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Minor Whistle -> Stairs Bug

13 replies · 3,004 views · Started 10 March 2007

This is a peculiar graphics issue I've come across with Whistle -> Stairs. If you place tiles(as in, the floor tiles in dungeons) using cset3 on a Whistle -> Stairs Room and then walk to another room with the same type of tiles, there will be strange discoloration in the next room(they look like the overworld tiles). This can cause dungeons that utilize Whistle -> Stairs to have some strange graphical issues. Strangely, this does not seem to happen with water(at least not overworld styled water), and I've only noticed it affecting the combo that is the usual floor in classic tileset dungeons. This was tested in build254, but it has existed for a while.

This can't be completely removed due to it being natural in Z1. A quest rule seems useful but Whistle Flags are fine.

One side effect to consider is that water becomes Walkable.

Yes. Blowing the whistle has the following effects on such screens:
1) The third color of Cset 3 is changed, as per NES behavior,
2) Water dries up, becoming walkable and killing all zoras,
3) Stairs appear.

A quest rule is certainly possible; which of the above behaviors would you like it to suppress?

1, and 2. 3 is the whole point of Whistle -> Stairs anyway and that'll be the only one people think about when they see the flag.

Questions wrote:This can't be completely removed due to it being natural in Z1. A quest rule seems useful but Whistle Flags are fine.

One side effect to consider is that water becomes Walkable.

Isn't this SUPPOSED to happen with whistle->stairs screen flag.

If you want the stairs and other combos to appear with out these side effects, all you have to do is set whistle flags and secret combo flags, do you not?

EDIT: damnit, I quoted the wrong post. ahh, makes no difference.

I think somewhere here the bug got missed, though those flags are certainly cool. The problem isn't that the colors change. The problem is that when you change screens after the colors change that the colors stay changed on the new screen creating a very unpleasant look. What's supposed to happen is that you get all the color changing and water walking, but tiles on different screens should not have their appearances changed by this since that certainly did not happen in Z1.

The bug doesn't even happen with water. It happens with floor tiles (I have no idea why). You play the whistle, get a natural color change, and then walk to another room in which some of the tiles will have the strange colors as though you had played the whistle on that screen as well despite the fact that the new screen probably doesn't even have Whistle -> Stairs at all (though depending on block placement in the two rooms, not all the floor tiles will be this color which is another very strange looking effect).

I hope this is clear. The reason to use Whistle -> Stairs over Whistle flags in the first place was indeed the color effect, but any cool look gain is lost when the colors glitch on screen transition.

It doesn't matter whether or not they are water or floor tiles; as long as they use the that specific color, that color will be changed.

Please post an example quest.

I'll try pictures as I get the feeling that words just aren't expressing what this bug is. It's really, really easy to recreate in ZQuest.

Picture 1: This is a completely ordinary room 1. Whistle to Stairs is not set in this room.

User posted image

Picture 2: This room to the south of room 1 does have Whistle to Stairs set. I have yet to blow the Whistle.

User posted image

Picture 3: I have played the Whistle in room 2, and the colors have changed. All is well.

User posted image

Picture 4: I just walked north back to room 1. This is the bugged screen. The colors should not be as such. They don't even look like they did in room 1.

User posted image

I'm absolutely certain this is a bug. I think people are getting confused thinking that I'm reporting the color change that ordinarily happens with Whistle -> Stairs. The problem I'm reporting is that the change is "stored" when you walk from one room to another, but it then further messes up the colors.

No, I understand now what you're reporting, I just couldn't reproduce it in my test quest. Then again, I tried on the overworld instead of in a dungeon dmap; I guess I'll try again.

I see the problem: the code is restoring cset 3 back to normal, which works fine on the overworld - but of course dmaps use different colors for cset 3. Fixed in the next build.