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[984] Combos Carry Over

8 replies · 1,954 views · Started 26 April 2009

This thread included a poll: Is a fix for this needed before 2.5 is released?

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.

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.