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Zelda Classic 2.11 Beta 16

238 replies · 31,469 views · Started 04 January 2007

Another day, another new beta. Many of the bugs from beta 15 are still unfixed, but we're releasing this beta anyway to get a head start on the fixing of the new features. From here on out the only new features that should be appearing are the completed string editor and the ability to select any item in the subscreen. Unless DN plans something else, that should be it for new features. The rest is augmenting or fixing existing features. Also, for the new items listed below, they probably won't be listed if you have a newer beta quest because of the way custom items work. You'll have to emulate the item by putting in the appropriate data yourself. Anyway, have fun with this.

Windows:
Zelda Classic 2.11 beta 16 for Windows (FULL)
Zelda Classic 2.11 beta 16b for Windows (FULL) - Fixes several crippling bugs both reported here and that i found on my own.
Zelda Classic 2.11 beta 16c for Windows (FULL) - Fixes more bugs and optimizes the scripting engine

Linux:
Coming soon.

OS X:
Coming soon.

Incomplete list of changes:

  • Fixed the Magic Shield bug
  • Link now has charging sprites
  • Disabling items actually works this time
  • Link can no longer move around when charging the hammer
  • Fixed spinning hammer bug
  • Fixed can't get items while charging bug
  • Hurricane Spin added
  • New items: Whisp Ring L1 and L2. L1 causes permanent bubble curses to be temporary, while L2 makes you immune to curses overall
  • Some ZASM fixes related to the Z variable
  • Fixed bug where some Link sprites wouldn't save properly
  • string editor is semi-complete. Normal strings should still work. Ask _L_ for all the options you can do *currently*
  • Added CLEARSPRITESR and CLEARSPRITESV to ZAsm and ClearSprites() to Zscript
  • Raft bug is fixed
  • Docks not working properly is fixed
  • Fixed the bug where chnging sfx data wouldn't allow you to save if that was the only change you made
  • Fixed bug where you could use the sword to change the hammer
  • Fixed bug with jumping in sideview gravity
  • New items: Peril Beam scroll, charge rings 1 and 2, and magic (infinite) versions of the bomb bag, quiver, and wallet
  • Fixed red potion always disappearing
  • Fixed freezing during Dmap intro
  • Tweaked hammer physics. Quest Rule: Slow Walk While Charging. Quest Rule: Book Magic Uses Magic (Fire) Sprite. Quest Rule: Wand Can\'t Be Used As Melee Weapon.
  • Work has begun on drowing Link. Not yet complete I think.
  • Sword jinx and Item jinx getters and setters added to ZAsm and ZScript
  • Fixed crash when there are no enemies for summoner to summon
  • Fixed shadows flickring even when quest rule is unchecked
  • Four-way ladder added. Kinda works
  • Fixed the script commands that return map, screen, or dmap numbers so they return integers intead of floats. Work done on the LINKCHARGING command.
  • Work has been started on script strings
  • Enemy Editor is a go I'll explain all the details of the enemy editor later, but for now this is what you need to know: Anything with an O. prefixed refers to its behavior WITHOUT the 'new enemy tiles' rule checked. Anything prefixed with an E. refers to behavior with the rule checked. The invulnerability and weakness flags DO NOT WORK. Enemy weaknesses are still hardcoded. Misc. Attributes refer to enemy specific attributes, and these values are different for each enemy. That'll be explained later. Finally, the animation styles are still being worked on, so it's HIGHLY RECOMMENDED that you do not change animation styles for a particular type of enemy.
  • Item code has been fixed to accomadate the custom items, for the most part. Still have some loose ends to tie up.
  • Weapons code tweaked a little
  • The dmap and level count has been upped to 512. This will no doubt please many of you.
  • Older quests now convert FFC changer combos to FFC changer flags
  • Quest Rule: Lens Sees Invisible Enemies.
  • Quest Rule: Can Select A-Button Weapon. Yes, the time for a selectable A-button slot has come. With this rule checked, the subscreen selector won't automatically equip the selected item - you must press either A or B to assign it to a slot.
  • Fixed charging tapping bug (unreported).
  • Fixed enemy tapping bug.
  • Fixed missing MISC: entries bug.
  • Fixed strings so that 0 can be used as an argument for control codes.
  • New items: Wealth Medal 1 (75% rate at shops), Wealth Medal 2 (50% at shops), Wealth Medal 3 (25% rate at shops).
  • New FFC flag: Script Restarts When Carried Over.
  • New FFC flag: Visible Only With Lens.
  • Here's another major one: Scripting Drawing Commands. They'll be explained in the scripting forum in a bit, but now with scripting you are able to draw primitives like rectangles, circles, and lines, as well as a group of tiles or combos, onto any layer, using any color, with full scaling and rotation. Head over to the scripting forum a little later to see what I mean :P

[SIZE="5"]Please Verify Quarantined Bugs[/SIZE]
[SIZE="6"]I think save games from b15 will work, but just in case, back them up![/SIZE]
[SIZE="7"]BACK UP YOUR QUESTS BEFORE YOU USE THIS ON THEM![/SIZE]

Disabling items should work (only for items you cast via A/B. They remain visible in the subscreen even while inactive and Link tile mods don't change back either)

Manual for Item and Enemy Editors will follow soon.

jman2050 wrote:
  • The dmap and level count has been upped to 512. This will no doubt please many of you.

Oh yeah, you'll add more DMaps, but not maps? You're just lucky you add such fucking awesome fetures, or there'd be a chance that I might be slightly annoyed on a totally unnoticeable level

(Yes, there's praise in there somewhere)

  • Quest Rule: Can Select A-Button Weapon. Yes, the time for a selectable A-button slot has come. With this rule checked, the subscreen selector won't automatically equip the selected item - you must press either A or B to assign it to a slot.

Sweet. Time for an extention on this: Bomb Arrows. A quest rule would be the way to go for this. If Bombs and the Bow and Arrows are equipped to either A or B, pressing A and B at the same time will fire off a arrow with a bomb, which explodes upon contact, dealing splash Bomb damage

Of course, unique sprites for the Bomb Arrows would be a must

like I said, I'm not getting that crash except in the weapons menu (cause of a stupid error on my part. It's really kind of annoying me 😞

Wonderful!!!

I rarely post here, but it can't be leaved without comment. Far better than anything that I expected. I was astounded the most at the dmap count raising... ...this is so, so wonderful!

Enemy editor is also a thing that I didn't expect.

As far as scripting... uh... I know what a script is, but I need to look at that scripting thread to know whats going on...

I will download it and the starter quest tomorrow.
This is too much goodness to list (but Jman did it anyway, lol) so I mention just one more: immunity against bubbles! Now if a player whines about too much red bubbles, the questmaker can say: "Lolz, didn't you get the immunity ring, nub? 😊".

Well I see what you mean jman. Now I can update my smooth sideview scrolling script and make it even better! I'll see what I can come up with later.

Anyway thanks for the timely release!

That reminds me. Last night I had a dream where somebody had Z3 style scrolling in their quest. Then I looked at it in ZQuest, and it was a screen and a half that you could scroll along. What baffled me was that it didn't use any scripts. 😃

EDIT: All of the dropdown menus spaz out, the string editor doesn't work, What has B16 come to? Well at least the Heart Container Pieces thing doesn't show junk tiles anymore!

So, is it possible to link custom items with weapons yet, to be able to make new swords and stuff?

Anyone want to give a rundown on what some of the things mean and do in the enemy editor?
Looks pretty confusing to me....
for instance the sizes, width and height, don't seem to reflect what the enemies are.

Freedom wrote:In the enemy editor, what are the 0. tile and S. tile boxes for?

My Guess: the O tile is for the Old Animation style, what the tile refers to when the Quest Rule "New Enemies" is not checked. The S tile is Special, used for the such as a darknut with a shattered shield or when the digdogger splits into the kids.

Once I nip this string bug in the bud, I'm gonna build a new version for everyone to enjoy. Just be patient.

For those who wonder what a majority of things do in the Enemy Editor, here's what I've figured out:

-------------------------------------------------
Data 1
-------------------------------------------------
Name: Name your enemy.(automatically organizes alphabetically if you save it)
O. Tile--Old tile. This is what ZC refers to when the Quest Rule "New Enemies" is unchecked.
S. Tile--Special Tile. Certain enemies use this tile for special purposes; Darknuts use it as a "Broken Shield" tile, as well as a few other enemies.
E. Tile--New Tile. ZC refers to this when the Quest Rule "New Enemies" is checked.
W: and H:The W and H values are basically X and Y; the correspond to the tile above them. Put the top-left most tile in the box if your enemy is more than 1x1 tiles large.
HP:--Enemy's HP. 1 makes the enemy defeatable to the Boomerang and all weapons; 2 does the same, but the boomerang stuns the enemy. (Wooden Sword does 2 damage to any enemy.)
Damage: Damage done to Link; goes by half hearts(and Link has the green tunic).
W. Damage: Damage done by a weapon; damage is measured as the same as above.
Random Rate:--The rate the enemy changes direction; the higher the number, the more the enemy changes direction.
Halt rate:--How long an enemy waits before firing a projectile.
Homing rate:--The enemy's "brain"--this determines how close the enemy follows Link.
Step Speed:--How fast an enemy goes.
Hunger:--Determines how attracted the enemy is to the Bait.
Weapon:--Determines what weapon the enmy uses. Note: you must have a Walker and Shooter or a preset enemy function that uses projectile as your type!
Type:--What your enemy does. Many types are here, including preset enemy functions(Keese, Darknut, Wizzrobe, etc.).
O. Anim: Old Animation. The animation ZC refers to when the Quest Rule "New Enemies" is unchecked.
E. Anim: New Animation. The animation ZC refers to when the Quest Rule "New Enemies" is checked.
Item Set: What the enemy drops when you defeat it.
BG SFX: The SFX plays when you are in the same screen as the enemy; set it to -1 if you do not want a SFX.
Pal Cset: Uses the palettes from the Sprites portion of Palettes. Set if to -1 if you want the default. (Yay!)
-------------------------------------------------------------------------
Data 2
-------------------------------------------------------------------------
Misc Attributes: Not sure at the moment.
O. Frame Rate: The frame rate for the enemy; it works the way as the frame rate for the combos. What ZC refers to when the Quest Rule "New Enemies" is unchecked.
E. Frame Rate: Same as above, except that ZC refers to this when the Quest Rule "New Enemies" is checked.
-------------------------------------------------------------------------
Flags
-------------------------------------------------------------------------
they're all self-explanatory, except remember this: Invisible is when you can't see the enemy, invulnerable is where an item has no effect in some way on that enemy, and invincible means having no weakness.

Hope this helps!

EDIT: cought something; if you put the top-right tile of your enemy into one of the boxes, and it didn't work, it's my err. It's the top-left. Sorry!

Ummm..for some reason, whwnever I download it, it automaticly unzips, giving me a completely emety folder....?

EDIT: I tried to manualy unzip it, and it told me the data was corrupt. Argghhhhh, I want my enemy editor.

I really hate it when ZC/ZQuest is rushed, and it appears it was rushed again. It's buggy, buggy, and buggy. I can't use B items and the only thing worth noticing: the wealth medals and the enemy editor. Nothing gets done when games are rushed, and it's barely playable. I said to take it easy, and it's barely playable. :shrug: Last thing I need is Zelda Classic is as buggy as the Atari 2600 version of E.T.

It's not a full version.

It's a Beta.

It's meant to be tested to get these bugs out so when the full version comes around, it's going to be bug free.

If nobody wants to use it because it's full of bugs, don't expect all the bugs you could have found to be ironed out because you were too afraid of a real quest being bugged up. Don't build a quest for serious use of its new features. Build a test quest to test those new features, rather than showing them off in a real quest environment.

So instead of complaining about how all the betas are buggy, the more bugs we actually find, the more likely it is that future versions, "Full" or not, will not be as buggy.

Considering that the Devs actually stated that these are the last new features to be implemented, we may as well start to expect a full version sooner than later, and test our butts off to ensure that it's not another 2.10.

We need to work on a test quest; something quick and dirty that actually goes right through every possible feature and tests all facets of it. Replaying old quests is a great way to get it done, assuming it doesn't crash.

That said, it'd be nice if the devs themselves could play test these versions for five or ten minutes before release. Some of these bugs are just extremely obvious. (Though I'll admit jman not finding that scrolling bug in the enemy editor is just plain luck.)

I already have a test quest I use. You start with every item, and it has screens with every feature and boss in the game.(Except scripting, I cant script yet) It took a while to compile, but it's great for debuging. Only problem is sometimes I still can't tell if the bug is a bug, or a mistak due to my incompetance.

Oh, anyone have an idea why b16 is corrupt for me?:banghead:

It's not a full version.

It's a Beta.

It's meant to be tested to get these bugs out so when the full version comes around, it's going to be bug free.

If nobody wants to use it because it's full of bugs, don't expect all the bugs you could have found to be ironed out because you were too afraid of a real quest being bugged up. Don't build a quest for serious use of its new features. Build a test quest to test those new features, rather than showing them off in a real quest environment.

So instead of complaining about how all the betas are buggy, the more bugs we actually find, the more likely it is that future versions, "Full" or not, will not be as buggy.

Considering that the Devs actually stated that these are the last new features to be implemented, we may as well start to expect a full version sooner than later, and test our butts off to ensure that it's not another 2.10.

We need to work on a test quest; something quick and dirty that actually goes right through every possible feature and tests all facets of it. Replaying old quests is a great way to get it done, assuming it doesn't crash.

That said, it'd be nice if the devs themselves could play test these versions for five or ten minutes before release. Some of these bugs are just extremely obvious. (Though I'll admit jman not finding that scrolling bug in the enemy editor is just plain luck.)

Well, I know it's a very hard task to work on betas, and there will be betas buggier than others. It's okay, no one can help it at times, and that's why we have a beta testing forum to pinpoint bugs the developers missed.

I think some bugs are really hard to predict, possibly because they don't directly relate to the feature, and are mistakes in the code based off of other stuff. (A great example is the raft bug. I don't recall any feature in the last beta that would have required deliberate editing of the code)(But than again, I'm not a dev)
Oh, BTW, anyone figure out why my b16 is corrupt yet :banghead😞Yes, I'm going to keep saying this)

jman2050 wrote:
[*]Fixed the script commands that return map, screen, or dmap numbers so they return integers intead of floats. Work done on the LINKCHARGING command.

Actually, I intended it to be called LINKCHARGED, and would return true only if Link was currently performing a spin attack, quake hammer or something. This is so that the spin attack and quake hammer are "visible" to scripts.

DN seems to have changed it to LINKCHARGING and made it a getter/setter for Link's "charging" variable. Giving scripters control of this variable is, in my opinion, neither good nor useful, as I coded it under the assumption that it would only ever increase when Link's action was "attacking" and his attackclk was frozen at a certain value.

Figures, 12 seconds after I download 16a. Oh well, at least I hadn't unzipped it yet.

Oh, and Koopa? What did you mean when you said 'Inactive' tile modifiers? (It was in the middle of your post, next to the Link Tile Modifier and about the A and B item selection. I'd quote you, but I'm too lazy to go find the post.)

May I also suggest a quest upgrading thing, for when betas start to cut new items into the Z# slots? Cause if I make or modify a test quest from a beta using the first 'Z#' items and then a new ZC beta is released that takes up those slots, then I have to do a LOT of editing to get things working again.

Perhaps when ZC imports a quest from an older beta it shifts all Z# item references forwards a few?

Hey jman, is there anyway I can get a quick function and argument list for the new ZScript Drawing functions? Even a list would be fine if you don't have time for a full explaination. Thanks 😊