BSZelda AST Week4 bug

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BSZelda AST Week4 bug Empty BSZelda AST Week4 bug

Post by Conn Tue 20 Oct 2015 - 21:27

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?

BSZelda AST Week4 bug Ast_w410

BSZelda AST Week4 bug Ast_w411

Edit: probably I need to look for this (love your doc MoN Wink )

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
Can somebody list the room layouts 0-7?
Conn
Conn

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Post by Conn Tue 20 Oct 2015 - 21:37

Oh my, forget this request. It's one big room and the scrolling is needed for the left side, sloppy designers Sad
Trinexx seem to have a collision bug, which I am unable to fix as well...
Conn
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Post by Puzzledude Tue 20 Oct 2015 - 21:51

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.
Puzzledude
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Post by Conn Tue 20 Oct 2015 - 22:07

I knew I had Euclid's editor somewhere, here's the image:

BSZelda AST Week4 bug Image214

It uses layout 1. I would think layout 3 would be better here, but this isn't possible since the right side isn't halved but 3/4... correct`?

Good to know about Trinexx, no need to worry here further then Very Happy
Conn
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Post by Puzzledude Tue 20 Oct 2015 - 22:26

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.
Puzzledude
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Post by Conn Wed 21 Oct 2015 - 7:19

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 Smile
Conn
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Post by Euclid Wed 21 Oct 2015 - 7:45

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 Razz
Euclid
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Post by Conn Wed 21 Oct 2015 - 11:42

Youreditor is fabuous, Euclid, it's much more user-friendly than HM even Very Happy

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 Wink

Is the BG1/2 objects you mention something needed to be fixed?
Conn
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