BSZelda AST Week4 bug
Zeldix :: Zelda III Hacking :: Requests
Page 1 of 1
BSZelda AST Week4 bug
Yes, now I have a request, probably this goes to Puzz and Euclid. The room layout for Dungeon 8 isn't correct: Trinexx goes off-screen and also you can see covered areas. AST and Zelda4 code is quite similar, so is there an easy way to fix this (maybe correct the room layout table?)... any tipp where I can look?
Edit: probably I need to look for this (love your doc MoN )
Edit: probably I need to look for this (love your doc MoN )
- Code:
$A8[0x01] - Composite of dungeon room layout info and quadrant info that gets
updated periodically.
000cccba
ccc - layout that the room uses (0 to 7)
b - ORed in value of $AA
a - ORed in value of $A9
Conn- Since : 2013-06-30
Re: BSZelda AST Week4 bug
Oh my, forget this request. It's one big room and the scrolling is needed for the left side, sloppy designers
Trinexx seem to have a collision bug, which I am unable to fix as well...
Trinexx seem to have a collision bug, which I am unable to fix as well...
Conn- Since : 2013-06-30
Re: BSZelda AST Week4 bug
In the upper picture it seems like the door should be higher up. Otherwise it seems that the room you're in, should be set to a scroll for quarter-rooms, the same for the room below. If this is set wrong, the upper problem appears.
Here the layouts:
0- 4 quarter rooms
1- 2 vertical rooms
2- 2 quarter rooms left, 1 vertical right
3- 2 quarter rooms right, 1 vertical left
4- 2 horizontal rooms
5- 2 quarter rooms up, 1 horizontal below
6- 2 quarter rooms below, 1 horizontal up
7- 1 big room
Regarding Trinexx. I believe this boss will always go out of frame, even in the original. So the programers made the hart container respawn in the center of the room in all cases, instead at his head.
Here the layouts:
0- 4 quarter rooms
1- 2 vertical rooms
2- 2 quarter rooms left, 1 vertical right
3- 2 quarter rooms right, 1 vertical left
4- 2 horizontal rooms
5- 2 quarter rooms up, 1 horizontal below
6- 2 quarter rooms below, 1 horizontal up
7- 1 big room
Regarding Trinexx. I believe this boss will always go out of frame, even in the original. So the programers made the hart container respawn in the center of the room in all cases, instead at his head.
Puzzledude- Since : 2012-06-20
Re: BSZelda AST Week4 bug
Seeing this picture it all makes sence.
You see the room is constructed in a wrong way. Layout 1 means 2 vertical rooms - which means 3 horizontal doors are possible, up, middle and down. This room has has all 3 horizontal doors in a room layout, which has 2 vertical rooms.
This is all ok until now, since the right side is split - falsly forcing the room into layout 3.
There are 2 solutions:
-remove middle horizontal door, and go to layout3 and also remove the entire platform, which leads to middle door, expand the room with the NPC to full quarter, or
-keep layout 1 and remove the forced-out wall which cuts through the right vertical room falsly. This room is vertical, which means there should be a fence there - but then the NPC will not have his own room-area.
So the problem is actually a paradox in design.
You see the room is constructed in a wrong way. Layout 1 means 2 vertical rooms - which means 3 horizontal doors are possible, up, middle and down. This room has has all 3 horizontal doors in a room layout, which has 2 vertical rooms.
This is all ok until now, since the right side is split - falsly forcing the room into layout 3.
There are 2 solutions:
-remove middle horizontal door, and go to layout3 and also remove the entire platform, which leads to middle door, expand the room with the NPC to full quarter, or
-keep layout 1 and remove the forced-out wall which cuts through the right vertical room falsly. This room is vertical, which means there should be a fence there - but then the NPC will not have his own room-area.
So the problem is actually a paradox in design.
Puzzledude- Since : 2012-06-20
Re: BSZelda AST Week4 bug
Yes, I concur. Well we restored the "original" layout" seen in the videos of the broadcast, so, since it isn't a bug but false concept by the original creators, we need to live with this... Thank you
Conn- Since : 2013-06-30
Re: BSZelda AST Week4 bug
I still have the code for that editor! Maybe I should upload it to the internets so it's preserved for eternity.
The doors, sprites and stairs are there from the original rom dump - so the doors are definitely correct.
What's missing from the rom is the dungeon layout - this means the BG1 and BG2 objects only - though I do find it strange that the middle door leads to nowhere
The doors, sprites and stairs are there from the original rom dump - so the doors are definitely correct.
What's missing from the rom is the dungeon layout - this means the BG1 and BG2 objects only - though I do find it strange that the middle door leads to nowhere
Euclid- Since : 2012-06-21
Re: BSZelda AST Week4 bug
Youreditor is fabuous, Euclid, it's much more user-friendly than HM even
Duke already preserved it on the AST files page:
http://bszelda.zeldalegends.net/sekibanzips/ASTDE%20V0.9a%20bin.rar
http://bszelda.zeldalegends.net/sekibanzips/ASTDE_V0.9a_src.rar (source code)
Duke also restored the original maps from the videos, I strongly assume this is the correct room concept, though it's definitively strange
Is the BG1/2 objects you mention something needed to be fixed?
Duke already preserved it on the AST files page:
http://bszelda.zeldalegends.net/sekibanzips/ASTDE%20V0.9a%20bin.rar
http://bszelda.zeldalegends.net/sekibanzips/ASTDE_V0.9a_src.rar (source code)
Duke also restored the original maps from the videos, I strongly assume this is the correct room concept, though it's definitively strange
Is the BG1/2 objects you mention something needed to be fixed?
Conn- Since : 2013-06-30
Zeldix :: Zelda III Hacking :: Requests
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum