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Offical Beta Release topic

74 replies · 12,152 views · Started 15 January 2007

Build 142
Windows: Zelda Classic 2.5 Build 142 - Full
Linux: Zelda Classic 2.5 Build 142 9(beta 16) - Full archive

Changes:
- New title screen implemented
- ZCL is inluded with the download
- Drawing primitives except for DrawTile and DrawCombo are done
- Lots of bug fixes

Known issues:

- DN or _L_ can edit this later.

Build 119
Windows: Zelda Classic 2.5 Build 119 - EXEs only. Copy your latest beta folder and copy the zelda-w.exe and zquest-w.exe files into it.

Changes:

- Fixes a crippling quest bug where tiles would not load correctly when loading a newly saved quest. Note that quests built with 118 will not work in 119. Better hope you backed up yor quests (I warned you these would be unsable).
- Fixes a bug where older quests would have their subscreen element data corrupted. Quests already saved with thi corruption will have to be fixed manually. This will PROBABLY also fix the bug where the game would freeze when selecting certain quest items. It's not an engine bug per se, but a bug that comes about because of the aforementioned corruption.

Known issues:
- Same as before

Build 118
Windows: Zelda Classic 2.5 Build 118 - EXEs only. Copy your latest beta folder and copy the zelda-w.exe and zquest-w.exe files into it.

Changes:
- Quest format has changed. Quests made in this version will not load correctly in previous versions
- Bug where scrolling to another screen crashed some computers is fixed
- Bug where 1.90 quests would crash ZC when exiting fixed.
- Bug where changes to the screen in preview mode in ZQ would make said changes permanent fixed.
- Bug where csets would randomly cycle to black or otherwise possibly fixed. Quest makers, you may have to fix your palettes to get it to work correctly.
- Bug where using ctrl+down or ctrl+right when editing a tile past tile page 251 would crash fixed.
- Slow movement in Z3 movement changed a bit. See if the behavior is better or worse
- Bug where going into the overworld map then returning to normal play would cause slash combos to reappear fixed (I think. This needs to be verified)
- Bug where step->next combos would reset a combo's animation fixed.
- Bug where overworld map ould not update itself is fixed.
- Bug where hold up item sfx would not play when collecting an item is fixed.
- other miscellaneous changes.

Known issues:

- Drawing primitives still do not work as per beta 16 thread.
- Bomb flash bug still occurs
- Collecting of items causing other items to disappear still occurs
- Other stuff

Build 116
Windows: Zelda Classic 2.5 Build 116 - EXEs only. Copy your beta 16 folder and copy the zelda-w.exe and zquest-w.exe files into it.

Changes:

- Fixed a few bugs regarding map loading. Stll can't verify if the crashing bug on some systems has been fixed, however, I added a check that might verify where the crashing is occuring.
- _L_ fixed a couple bugs, and has moved the item and enemy editors into the quest menu itself.
- Fixed a bug where damage combos were too sensitive.
- koopa fixed a bug where the wrong csets would show up after using the map key
- Fixed a few item usage bugs that nobody noticed
- _L_ also seemed to fix a problem with string fonts, as well as the bug that prevented the pickup sound from playing when you pick up an item.

Known issues:
- like I said, I can't verify the crashing bugs on my machine, so it's gonna continue to be a game of random shooting until I find something unusual.
- Csets disappearing still occurs
- Bomb flash bug still occurs
-Some problems were reported with some items disappearing when other items are collected. The specifics are sketchy, so look out for this one.
- A few others, I'm sure of.
- Drawing primitives still do not work as per the beta 16 thread.

Note that these betas will be unstable. Use at your own risk.

Do you have any idea when the Draw primitives will work properly? And have you made any progress on the LoadNPC script bug? Thanks for the hard work and communication 😊

It's also not adding the zelda section to the ag.cfg file
I tried copy / pasting one in from another beta (16b), but it didn't change the crashing problem.

[zquest]
mouse_scroll = 0
tile_protection = 1
show_grid = 0
grid_color = 15
snapshot_format = 0
save_paths = 1
cycle_on = 1
vsync = 1
showfps = 0
combo_brush = 0
brush_position = 0
float_brush = 0
open_last_quest = 0
show_misalignments = 0
scale = 1
animation_on = 1
auto_backup = 0
overwrite_prevention = 0
strict_midi = 1
import_map_bias = 0
zqmusic_bufsz = 64
layer_mask = 65535
normal_duplicate_action = 2
horizontal_duplicate_action = 0
vertical_duplicate_action = 0
both_duplicate_action = 0
leech_update = 500
leech_update_tiles = 1
only_check_new_tiles_for_duplicates = 0
gui_colorset = 0

Err... this seems to work okay for me. I haven't tried out ZQuest yet, but I've yet to find any bugs in the player. And then I'll bet one's just going to pop up right in my face <_<

franpa wrote:you can get it to generate your ag.cfg file by having a blank save file then quitting.

It generates the ag.cfg, it just doesn't add the zelda section.
I tried it with and without a saved game.

I played various quests including but not limited to Hero of Dreams, 1st.qst, my own quest currently under development (the LoZ-like one) and no bug in the player apart from fairies always stationary and clocks are dropped in quests that never did that before.

However, I see that the subscreen editor has a lot of "not yet implemented" sentence in it. Yet we can't increase the number of used items, just change existing ones. Plus when I added graphics to Cane of byrna and such new items... they remained garbage tiles! (that four blue hearths packed together).

I also would like to know how the Cane of byrna supposed to work in ZC... In LttP it summoned a spark circle making Link invulnerable and hurting enemies. Yet, in ZC it seems that it drops blocks, however the Cane of somaria should do that (and destroy it for second use).

Also, how will you, developers know that a version is stable and set? If nobody finds any bug for a month in a beta then it's considered stable or when you release the bugless, fully functional version, you already know that it's stable and you immediately set it?

yeah sorry Jman didn't change anything for me too one overworld screen and desktop again .
I can go in the cave to get the sword but I can't leave the first overworld screen

Ah, now here's te fun part. For those whose program crashes when going to another screen, tell me what allegro.log says at the end.

jman2050 wrote:Ah, now here's te fun part. For those whose program crashes when going to another screen, tell me what allegro.log says at the end.

I didn't see that it said anything new at the bottom, so I'll post the whole thing and then edit it out if it's of no use to you.


Zelda Classic v2.11 Beta (Build 16)
Allocating quest path buffers (4.00k/4.00k)...OK
Allocating map buffer (633.25k/637.25k)... OK
Allocating combo buffer (5.98k/643.23k)... OK
Allocating string buffer (9.75M/10.38M)... OK
Allocating door combo buffer (159.50k/10.53M)... OK
Allocating dmap buffer (236.00k/10.76M)... OK
Allocating combo buffer (1.62M/12.38M)... OK
Allocating color data buffer (158.11k/12.54M)... OK
Allocating tile buffer (511.88k/21.04M)... OK
Allocating trash buffer (97.66k/21.13M)... OK
Allocating item buffer (17.00k/21.15M)... OK
Allocating weapon buffer (2.00k/21.15M)... OK
Allocating guy buffer (20.00k/21.17M)... OK
Allocating combo class buffer (29.39k/21.20M)... OK
Initializing Allegro... OK
Checking Files... OK
Allocating bitmap buffers... OK
Loading data files:
Zelda.Dat...OK
Fonts.Dat...OK
SFX.Dat...OK
Loading saved games... Loading Quest...

Decrypting...okay.
Opening...okay.
Reading Header...okay.
Reading Rules...okay.
Reading Strings...okay.
Reading Doors...okay.
Reading DMaps...okay.
Reading Misc. Data...okay.
Reading Misc. Colors...okay.
Reading Game Icons...okay.
Reading Items...okay.
Reading Weapons...okay.
Reading Maps...okay.
Reading Combos...okay.
Reading Combo Aliases...okay.
Reading Color Data...okay.
Reading Tiles...okay.
Reading MIDIs...okay.
Reading Cheat Codes...okay.
Reading Init. Data...okay.
Reading Custom Guy Data...okay.
Reading Custom Link Sprite Data...okay.
Reading Custom Subscreen Data...okay.
Reading FF Script Data...okay.
Reading SFX Data...okay.
Done.
OK
Initializing sound driver... OK
Triplebuffer available
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting...okay.
Opening...okay.
Reading Header...okay.
Reading Rules...okay.
Reading Strings...okay.
Reading Doors...okay.
Reading DMaps...okay.
Reading Misc. Data...okay.
Reading Items...okay.
Reading Weapons...okay.
Reading Maps...okay.
Reading Combos...okay.
Reading Combo Aliases...okay.
Reading Color Data...okay.
Reading Tiles...okay.
Reading MIDIs...okay.
Reading Cheat Codes...okay.
Reading Init. Data...okay.
Reading Custom Guy Data...okay.
Reading Custom Link Sprite Data...okay.
Done.
Loading Quest...

Decrypting...okay.
Opening...okay.
Reading Header...okay.
Reading Rules...okay.
Reading Strings...okay.
Reading Doors...okay.
Reading DMaps...okay.
Reading Misc. Data...okay.
Reading Items...okay.
Reading Weapons...okay.
Reading Maps...okay.
Reading Combos...okay.
Reading Combo Aliases...okay.
Reading Color Data...okay.
Reading Tiles...okay.
Reading MIDIs...okay.
Reading Cheat Codes...okay.
Reading Init. Data...okay.
Reading Custom Guy Data...okay.
Reading Custom Link Sprite Data...okay.
Done.

I see. While it's not what I had hoped to see, it still narrows it down some. Does it crash immediately upon beginning to scroll? Or after you've scrolled the screen?

for me it's the same everything okay

Decrypting...okay.
Opening...okay.
Reading Header...okay.
Reading Rules...okay.
Reading Strings...okay.
Reading Doors...okay.
Reading DMaps...okay.
Reading Misc. Data...okay.
Reading Items...okay.
Reading Weapons...okay.
Reading Maps...okay.
Reading Combos...okay.
Reading Combo Aliases...okay.
Reading Color Data...okay.
Reading Tiles...okay.
Reading MIDIs...okay.
Reading Cheat Codes...okay.
Reading Init. Data...okay.
Reading Custom Guy Data...okay.
Reading Custom Link Sprite Data...okay.
Done.
scrolling up

edit the new one in

here's the test


Zelda Classic v2.11 Beta (Build 16)
Allocating quest path buffers (4.00k/4.00k)...OK
Allocating map buffer (633.25k/637.25k)... OK
Allocating combo buffer (5.98k/643.23k)... OK
Allocating string buffer (9.75M/10.38M)... OK
Allocating door combo buffer (159.50k/10.53M)... OK
Allocating dmap buffer (236.00k/10.76M)... OK
Allocating combo buffer (1.62M/12.38M)... OK
Allocating color data buffer (158.11k/12.54M)... OK
Allocating tile buffer (511.88k/21.04M)... OK
Allocating trash buffer (97.66k/21.13M)... OK
Allocating item buffer (17.00k/21.15M)... OK
Allocating weapon buffer (2.00k/21.15M)... OK
Allocating guy buffer (20.00k/21.17M)... OK
Allocating combo class buffer (29.39k/21.20M)... OK
Initializing Allegro... OK
Checking Files... OK
Allocating bitmap buffers... OK
Loading data files:
Zelda.Dat...OK
Fonts.Dat...OK
SFX.Dat...OK
Loading saved games... Loading Quest...

Decrypting...okay.
Opening...okay.
Reading Header...okay.
Reading Rules...okay.
Reading Strings...okay.
Reading Doors...okay.
Reading DMaps...okay.
Reading Misc. Data...okay.
Reading Misc. Colors...okay.
Reading Game Icons...okay.
Reading Items...okay.
Reading Weapons...okay.
Reading Maps...okay.
Reading Combos...okay.
Reading Combo Aliases...okay.
Reading Color Data...okay.
Reading Tiles...okay.
Reading MIDIs...okay.
Reading Cheat Codes...okay.
Reading Init. Data...okay.
Reading Custom Guy Data...okay.
Reading Custom Link Sprite Data...okay.
Reading Custom Subscreen Data...okay.
Reading FF Script Data...okay.
Reading SFX Data...okay.
Done.
OK
Initializing sound driver... OK
Triplebuffer available
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting...okay.
Opening...okay.
Reading Header...okay.
Reading Rules...okay.
Reading Strings...okay.
Reading Doors...okay.
Reading DMaps...okay.
Reading Misc. Data...okay.
Reading Misc. Colors...okay.
Reading Game Icons...okay.
Reading Items...okay.
Reading Weapons...okay.
Reading Maps...okay.
Reading Combos...okay.
Reading Combo Aliases...okay.
Reading Color Data...okay.
Reading Tiles...okay.
Reading MIDIs...okay.
Reading Cheat Codes...okay.
Reading Init. Data...okay.
Reading Custom Guy Data...okay.
Reading Custom Link Sprite Data...okay.
Reading Custom Subscreen Data...okay.
Reading FF Script Data...okay.
Reading SFX Data...okay.
Done.
scrolling up

Redownload the file and do the exact same thing. We're finally narrowing this down, though the cause of the problem is quite... unexpected.

test 2


Zelda Classic v2.11 Beta (Build 16)
Allocating quest path buffers (4.00k/4.00k)...OK
Allocating map buffer (633.25k/637.25k)... OK
Allocating combo buffer (5.98k/643.23k)... OK
Allocating string buffer (9.75M/10.38M)... OK
Allocating door combo buffer (159.50k/10.53M)... OK
Allocating dmap buffer (236.00k/10.76M)... OK
Allocating combo buffer (1.62M/12.38M)... OK
Allocating color data buffer (158.11k/12.54M)... OK
Allocating tile buffer (511.88k/21.04M)... OK
Allocating trash buffer (97.66k/21.13M)... OK
Allocating item buffer (17.00k/21.15M)... OK
Allocating weapon buffer (2.00k/21.15M)... OK
Allocating guy buffer (20.00k/21.17M)... OK
Allocating combo class buffer (29.39k/21.20M)... OK
Initializing Allegro... OK
Checking Files... OK
Allocating bitmap buffers... OK
Loading data files:
Zelda.Dat...OK
Fonts.Dat...OK
SFX.Dat...OK
Loading saved games... Loading Quest...

Decrypting...okay.
Opening...okay.
Reading Header...okay.
Reading Rules...okay.
Reading Strings...okay.
Reading Doors...okay.
Reading DMaps...okay.
Reading Misc. Data...okay.
Reading Misc. Colors...okay.
Reading Game Icons...okay.
Reading Items...okay.
Reading Weapons...okay.
Reading Maps...okay.
Reading Combos...okay.
Reading Combo Aliases...okay.
Reading Color Data...okay.
Reading Tiles...okay.
Reading MIDIs...okay.
Reading Cheat Codes...okay.
Reading Init. Data...okay.
Reading Custom Guy Data...okay.
Reading Custom Link Sprite Data...okay.
Reading Custom Subscreen Data...okay.
Reading FF Script Data...okay.
Reading SFX Data...okay.
Done.
OK
Initializing sound driver... OK
Triplebuffer available
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting...okay.
Opening...okay.
Reading Header...okay.
Reading Rules...okay.
Reading Strings...okay.
Reading Doors...okay.
Reading DMaps...okay.
Reading Misc. Data...okay.
Reading Misc. Colors...okay.
Reading Game Icons...okay.
Reading Items...okay.
Reading Weapons...okay.
Reading Maps...okay.
Reading Combos...okay.
Reading Combo Aliases...okay.
Reading Color Data...okay.
Reading Tiles...okay.
Reading MIDIs...okay.
Reading Cheat Codes...okay.
Reading Init. Data...okay.
Reading Custom Guy Data...okay.
Reading Custom Link Sprite Data...okay.
Reading Custom Subscreen Data...okay.
Reading FF Script Data...okay.
Reading SFX Data...okay.
Done.
scrolling up

Redownload it and test again. Thank you for your patience, but this is the only way we're gonna be able to kill this bug it seems...

Test 3
and... you're welcome, and thanks for your dedication to trying to fix these bugs, against tremendous odds. 😉
When you find it.... have a cookie. 😉

Zelda Classic v2.11 Beta (Build 16)
Allocating quest path buffers (4.00k/4.00k)...OK
Allocating map buffer (633.25k/637.25k)... OK
Allocating combo buffer (5.98k/643.23k)... OK
Allocating string buffer (9.75M/10.38M)... OK
Allocating door combo buffer (159.50k/10.53M)... OK
Allocating dmap buffer (236.00k/10.76M)... OK
Allocating combo buffer (1.62M/12.38M)... OK
Allocating color data buffer (158.11k/12.54M)... OK
Allocating tile buffer (511.88k/21.04M)... OK
Allocating trash buffer (97.66k/21.13M)... OK
Allocating item buffer (17.00k/21.15M)... OK
Allocating weapon buffer (2.00k/21.15M)... OK
Allocating guy buffer (20.00k/21.17M)... OK
Allocating combo class buffer (29.39k/21.20M)... OK
Initializing Allegro... OK
Checking Files... OK
Allocating bitmap buffers... OK
Loading data files:
Zelda.Dat...OK
Fonts.Dat...OK
SFX.Dat...OK
Loading saved games... Loading Quest...

Decrypting...okay.
Opening...okay.
Reading Header...okay.
Reading Rules...okay.
Reading Strings...okay.
Reading Doors...okay.
Reading DMaps...okay.
Reading Misc. Data...okay.
Reading Misc. Colors...okay.
Reading Game Icons...okay.
Reading Items...okay.
Reading Weapons...okay.
Reading Maps...okay.
Reading Combos...okay.
Reading Combo Aliases...okay.
Reading Color Data...okay.
Reading Tiles...okay.
Reading MIDIs...okay.
Reading Cheat Codes...okay.
Reading Init. Data...okay.
Reading Custom Guy Data...okay.
Reading Custom Link Sprite Data...okay.
Reading Custom Subscreen Data...okay.
Reading FF Script Data...okay.
Reading SFX Data...okay.
Done.
OK
Initializing sound driver... OK
Triplebuffer available
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting...okay.
Opening...okay.
Reading Header...okay.
Reading Rules...okay.
Reading Strings...okay.
Reading Doors...okay.
Reading DMaps...okay.
Reading Misc. Data...okay.
Reading Misc. Colors...okay.
Reading Game Icons...okay.
Reading Items...okay.
Reading Weapons...okay.
Reading Maps...okay.
Reading Combos...okay.
Reading Combo Aliases...okay.
Reading Color Data...okay.
Reading Tiles...okay.
Reading MIDIs...okay.
Reading Cheat Codes...okay.
Reading Init. Data...okay.
Reading Custom Guy Data...okay.
Reading Custom Link Sprite Data...okay.
Reading Custom Subscreen Data...okay.
Reading FF Script Data...okay.
Reading SFX Data...okay.
Done.
scrolling up

Are you sure you're redownloading and replacing the current zelda-w.exe with the new one? I'm positive that there's supposed be more in that file after 'scrolling up'. At least one more line, if not more...

I'll be back in about 15 minutes btw.

yep, but I'll run the last one again in case something went afoul overwritting it.
This time I'll delete the zelda-w.exe outright before unzipping the new.

This time I deleted the 116test.zip and the zelda-w.exe file before downloading and running again.
here's the result.


Zelda Classic v2.11 Beta (Build 16)
Allocating quest path buffers (4.00k/4.00k)...OK
Allocating map buffer (633.25k/637.25k)... OK
Allocating combo buffer (5.98k/643.23k)... OK
Allocating string buffer (9.75M/10.38M)... OK
Allocating door combo buffer (159.50k/10.53M)... OK
Allocating dmap buffer (236.00k/10.76M)... OK
Allocating combo buffer (1.62M/12.38M)... OK
Allocating color data buffer (158.11k/12.54M)... OK
Allocating tile buffer (511.88k/21.04M)... OK
Allocating trash buffer (97.66k/21.13M)... OK
Allocating item buffer (17.00k/21.15M)... OK
Allocating weapon buffer (2.00k/21.15M)... OK
Allocating guy buffer (20.00k/21.17M)... OK
Allocating combo class buffer (29.39k/21.20M)... OK
Initializing Allegro... OK
Checking Files... OK
Allocating bitmap buffers... OK
Loading data files:
Zelda.Dat...OK
Fonts.Dat...OK
SFX.Dat...OK
Loading saved games... Loading Quest...

Decrypting...okay.
Opening...okay.
Reading Header...okay.
Reading Rules...okay.
Reading Strings...okay.
Reading Doors...okay.
Reading DMaps...okay.
Reading Misc. Data...okay.
Reading Misc. Colors...okay.
Reading Game Icons...okay.
Reading Items...okay.
Reading Weapons...okay.
Reading Maps...okay.
Reading Combos...okay.
Reading Combo Aliases...okay.
Reading Color Data...okay.
Reading Tiles...okay.
Reading MIDIs...okay.
Reading Cheat Codes...okay.
Reading Init. Data...okay.
Reading Custom Guy Data...okay.
Reading Custom Link Sprite Data...okay.
Reading Custom Subscreen Data...okay.
Reading FF Script Data...okay.
Reading SFX Data...okay.
Done.
OK
Initializing sound driver... OK
Triplebuffer available
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting ...okay.
Opening...okay.
Loading Quest...

Decrypting...okay.
Opening...okay.
Reading Header...okay.
Reading Rules...okay.
Reading Strings...okay.
Reading Doors...okay.
Reading DMaps...okay.
Reading Misc. Data...okay.
Reading Misc. Colors...okay.
Reading Game Icons...okay.
Reading Items...okay.
Reading Weapons...okay.
Reading Maps...okay.
Reading Combos...okay.
Reading Combo Aliases...okay.
Reading Color Data...okay.
Reading Tiles...okay.
Reading MIDIs...okay.
Reading Cheat Codes...okay.
Reading Init. Data...okay.
Reading Custom Guy Data...okay.
Reading Custom Link Sprite Data...okay.
Reading Custom Subscreen Data...okay.
Reading FF Script Data...okay.
Reading SFX Data...okay.
Done.
scrolling up

I'm an idiot. NOW I see what's wrong, and I should've seen it from the beginning.

Redownload it just once more, and tell me if the bug goes away.

jman2050 wrote:I'm an idiot. NOW I see what's wrong, and I should've seen it from the beginning.

Redownload it just once more, and tell me if the bug goes away.

no no no....
We aren't going to get into those old "I'm an Idiot" stories.
I have too many, and besides... who wants to open up THOSE old sores.

by the way...
IT WORKS!

but it is very slow.

We'll work on optimizaing the engine when the time comes. There are definitely some bottlenecks that need to be addressed, but not until we get some sort of stability first.

And btw, I'v decided not to go through with Z3 scrolling, at least not until 2.5 is released.

Yes, I've been reading along about the Z3 scrolling thing.
I think that's a wise decision.
Too many things added too quickly can only make the job of crushing bugs a nightmare since it increases the amount of places that they could be coming from.
something like.... too many cooks spoil the broth.... or sumthin'
Make you busier than a one legged man in a butt kicking contest. 😉

Now if you can shut "L" down for a while, or get him on bugs instead of new features, a stable release might still be possible. 😉

side not as too why it never changed freedom... you may have had to erase your temporary files each time you downloaded it due to the download being at the same location and having the same name.

- 2.10 quests "seem" fine.
- castle haunt i couldnt enter because of unknown reasons... there was a barrier stopping me from entering the house/castle/whatever.
- zelda's quest for link 2 worked apparently fine.
- link to the darkness (1.90 quest) is showing things in caves out on the overworld.
- 1.90 quest for a save game results in a crash upon exit within ntdll.dll
- - 2.10 quests "seem" fine.
- castle haunt i couldnt enter because of unknown reasons... there was a barrier stopping me from entering the house/castle/whatever.
- zelda's quest for link 2 worked apparently fine.
- link to the darkness (1.90 quest) is showing things in caves out on the overworld.
- 1.90 quest for a save game results in a crash upon exit within ntdll.dll
- B button items wont work in your special build above... or in dinus quest you start with bombs but i couldnt use them.

jman2050 wrote:And btw, I'v decided not to go through with Z3 scrolling, at least not until 2.5 is released.

That's fine. Though, I do hope you'll try it again sometime soon after 2.5 is out