an Eyeball B? Seems like it'd match the tiles a bit better.
So, any progress?
I believe it's a matter of bitmap sizes and the use of playing_field_offset. Seems likely to be the same reason eyeballs with push flags don't work right. I expect I can work out how to fix it.
Might be able to just subtract that out, actually...
I'm thinking this may be more trouble than it's worth. The possible solutions I can see are these:
- Change the size and usage of framebuf and/or scrollbuf (Nigh infeasible)
- Add another argument to putcombo(), etc., indicating whether playing_field_offset was added to the y value passed in (Couldn't be good for performance; seems a bit excessive for such a small bug)
- It may be possible to simulate that argument with a global variable—set it to true when do_scrolling_layer() starts and false when it ends, or something like that (And who doesn't love global variables? Still, might be the most realistic solution)
- It might be possible to use the size of the bitmap passed in to determine whether to subtract out playing_field_offset (A bit abhorrent, design-wise, but it could work)
- Create a whole 'nother set of almost identical combo drawing functions just for do_scrolling_layer() to use ('Cause we just don't have enough of them already)
Did I miss any?
Of course, instead of any of those, you could just put that guard on layer 0 and put grass under him with "Use Layer 2 As Background."
Fixed in build 219.