Zelda Classic version 2.50.3 – RC1 has been released. Read after the jump to see a change log.
Remember, that release candidates are beta versions with the potential to be a final product, and are only meant for testing purposes.
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
- 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
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
- 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