Read-only archive of the Armageddon Games Forums Archive (2000–2026) · About this archive

Bad interaction between message rules/string issues

2 replies · 931 views · Started 22 July 2007

If you use both "Messages disappear" and "Messages freeze all action", then action resumes when the last string is displayed, but before the player hits A again.

This is a problem, both because every other Zelda game waits until the player hits A before letting the player have control again, and because it's really hard to do cutscenes in ZScript:

void mycutscene() {
Screen->Message(1); //blarg, I am monster!
//do cool stuff, expecting the string to be gone
Screen->Message(2); //Die!
}

The issue here is that the second string can very well be displayed while the first one is still on screen, causing odd glitches (the nature of which I need more time to experiment with).

But, these glitches wouldn't happen if the first string was totally gone before the second one started.

So, uh, what did you fix?

1. Action is frozen on the last string until A is hit?
2. You can't display more than one string at once?

(I don't see anything in the change log, so I ask here)