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[473] Can't view AB items in subscreen

8 replies · 1,991 views · Started 14 July 2007

It's due to the devs fixing an inconsistency with the original NES game - I suppose they could implement a quest rule though.

Is a quest rule really necessary? If you don't have the "A button selected" quest rule enabled, your A button is always the sword, and the B button is always what the selector is highlighting on the subscreen, so there shouldn't be any confusion.

What's wrong with quest rules? Quest makers love quest rules for their simplicity of use. And now it's time to play the name that quote game.

Why we love quest rules:

SET IT AND FORGET IT!

..hehe sorry ;p

I'm not a big fan of quest rules.
From a development standpoint, they turn the ZC code into swiss cheese, leading to combinatorial explosion. A good example of this effect is Z3 movement - this quest rule continues to plague ZC because every part of the Link movement and animation system has to fixed and tested twice: once for classic and once for Z3 movement.

From an author standpoint, quest rules are quick and useful - IF you have the experience to have a good idea of what you're doing. A newbie looking at 7+ pages of extremely obscure rules is intimidated by stuff like "1.90-style Tribbles," "Trap Position Fix," or "Full Priority Damage Combos" - I don't know off of the top of my head what these last two actually do, for instance. A new "Active Subscreen Fix" quest rule would not help this state of affairs.

In general I am thus reluctant to add trivial quest rules. Which is not to say that this rule is trivial - if there is demand for it I will add it.

Yes, I see your point...and I just noticed the commit for this in the changelog also. I suppose for me it's hard to understand the logic of adding a new feature who's function is to eliminate another feature for the purpose of an exact replica of the old nes behaviors, when imho ZC is far superior. I do however respect and understand that people want an exact clone of the nes, the archtype to the programming of ZC, which it is modeled after, and the "mother" of ZC if you will. Unless others object to this as well, I see no legitamate reason for you to implement another quest rule for the few. I can live without it.

I've expanded the "Display" field in the subscreen editor to offer greater control over when a component is displayed: it can now be set to display when the active subscreen is up (normal gameplay), the active subscreen is down, the active subscreen is scrolling in/out, or some combination of the three.

I've then used this field to keep official quest compatibility without (intentionally) touching custom quests, which hopefully is to everyone's satisfaction.