The following are the changes since nightly-2023-08-16:
Features
Editor
- save test init data per-quest
c7a9d6a2c
Build
- fix windows compile
2769fc999
The following are the changes since 2.55-alpha-116:
Features
- Add 75 new 'Custom Counters' (26-100)
c30c57aa6
- Music and sound stuff galore!
- Enhanced music using MP3 and OGG can now be given loop points and crossfade timings in the DMap editor. The music will then loop at those points and fade in and out with those timings.
- Scripts have new ways to interact with enhanced music: GetMusicPos(), SetMusicPos(), SetMusicSpeed(), GetMusicLength(), and SetMusicLoop()
- Scripts can also play music with crossfades using CrossfadeEnhancedMusic().
- Scripts can play sounds with different, volume, pan, frequency, and looping with PlaySoundEx().
// Turns a SFX into an instrument by playing it back at different frequencies ffc script Piano { void run() { // Frequency values and keys for different notes int hz[] = {16350L, 17320L, 18350L, 19450L, 20600L, 21830L, 23120L, 24500L, 25960L, 27500L, 29140L, 30870L, 32700L}; int keys[] = {KEY_Z, KEY_S, KEY_X, KEY_D, KEY_C, KEY_V, KEY_G, KEY_B, KEY_H, KEY_N, KEY_J, KEY_M, KEY_COMMA}; int sz = SizeOfArray(hz); int sfx = Rand(60); // Pick a random SFX while(true) { for(int i=0; i<sz; ++i) { if(Input->KeyPress[keys[i]]) { int j = (hz[i]/hz[0]) * 22050L; // Multiply by the sample rate of most default SFX Audio->PlaySoundEx(sfx, 100, 0, j); } } Waitframe(); } } }
- Scripts can also adjust sounds mid playback with AdjustSound() and track their completion with GetSoundCompletion().
ffc script AdjustSound { void run() { // Play the sound panned to the left at half volume Audio->PlaySoundEx(SFX_SECRET, 50, -128, -1, false); // Run until the sound has stopped playing while(Audio->GetSoundCompletion(SFX_SECRET)!=-1) { int pct = Audio->GetSoundCompletion(SFX_SECRET) / 100; // Pan the sound to the right while increasing in volume Audio->AdjustSound(SFX_SECRET, Lerp(50, 100, pct), Lerp(-128, 127, pct), -1, false); Waitframe(); } } }
- Scripts can set MusicRefresh to prevent music from resetting when changing screens
Audio->PlayEnhancedMusic("ExampleSong.ogg", 0); Audio->MusicRefresh = MR_DMAP; // Music will refresh on changing DMap Audio->MusicRefreshFlags[MRF_REVERT] = true; // Music refresh with revert to default behavior afterwards
- AdjustMusicVolume() and AdjustSFXVolume() have been reworked to be a multiplier capped at the user's volume settings, rather than overwriting those settings.
Relevant changes:- feat: music looping and length functions for ogg and mp3
0d00efce4
- feat: add enhanced music loops for dmap music
8c6f66142
- feat: add enhanced music loops for dmap music
1bf93ebc3
- feat: PlaySound with different volume, pan, and loop
f7afa08a7
- feat: added frequency param to PlaySound()
51931b91f
- feat: added crossfading enhanced music
d03c55c0d
- feat: dmap editor crossfades
5e34b007c
- feat: zscript access for dmap crossfades
435449e33
- feat: MusicRefresh setting for ZScript
5df225ec7
- feat(zscript): music seeking functions for ogg and mp3
463a6d1dc
- feat(zscript): dmapdata music loop point access
fc8fa9918
- feat(zscript): GetSoundCompletion()
a2df0883a
- feat(zscript): Split MusicRefresh into MusicRefresh and MusicRefreshFlags[]
679b79c50
- fix: changed how crossfades interact with F1/F4
9274b2990
- fix: fademiddleframes in CrossfadeEnhancedMusic()
2fb00213c
- fix(zq): missing mirrorDMap and loop points from dmap import and export
b694fba13
- fix(zscript): CrossfadeEnhancedMusic() now keeps playing old music on failure and returns a proper result
57c6aa58b
- fix(zscript): rename expanded Audio->PlaySound() function to PlaySoundEx()
e96efb263
- fix(zscript): GetSoundCompletion() crash when the sound is not allocated
edf58c67d
- docs(zscript): docs for Crossfades and MusicRefresh
589df961c
- docs(zscript): webdocs for new Audio features
93ec63eea
- chore: attempt to fix ubuntu compile
0f17db7cc
- chore: Merge branch 'main' into music-backup
8c3412b96
- chore: merge main into music branch
11d792fb4
- qr for mirror/prism combos working on all layers
5eb173a5d
- 'Dive->','Dive-> (Sensitive)' trigger flags
ceef20ab1
- Lens can show/hide multiple different layers per screen, can include layer 0
1e603b650
- Can now disable pushblock draw layer [QR
Pushable Block Sprite Layer
]dd365e844
Player
- split saves into individual files
b6b151149
Each save slot created is now stored in a separate file, kept in the
saves/
folder. This path is configurable with[zeldadx] save_folder
.An existing
zc.sav
file is split into individual files, and the original is moved tosaves/backup
.The order of the save slots is maintained by
saves/order.txt
. You may freely rearrange the lines of this text file, though you must do so when the program is not open for it to have any effect.Any save file that gets deleted will simply be moved to
saves/deleted
. If you ever want it truly gone, you can delete the folder yourself. If you want to restore it, just move it back tosaves/
.Individual save files are only loaded into memory as needed, and only partially if only needed to display info on the title screen (like the name, icon, hearts, etc).
The
-standalone
switch still works the same, but the save file is atsaves/standalone.sav
. - change save slot limit from 15 to ∞
1e0794e25
- copy save file to backup folder on every save
bfa22af7b
- support more than one qst file for -standalone mode
7ebfcf8d3
Previously, standalone mode only worked for a single quest file at a time. For example, run
-standalone game.qst
once andgame.qst
becomes the only quest that will work with the save file generated. Now, each quest will use a save file derived from the name of the quest file.You can also provide a specific path if you like. It will be resolved relative to the
save/
folder (you can also use an absolute path). Example usage:-standalone game.qst me.sav
Editor
- Remember 'View Layer 2/3 as BG' setting
e04aeaf47
- add Shift+Minus/Plus for changing combo in combo editor
f77eb091b
- configure multiple init datas for test mode
44d7ecf90
Test Mode now allows you to customize test-only init data. You can make multiple init datas. They are saved to your
zquest.cfg
. A basic name is auto-assigned, but you can set your own name by modifying your config.When you create a new test init data, your current quest's init data is used as the starting point. Later modifying the quest init data has no impact on your test init datas.
You can also directly modify the init data values in the config, though the format is not documented anywhere.
- save test init data per-quest
c7a9d6a2c
ZScript Standard Library (std.zh)
- add 'GetLevelSwitchState()'/'SetLevelSwitchState()' helper functions
f7228536a
ZScript
- special layer for non-overhead ffc draws
d8d123b1a
- Add special layer timings related to lens of truth
4799cb023
- Add 'Game->TrigGroups[]' read-only array
a6f5459d8
Visual Studio Code Extension
- add "Always Include" setting, default ["std.zh"]
84cd984dd
This takes an array of files to always '#include', so that you don't need to manually add the #include to every one of your files.
- better working 'alwaysInclude', clean error messages for other-file errors
053e6bbc6
- better CONST_ASSERT handling, setting to ignore CONST_ASSERT errors
db0bc504b
- use default options NO_ERROR_HALT, HEADER_GUARD for language server compiles
a5a6483a5
- add includepaths option
406f41d2b
Bug Fixes
- cutscene combos being incompatible with replays
b6e7680f8
- set exe path string to empty if fail to get exe path
728d3ce03
- changer ffc interactions, ffc timer interactions
9ad10b881
- use ut8 encoding for config and filenames
134c2fd7a
Config values can now carry non-ascii values. This required also configuring allegro to treat file paths as UTF8.
Fonts have varying support for characters outside ASCII characters. Probably we currently have no fonts that adequately cover non-latin characters. While you may see gibberish in the file picker, files should still load just fine.
- pushable blocks not respecting lens layer hiding/revealing
c4f332289
- support leading dot in file selector filter
9ffaa4cec
This recently broke loading zplay files because the constant for the extension changed from
zplay
to.zplay
, and the old file selector expect no leading dot, unlike every other file path API known to man. - dmap music with crossfades was not setting loop points
ad0adaf62
Player
- fix bad rebase that messed up new save file header
ceac21221
- check save exists before attempting to use
a56f5a84e
- remove warning about standalone mode
adf05b8cf
- resize save vector before copying
4f0cc4ea1
- fix bad rebase that messed up new save file header (for real)
9be5aa75c
- update current volume when changing enhanced music volume
ee66e9201
- fairy flags acting different placed vs inherent
3f750666f
- allow canceling delete/copy save with ESC
5d8e9b5c3
- do not update saves order.txt in standalone mode
1ac8d0b5a
- set ascii mode for ending graphics
8e31cfecd
- Conveyor oddities related to
Force Dir
flagdb349d14f
- Triggers tab state issues
d1cbad2f8
- "->LevelState" not setting the state properly
- "->LevelState" and "->GlobalState" not working on ffcs
- reset the map view cursor state in init_game
9d07bd272
For replay determinism.
- 'Load Quest' menu option was busted from recent refactors
705aa3a4d
Editor
ZScript
- support absolute path includes on non-windows too
2b5690bcc
- null check results before attempting to write zasm
69d5f16e4
Visual Studio Code Extension
- some more CONST_ASSERT issues
d5d3c1dd0
- header_guard works properly for edited file, no longer causes dupe errors
888a050e3
- handle non-windows paths
d3bfe96d0
Documentation
- correct typo in comment for
jit_threads
option1e11cd6f5
Build
- add targets for common replay test invocations
2a97f57d6
- add stubs for sdl music to un-break web build
68f407138
- fix windows compile
2769fc999
Chores
- bump version to alpha 117
ed0d04620
- clean up stdout garbage whitespace output
5ce129bcd
- modify changelog for recent music additions
0c2a8aeb9
- add more to recent music changelog
de1ed3ec2
ZScript
- Make all 'yyerror' error messages start with 'ERROR:'
917169753
Refactors
- Screen Script dialog now new GUI, respects script metadata
e48455725
- New "Screen Data" dialog
d1449c0a0
Player
- split save code from title.cpp, remove .icn
ab10ed1e5
.icn files contained just the color data for each ring variant needed by the title screen. The idea was to avoid loading each quest just to show a single tile graphic. But, this same data is already in the gamedata save structure, so we don't need to maintained a separate file doing the same. The greatly simplifies much of the code dealing with displaying these icons.
- remove skipicon and print_metadata_for_each_save_slot config options
7a45e5691
- move more save file handling behind saves.h interface
5415c4554
- move save file name into saves.cpp, remove -savefile
28c78ffc3
- store saves in a vector
becc8102f
- remove support of .dat# when loading save files
985583d1e
- update icon only once when making new save
3d1b13133
- remove unnecessary sleep/flash of black on updating save icon
855e0684d
- skip slow combo movement modification when nothing would change
4693d82e8
Tests
- add more visual indicators to playground_scrolling_script.zplay
f6d318fe5
- forgot to update zasm snapshot from f6d318
cfd6241df
- fix usage of -quick-assign in test_zquest.py
ff333ee4a
- add stdout to parser expectations to capture warnings/errors
f78c85e65
- check if gfx segments exist in workflow get_args
2da41aa14
- support starting replay from a sav file
0b8a1a41a
- add script for splitting replays
b771f0c16
also support folders in the replay test directory
- split large replay files
e79878288
- support headless flag for web replay tests
4cee3d64f
CI
- do not show info dialogs in ci
8e46bff09
- quit earlier in zquest
e57e45e8e
- skip crashy test on linux
8d2731cbf
- also show changelog relative to last alpha for nightlies
1025e5c88
- handle "boolean" correctly
226889535
Misc.
- add 'std_zh' scope to changelog generation
d82a0d845
- make std_zh a scope, instead of a type
efee4a34e
- support squashing and rewriting commit body for changelogs
7c6430abe
Visual Studio Code Extension
- publish 1.0.6
9c70b4882