3.0 Prerelease 33 2024-01-31
Downloads:
Features
Editor
- various updates to default.qst (File->New)
e166b7a88
- Add sideview swimming tiles
- Add charge-swimming sprites
- Add Bunny Link - this required expanding the pages per LTM from 1 to 2
- Add BS/Z3 swimming tiles
- Add the missing enemy tiles from Outlands
- Magic Pols Voice now uses CSet 10, to make room for ...
- Add Whistle Pols Voice: blocks arrows like a Magic Pols Voice, but is a One-Hit Kill via the whistle. Uses CSet 7
- Improve the lifting and holding sprites
- Improve Z3 Octorok tiles (Slow Fire and Bomb Octorok)
- Update credits on page 109
- Convert Bug Net to use 4-bit colour
- Fix enemy bombs using CSet 6
- Delete unused scripts in the tiles
- Delete unimplemented Sprite 088 (Firework)
Bug Fixes
- zscript docs were not being generated for release package
a5a9bc81d
Player
- tall grass on layers not applying its sfx/sprite
70d9abedf
- fix snapshot with NOSUBSCR not supplying a palette and not accounting for NOSUBSCROFFSET
a9b90ffea
- prevent grid aligning while jumping, which broke jumping for some old quests
53db0b855
- for replay mode, whistle sfx pauses game for number of frames proportional to sfx length instead of 0 frames
ed5921c9c
- hero action "swimhit" incorrectly unset due to broken isSwimming() check
192a9fa64
- combo cycling reset too early for animations with frame skips
61fc1edcf
Turns out this never worked properly!
Editor
- transparent tiles not drawing correctly in map preview
b9ebc75d9
- error message on failure to load enhanced music in the dmap editor
26e448194
- skipy broken in combo preview animation
43b2058e2
Misc.
ZScript
- add Region in anticipation of z3 scrolling
f87c20d08
To enable scripts to work in 2.55 and in a future release with z3 scrolling, we are adding a non-functional
Region
:Region->Width
: width in pixels (today, always 256)Region->Height
: height in pixels (176)Region->ScreenWidth
: width in screens (1)Region->ScreenHeight
: height in screens (1)Region->NumCombos
: number of combo positions (176)Region->ID
: region id (0 - meaning just a normal 1x1 area)Region->OriginScreen
: top-left screen in the regionRegion->GetScreenForComboPos(int pos)
: given a combo position, returns the screen index associated with itRegion->TriggerSecrets(int screen_index)
: trigger secrets for given screen. The screen must be in the region
For example, if a script uses
Region->NumCombos
instead of176
to iterate all the combos in the current area, it will work in both regions and non-regions. Additionally you should useComboAt(x, y)
rather than anything else to translate between pixel coordinates and a combo position. - mark combo->CSet deprecated, in favor for the better named ->CSet2
691450338