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interesting ladder bug

6 replies · 1,733 views · Started 13 July 2007

interesting ladder bug
It only happens when the screen flag treat as nes dungeon is checked, and it only happens to the tile to the right of that walkway, right side both top and bottom, the rest on the area he uses flippers.
Link has the flippers in this instance.
see screen.

User posted image

Here's another example of the "ladders gone wild" ladder bug.
This time it's trying to cross a direct warp tile (fully walkable).
User posted image

DarkDragon,
I sent you a link via PM to the quest that displays this problem and the splitting darknut crash bug.
both threads are now moved up front.

I've tracked down the problem, and it's thorny.

The issue boils down to a conflict between how the flippers and the ladder works.
The ladder, per NES behavior, shows up whenever Link is "close" to being aligned with a stepable tile, even if Link is not yet lined up enough to actually cross the ladder.
The flippers, on the other hand, only work when Link is perfectly lined up with a water tile.
The last ingredient is Z3 movement. When in Z3 movement mode, if Link walks up vertically against a tile boundary, he "sidesteps" so as to line himself up with the closest tile.

Hence here is what happens in your quest:
Link walks up against a tile boundary. The left tile is walkable (the bridge) and the right tile is water. Since you have the flippers, the right tile counts as walkable as well, and Z3 movement starts "sidestepping" Link.
The ladder code now kicks in, sees that Link is "close" to being aligned with water, and plops down a ladder sprite.
Link continues sidestepping until he is aligned with the water tile. Since there is now a ladder there instead of just water, he walks onto the ladder instead of swimming.

I've fixed this conflict in the next build by changing ladder behavior: once Link has the flippers, all water is unstepable, ie, will not trigger the ladder under any circumstance. This new behavior is a departure from how the ladder has behaved ever since Flippers were introduced (in fact I've frequently abused this quirk to battle Darknuts near water, even after I'd obtained Flippers.) Is anybody going to want a quest rule, instead of just an outright fix for this quirk?

No, I hadn't; I've expanded the above to have the ladder ignore walkable combos, and water combos made walkable via flippers.

You bring up another point, though: DN flagged direct warps as stepable (presumably to allow things such as pits) but both currently and previously it is not possible to step over the pit without making the direct warp solid, rendering it useless. You'll have to ask DN what he intended.