Doesn't appear to do anything at all...
EDIT:
Oh, I'm using an autowarp A combotype on an ffc to warp Link.
Doesn't appear to do anything at all...
EDIT:
Oh, I'm using an autowarp A combotype on an ffc to warp Link.
You do know what it's supposed to do, right?
* Fixed a deficiency with warps by adding an overlay flag to tile, side, and whistle warp types. When this is set, any combo on the new screen that is 0 will be replaced with whatever combo is in that position on the old screen. This allows combos to carry over (slashed bushes, for example). ( DarkNation, 2007-10-18 13:20:45 )So you say it isn't doing this?
Yes I know what it's supposed to do, I requested it...
EDIT:
OK, I tested it with a normal tile warp (on a direct warp combotype) and a side warp, both with insta-warp warp types and it didn't work for those either.
Well I had a look to see if I could do anything, but the code involved doesn't seem to be obviously wrong anywhere so I don't think it's something I can do at the moment.
Any word on the status of this Joe?
They seem to be working fine, by my measure...
Test Quest
Maybe one in ten times it works, the other 9 times you get something similar to what's expected and/or garbage when you walk off the screen into a sidewarp which carries you to the screen to the right which has all combos == 0.
If I open up the layer editor for screen 0x00 and remove layer one for that screen, I get a consistent crash on trying to walking into the sidewarp in the player.
I swear I fixed this exact same thing once before... Anyway, it should be good now.
Ok, this works as it should do now.