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[LOZ inconsistency] Music restarts from item room/passage

18 replies · 3,997 views · Started 26 July 2007

I was watching the 33:34 run of LOZ on speeddemosarchive, and I noticed that dungeon music restarts after exiting an item room or passageway.

(Note this was played on the Wind Waker demo disc for GCN.)

Also happens when the item in an item room is picked up...the music stops when Link gets the item, then restarts when the action resumes.

Also, I'd suggest a quest rule or something to keep the current behavior...many already-existing quests have dungeon tunes that are longer than the NES's ~20-second ones, and those could get annoying if they start from the beginning every time.

I imagine this is why the beginning bass intro of the level 9 song, consisting of the same note 16 times in a row, was removed from the NES version. It does sound a bit weird to hear it over and over while playing the FDS level 9, especially in the first quest level 9 where there are tunnels all over the place...<_<'

Here's the problem... The only time Link holds up items in Z1 was in an item room (the music resets there) or in a shop when there is no music. Items like the boomerangs, heart containers, etc. were never held up if they were on a regular screen so the music would continue.

I played proposed1st.qst. When Link picks up and holds the item in caves(easy, walk in and grab the wooden sword at the start), music resumes there. Music is not supposed to play in caves.

Did the music just start playing in this build? If not, that's a consistency bug which should wait until post-2.50.

Cave part fixed in 548. There are other problems.

I checked in Original NES. When Link leaves the Item Cellar/Passageway, music keeps going during the fades and after fade in, restarts.

In ZC, music stops at fades and restarts after fade in.

What was already implemented is implemented. When there are bugs from the newly implemented feature or inconsistency fix are either corrected, left alone, or dropped until after 2.5. All features in suggestions are ingnored at this time. And Inconsistencys could be on account of features.

This thread is the last one I will be in for any inconsistency fix. Next time, when there is another inconsistency that has been fixed with a new feature, I am going to ignore it if there is need of tweaks from now on. At this time, every beta tester should never report new inconsistency issues until after 2.5. I should do the same.

The bugs must go first, get a stable release, then report any inconsistencys.

EDIT: Now already at the second-half of the year, developers must work quickly and rid all the bugs and release a stable release (earlier, or) on January 1, 2008. The ZC "about" dialog box always say January 1, #### (where #### is year). I believe there is no way for the developers to edit that particular month and day.

Hold your horses ladies and gentlemen, this ones not done yet. Quick question: I was playing a 2.10 quest and the music keeps restarting every time link comes out of a passageway *cough*[SIZE="1"]annoying[/SIZE]*cough*, haven't messed with it, but there's quest rules to preserve backwards compatability right?

Yea, that would be annoying.
I don't use the item rooms much but in passageways constant stopping and starting of the music would be a drag.

Now music keeps going during fades in 550 and restarts after the dungeon room fades in, but with a short delay before restart. Is that the process of reloading MIDI?

In the NES, there is no delay. Try to get rid of the short delay so that MIDI restarts and all sprites (Link and others) appear at the same time 1 frame after the complete dungeon room fade in.

However, if that delay is truly the process of reloading MIDI, then there is no other way to make it more athentic so you can just move it to exterminated bugs.

Remember that I will still be available only in this thread and it is the last thread I am visiting for tweak request. See post #15.

Using F4 you can see that the music restarts the same frame as Link appears.
I'm also not hearing any kind of delay.