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Zelda Classic 2.50.3 RC1

17 replies · 5,850 views · Started 04 December 2016

Downloads (at the bottom of the page)

Changes since 2.50.2
[spoiler]Critical bugs fixed:

  • Crash when importing combos
  • Crash when loading a sound with a long filename
  • Crash when editing a message
  • Crash when a compile error is too long
  • Crash on Link->Warp() or Link->PitWarp() to an invalid DMap or screen
  • Crash when setting HP or MP to a very high number in the cheat menu
  • Saved games can have invalid icon palettes, causing crashes when displayed
  • Fixed crashing when toggling fullscreen
    [list]
  • This mainly affects Mac; fullscreen still won't work (that's going to take a while), but trying to toggle it shouldn't crash the game, at least
[/list]

Other bugs fixed:

  • Enemies above 255 are cleared when importing data from older quests
  • The ladder may be deployed over water when Link should swim instead
  • Arrows' MP costs are paid even when out of ammo
  • Link slashes repeatedly if MP runs out while charging
  • Half-solid boss lock blocks can't always be unlocked
  • Tribble enemies' BG sounds don't stop when they transform
  • Ganon's roaring sound doesn't stop after leaving the room
  • FFCs jump to changers in rare instances
  • A and B may have the same item assigned when starting a game
  • Nayru's Love projectiles are never deleted
  • The hammer impact graphic appears in the wrong place if Link turns around mid-swing
  • Tiles are sometimes deleted after being moved
  • Magic gauge pieces may draw incorrectly if drain rate is not 1 or 2
  • Editing a string with a numeral after a string control code merges the number into the code
  • Some MP3s restart too soon
  • ZQuest checks which tiles are in use by enemies incorrectly
  • Drawing mode doesn't change correctly when the button is clicked
  • Undoing mass recoloring may undo multiple operations
  • "(None)" shows up in item lists when it's not a valid option
  • Item 0 can't be copied and pasted
  • Scripts don't initialize properly after quitting via F6->Continue or Save
  • Negative constants are read incorrectly
  • Array initialization and assignment doesn't work right in some cases

Other significant changes:

  • If a button is mapped to a system or cheat key, it will now function only as game input
    [list]
  • For instance, if Ex3 is mapped to A, pressing it won't also refill arrows

[*]New level 4 cheat: Link ignores sideview gravity
[*]Adjusted the hammer's reach slightly for backward compatibility
  • Specifically, it can now reach over a half-tile to the left

[*]Added a compatibility mode to restore a drawing bug in quests made in older versions
  • This is not a quest rule; it depends entirely on the version the quest was saved in

[*]Added a quest rule to control whether statues have a minimum range and shoot double fireballs
[*]Game->SetCombo* functions now consistently do nothing on invalid input
[*]Game->GetCombo* functions now return -1 on invalid input
[*]Link->SetAction(LA_HOPPING) is now ignored
[*]In the script assignment window, previously loaded scripts now missing are marked with **
[*]Added an option to show invisible items in the subcreen editor
[*]Added more options for timed save frequency
[*]Moved some script data around to reduce memory usage
[*]ZScript pointers are now cached to improve performance
[*]Cleaned out some garbage that was showing up in new quests' scripts
[*]ZC now defaults to windowed mode with double buffering on Windows.
[*]Clarified the version number in the "About" dialogs[/list]
[/spoiler]

Double buffering is now enabled by default on Windows because it seems to fix display issues in newer versions of Windows. If you're updating in place, however, you'll need to edit ag.cfg or it will continue to use the old setting. The setting is doublebuffer in the [zeldadx] section; it should be set to 1.

There are a couple of relatively risky changes that could use some testing. I'm pretty sure they're okay, but some verification wouldn't hurt. If there are any problems, I don't expect they'll be subtle.

There was a change to the ladder. Historically, those have not worked out well. This change only applies when Link has flippers and is walking onto water horizontally with diagonal movement enabled; I don't anticipate any new problems in other scenarios.

Some FFC script data was moved, so check that those didn't break. In particular, make sure ffc->Misc[] and pointers work correctly, especially after changing screens. Don't forget the different carryover options.

There have been a couple of changes to the compiler. Initializing and writing to user-defined arrays is handled a bit differently now. There's also been a slight change to how the compiler handles getter and setter functions, meaning all Game->GetCurX functions and all built-in variables. Neither of these affects any existing quests; you'll need to recompile scripts to make sure nothing broke.
A couple of specific examples of array issues that should be fixed now:

arr[Link->X]=12345; // This would set arr[Link->X] to 0
int arr2[]={ arr[0], arr[1], arr[2] }; // This would initialize as { 0, 0, 0 }

Which github revision does this RC correspond to? (This information would be useful to post along with the announcement in the future as well).

I have 2.50.1 saved on my mac from the day it was publicly released that works fine for me. I just went to download 2.5.0, and after I did that I had the same problem I did downloading 2.5.2 and 2.5.3 RC1. It seems to me anything I download with the new Sierra mac os 10.12.1 (1682555) version corrupts the the Zelda classic install. It is good to know the issue is not with the builds, but with the install into the new mac OS X version. At least we know more than we did.

[MENTION=38582]Saffith[/MENTION]: Didn't you also fix a critical bug, where ZC crashed if a script identifier was too long, and another, if a script buffer had too long of an open quoted string, or something like that?

luckilla wrote:I have 2.50.1 saved on my mac from the day it was publicly released that works fine for me. I just went to download 2.5.0, and after I did that I had the same problem I did downloading 2.5.2 and 2.5.3 RC1.

That's bizarre. I don't know if I built Allegro differently, or if some default setting is bad, or what.
Could you try downloading 2.50.1 again and see if it works or not? That would help determine if it's a difference in the program or something else. Here's the link.

ZoriaRPG wrote:[MENTION=38582]Saffith[/MENTION]: Didn't you also fix a critical bug, where ZC crashed if a script identifier was too long, and another, if a script buffer had too long of an open quoted string, or something like that?

Those were both from long error messages.

I just downloaded 2.50.1 from the link and it also did not work, It seems to me any build I download now gets corrupted. The only thing not corrupted is the 2.50.1 build I have saved on my mac.

I think I might have found the problem. Apparently Sierra has a new security feature called translocation that can prevent an application from finding its data files. That sounds like what you're seeing.
Try this: in Finder, click and drag ZC to a different folder and run it there. Supposedly, that will disable translocation. You can presumably move it back afterward.

Saffith wrote:I think I might have found the problem. Apparently Sierra has a new security feature called translocation that can prevent an application from finding its data files. That sounds like what you're seeing.
Try this: in Finder, click and drag ZC to a different folder and run it there. Supposedly, that will disable translocation. You can presumably move it back afterward.

Great catch [MENTION=38582]Saffith[/MENTION]. I do believe that to be his issue after reading it. I have not experienced behavior like that on my mac at work but I don't download and run things out of Downloads often.

[FONT=-apple-system] The basic gist is that if you download and run a Gatekeeper app from the Downloads folder, the OS will copy the app into a read-only disk image and run it from there instead. See the link above for more details.[/FONT]

I got it to now work for me. It downloaded all the quest files, then I downloaded the Zelda classic app, so I think that was the problem. I did not realize this was what I needed to do(I thought files were built right into the build itself?!?!?, but everything is good now, thanks for the ideas and help.

luckilla wrote:Thank you guys for pinpointing the problem. I wish I could get it to work, I am going to keep trying to figure this one out. If anyone has a good idea please let me know.

You've moved it out of the downloads folder like to your desktop and it still does the same thing?

I found another thing. Someone said having two applications packaged together seems to confuse it. So try this: in Finder, move ZC and ZQuest into two different folders, then move them back. Maybe that'll do it.

It looks like it (all the Mac builds) does not need the files it saved to run, the only thing that makes it run is being game folder. For some reason it seems any game folder is like a happy spot for the build to run correctly. it did not work correctly in the applications folder. This is weird, but at least I figured out how to fix the problem now.

I was playing the 5th quest on 2.50.3 RC1 and noticed 2 weird bugs. One bug was sometimes when playing - Link will just walk somewhere and not stop sometimes I can stop this from happening, but seems like bug. This only happens once in a while. Another glitch is sometimes the screen saver comes on too soon. These issues are with the Mac build just for clarification.

luckilla wrote:One bug was sometimes when playing - Link will just walk somewhere and not stop sometimes I can stop this from happening, but seems like bug.

That sounds like a key getting stuck or a key release not registering. Neither would be a bug, exactly. Does it happen more than before? Might be due to a change in 10.12, but I don't know what that might be...

Another glitch is sometimes the screen saver comes on too soon.

The game's screen saver or the OS's? The game's screen saved should be disabled by default. The OS's we probably can't do anything about.

It was the game's screen saver. Thank you for the info about the key getting stuck. It does not happen often when playing, but happens a few times when playing. Just trying to make sure these are not issues before 2.50.3 get released. I did not notice any other issues.