the first door in dungeon 1 should be unlocked without the use of a key if you immediately exit after entering the dungeon. (you can walk through the 3 initial rooms and do what you like)
this does not occur.
the first door in dungeon 1 should be unlocked without the use of a key if you immediately exit after entering the dungeon. (you can walk through the 3 initial rooms and do what you like)
this does not occur.
If anyone wants to take a stab at reproducing the bug for authenticity, here's a link to an unpassworded copy of 1st.qst:
http://darknation.armageddongames.net/Quests/1st-no_pw.qst
Once you've fixed it up, send me a link and I'll make it official.
I tried to achieve this with scripting, but I don't think it's currently possible due to a bug and/or limitation with Game->SetMapFlag(). I'll post about this bug in a seperate thread.
Basically the pseudocode for the script would have been this:
import "std.zh"bool bug_active = false;
// this ffc to be placed on screen 37 of the overworld
ffc script eagle_bug_ext{
void run()
{
if(bug_active)
{
// remove the door
Game->SetMapFlag(dmap1, screen73, MF_DOORUP, false);
Waitframe();
// add it back
Game->SetMapFlag(dmap1, screen73, MF_DOORUP, true);
Quit();
}
else
{
Waitframe();
}
}
}
// this ffc to be placed on screen 73 of level 1
ffc script eagle_bug_int{
void run()
{
bug_active = true;
Quit();
}
}
I suppose this can be done by setting ComboDs and using a "Run on Screen Init" script in the room itself. What I'd prefer, though, is a ZScript means of accessing a mapscr's door[] array.
Added by L in the next build.
PS: L, could you please commit zscript.txt to the output/common folder?
Could you please install the code in proposed1st.qst? When?
The door doesn't automatically unlock without a key if Link leaves and returns to Lv1 Dungeon.
Does proposed1st have that script, or just the floor tile fix?
I don't want to replace 1st.qst until proposed1st has been thoroughly debugged; it still seems to have some item property problems, ie with the Triforce.
Just the floor tile fix. Continue on with your work.
Okay, the code works! Bug confirmed fixed in 461.
Play proposed1st.qst to see Room 1 in Level-1 Labyrinth.
DarkDragon or Dark Nation, I saw a change in shardstorm.com from _L_:
* Replaced proposed1st's bug script with more efficient ZASM. Why? I just felt like it. [SIZE="1"]( _L_, 2007-07-11 23:38:35 )[/SIZE]
Upon release I will have to test it again and play the original NES to check if they both match still. This will replace the old one Dan Furst made.
If it is buggy, then this bug is revived. If not, bug still stays under the grave.
I (or other beta testers) will notify with the next post.
[SIZE="6"]NO!!!!!!!!!!!!!!!!!![/SIZE] Bug resurrection... build 473.
The bug is revived. Door does not open when Link leaves and reenters Lv1 Labyrinth. _L_'s so called "more efficient" code does NOT WORK!. Please REVERT to the one Dan Furst made.
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Now, now, no need to get into a huff over a simple mistake. It's easy to forget which of GOTOLESS and GOTOMORE contains the "or equal to".
Fixed.
so, it is now back to letting you do what you want in the dungeon and unlocking the door if you exit?
you can exit at any point and the door will unlock, just head left, kill everything, head right, kill everything, exit. or head left kill everything then exit, or enter the dungeon then exit before entering another room etc.
the first doors always unlocked when you exit the dungeon, it is not restricted to other things.
:lol: You forgot to mark a
! Again!!
It works, but with a flaw.
After Link leaves and re-enters, the locked door opened. BUT when he goes through the opened door and back, the door re-locks. Now you have to use the key.
The door MUST stay open after the script has worked.
Thank you!
Bug removed.
Snagged the proposed1st.qst from a Linux build [487] and put it in the directory with the Windows build [478] and tested with that Windows build.
It is a success!! It works perfect now. This bug has been stomped twice and it is gone for good. Dead bug again. 😃
this thread was highly confusing 😊 glad i didnt have to say much.
Tested again.
Bug confirmed fixed in 488. This bug is already dead.
issue returns in Build 492.
Fixed in the next build.