Still have to place the bomb one tile to the right to hit him.
Also, for some reason, he is also able to walk over solid object when walking vertically.
Still have to place the bomb one tile to the right to hit him.
Also, for some reason, he is also able to walk over solid object when walking vertically.
Is this in build 119? I'm not seeing either of these.
Yes. I was using build 119 when I saw this. Last I saw DN was gonna fix it, but think he actually did.
This bug still exists in build 226.
This bug seems random, and has the following properties:
Dodongos SOMETIMES walk vertically through un walkable combos
Same for Horizontal
More often than not, if a combo is half un walkable (2 pink width in either horizontal or vertical) dodongos will walk through them.
I've noticed it only hapeens when he is walking from left to right and makes a verticle turn.
This bug still exists in build 240.
The bomb->dodongo was fixed in 300, along with another.
But the "head" portion of the dodongo still walk's through solid combo's before the "tail" section hits it and changes direction while moving horizontally. 528-
I agree with this. I have seen it as well.
Does anybody know if this is the correct way Dodongos move on the NES?
Dodongos were never in a room with obstacles. I guess someone (who legally owns a cartridge of The Legend of Zelda) could edit the ROM and see what they do.
Some editors:
http://ragegames.classicgaming.gamespy.com/zeldaimprovement.html
http://ilab.ahemm.org/ztechhome/
http://zeldit.zophar.net/Programs/zeldit.html
Ok, here is the behavior that I observered:
In this room, Dodongoes will NOT walk on solid objects while walking horizontally, but will walk over everything (excluding walls) walking vertically. This was done in the ROM. Although, I suspect it is the GameCube version, as the filename is "Legend of Zelda (GC), The"
Well, at least we won't have to do any special quest rules or enemy flags to break Z1 behavior since they never were in rooms with blocks anyway. So, just make them where they won't walk onto any blocks and we're good?
Hehe...makes you wonder why there are no blocks in any of the dodongo rooms in the NES. Did no one think to add any, or is this a case of a lazy or release pressured development team?
Fixed.