github ZQuestClassic/ZQuestClassic 2.54-Alpha-17
Zelda Classic 2.54, Alpha 17

pre-release6 years ago

//Alpha 17

Fixed Game->LoadMapData(int map, int scr)
Added Link->ScriptFlip.
Added extra padding for Link->ScriptTile to prevent the engine choosing the tile based on LTMs and other factors.
Added a routine to Link::setEntryPoints(x,y) to store the entry points for a given screen in that screen's data (mapscr->entry_x, entry_y): This data should be available to ZScript, and (I hope) will be appropriate for all warps as well as screen scrolling entry points.

//Alpha 16

Added mapdata->variables, and matched them all to Screen->
New variables are:
int Valid, Guy, String, RoomType, Item, HasItem, TileWarpType[4], TileWarpOverlayFlags, DoorComboSet
int WarpReturnX[4], WarpReturnY[4], WarpReturnC, StairsX, StairsY, ItemX, ItemY, CSet, EnemyFlags
int Door[4], TileWarpDMap[4], TileWarpScreen[4], ExitDir, Enemy[10], Pattern, SideWarpType[4]
int SideWarpOverlayFlags, WarpArrivalX, WarpArrivalY, MazePath[4], SideWarpScreen[4], SideWarpDMap[4]
int SideWarpIndex, UnderCombo, UnderCSet, Catchall, CSensitive, NoReset, NoCarry, LayerMap[6]
int LayerScreen[6], LayerOpacity[6], TimedWarpTimer, NextMap, NextScreen, SecretCombo[128]
int SecretCSet[128], SecretFlags[128], ViewX, ViewY, Width, Height, EntryX, EntryY, ScriptEntry
int ScriptOccupancy, ExitScript, OceanSFX, BossSFX, SecretSFX, ItemSFX, MIDI, LensLayer, Flags[10]
int D[8] --This will likely be removed, mor ported to dmapdata.
int ComboD[176], ComboC[176], ComboF[176], ComboI[176], ComboT[176], ComboS[176]
int State[32], Flags[10], EFlags[3], NumFFCs, FFCEffectWidth[32], FFCEffectHeight[32], FFCTileWidth[32]
int FFCTileHeight[32], FFCData[32], FFCCSet[32], FFCDelay[32], FFCX[32], FFCY[32], FFCVx[32]
int FFCVy[32], FFCAx[32], FFCAy[32], FFCFlags[32], FFCLink[32], FFCScript[32]
bool FFCRunning[32]
//Functions
int GetFFCInitD(int ffc_index, int init_d)
void SetFFCInitD(int ffc_index, int init_d, float value)
int GetFFCInitA(int ffc_index, int init_a)
void SetFFCIniA(int ffc_index, int init_a, float value)

//Alpha 15

Added Weapon Classes for all ten script weapon types, and for the ice rod; plus cpntrol code for all of the script types.

An item set to a Script *n class will generate a weapon with the script *d LW type, and will pull its power, step, and its graphics from the item editor. The user may set an item editor flag to disable automatic sprite flipping.

//Alpha 14
Converted the 'power' attribute of itemdata from a byte to a long. Item power now has a valid range of -LONG_MAX to +LONG_MAX, however the cap is realistically -214747 to 214747, for ZScript. This allows inverting the effects of many items/weapons, and scaling to obscene levels.
Converted the 'family' attribute of itemdata from a byte to a long. This is in perparation for adding new classes (hardcoded), and allowing the user to create custom item classes.

Begin adding mapdata variables.
Changed Game->LoadMapData(int map) to Game->LoadMapData(int map, int screen).
Fixed a bug that was causing spritedata variable to return 'Cannot find function label NNN': This is caused by not adding the instructions into the vector, in globalsymbols.cpp (LibrarySymbols::addSymbolsCode(LinkTable &lt)), on a given table. Added variables to the datatypes 'spritedata' and 'npcdata'. These have the same syntax as 'ffc', or 'npc' types.

//Alpha 13
The 'Weapon Size' tab now works, but the values do not always make sense. (They need hardcoding wizardry.)

//Alpha 12
Added ZScript variables to itemdata-> for all of the new item editor fields under the 'Size' and 'Weapon Size' tabs.

Began adding a 'Weapon Size' tab to the item editor. The editor fields work, but they do not yet affect anything in-game.

Added a 'Size' tab to the item editor. The user may now set the following mfields for items in ZQuest, without scripts:
TileWidth, TileHeight, HotWidth, HitHeight, HitXOffset, HitYOffset, DrawXOffset, DrawYOffset, HitZHeight
The editor has an 'Override' flag for each. The values will only work if the override flag is enabled, and this will
override any other internal sizes and offsets normally applied by the engine.

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