I set the room type to special item and the item to the Triforce Fragment. After obtaining it, the colors of the room flashed and changed to gray, and then I was warped to screen 81. It was the standard overworld colors, and the Link marker appeared on the minimap where screen 81 would be. Trying to leave resulted in an infinte loop of being thrown back onto screen 81. Abei was gone, but his invisible wall seemed to remain. I'm not sure how the game should act in such a case, but I don't think this is good.
Obtaining a Triforce fragment on screen 81 gets Link stuck(b414)
Well, it's trying to send you to the side warp of screen 81, which isn't right (since screen isn't a real map screen, per se). So, it should either send you to the side warp of the screen that sent you to screen 81 or not send you to a side warp at all.
Was this from an overworld screen or a dungeon screen (the room that was the special item room)?
It was from an overworld screen.
Hmmm... I'll look into it.
This bug persists in b550.
Due to the functionality of screens with numbers like 8X, it would most likely require a major overwrite of their code to fix. I would say it's not really a bug though since you aren't supposed to give triforce peices on screen 81.In fact, you aren't supposed to give the player any item on that screen(the screen for items is 80).
I actually meant 80 and not 81 (I actually make that mistake a lot of calling the far left column column one), but the two should work the same way. It is a bug since such a loop is not supposed to occur. Simply warping Link as though he were on the entry screen would fix it; that's hardly a major overwrite of code.
Wait. Maybe I am missing something here, but why are you using the Triforce as an item on screen 80 anyway? Can't the whole situation just be avoided by copying screen 80 onto a regular screen on the map and manually setting up the warps? One of the big issues you have here is you have to use a side warp to go in and out of the screen and you also need to use one to tell it where to put Link after obtaining the Triforce. I don't think that screen was designed to do what you want it to do, but you could work it different to avoid the problem.
AmazingAmpharos wrote:I actually meant 80 and not 81 (I actually make that mistake a lot of calling the far left column column one), but the two should work the same way. It is a bug since such a loop is not supposed to occur. Simply warping Link as though he were on the entry screen would fix it; that's hardly a major overwrite of code.
Erm hit the nail on the head. It may be a bug, but do you really wanna delay 2.5's release for something that is so easy to work around? I don't.
You're acting like this is a part of a quest I'm building. I actually specifically put a Triforce there to test for bugs. You know, bugtesting. I'm sure I could come up with some esoteric need in a theoretical quest that would make this bug seriously inconvenient, but that's beside the point. I'd say any bug is worth fixing, and this is obviously a bug. I would be astounded if fixing this would be a serious delay on 2.5's release, and the same logic could be used to argue against fixing any bug which is obviously just absurd. Seriously, every last single bug is worth fixing. If it would truly require a ridiculous amount of effort, it would still not be worthy of being totally dropped. It would be a bug in limbo, but again, I can't imagine it really taking nearly as much effort to fix as suggested or really even more effort than fixing any other random bug.
But you are also using screens 80 or 81 as rooms for a quest, which is not how they were intended to be used. It's not a bug if the rooms aren't intended for what you are doing. 80 and 81 are not part of the main map and therefore should not be used unless being used as a special item or passageway warp room. The Triforce is not an item used in screen 80 ever. If someone was having that problem, they would just be direct to do as I described above. I wouldn't call this a bug as much as a misunderstanding of the intentions of those two screens.
AmazingAmpharos wrote:You're acting like this is a part of a quest I'm building. I actually specifically put a Triforce there to test for bugs. You know, bugtesting. I'm sure I could come up with some esoteric need in a theoretical quest that would make this bug seriously inconvenient, but that's beside the point. I'd say any bug is worth fixing, and this is obviously a bug. I would be astounded if fixing this would be a serious delay on 2.5's release, and the same logic could be used to argue against fixing any bug which is obviously just absurd. Seriously, every last single bug is worth fixing. If it would truly require a ridiculous amount of effort, it would still not be worthy of being totally dropped. It would be a bug in limbo, but again, I can't imagine it really taking nearly as much effort to fix as suggested or really even more effort than fixing any other random bug.
I have to agree with erm on this one.
You also can't set a different palette for use with these screens, they are hard coded to do what they do, doesn't mean it's a bug if you can't get it to do something else.
I don't think that is really analogous at all and that the infinite looping is more analogous to Zelda Classic crashing, but this argument is clearly going nowhere. I'm convinced that the behavior is bugged; I guess it's just a matter of waiting to see what the devs do about it one way or another.
I'm inclined to believe that once you enter screen 80 it is hardcoded to return you back where you came from.
You don't set a return warp from that screen, and if they changed that it would probably open a can of worms, but you're right, it's up to the developers to make that decision.
Whether we decide it's a bug or not, this behavior is still in b660 exactly as it was originally described.
It's a bug, and fixed in the next build.
Bug dead in 704, and the new behavior is very nice.