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tutorials:main:ch01-04 [2012/04/24 20:58]
nick
tutorials:main:ch01-04 [2017/07/27 01:24] (current)
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 ====== Part 15: Setting up a DMap ====== ====== Part 15: Setting up a DMap ======
  
-In order to use anything that we have drawn on this map in Zelda Classic, we must reference it in something called a **DMap**. DMaps contain information that tells ZC how to use the maps that we create.+In order to use anything that we have drawn on this map in Zelda Classic, we must reference it in something called a **DMap**. DMaps contain information that tell ZC how to use the maps that we create.
  
 Some things that DMaps include are: Some things that DMaps include are:
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 {{mainmenu-tilewarp.png?direct|Tile Warp menu}} {{mainmenu-tilewarp.png?direct|Tile Warp menu}}
  
-The other method is to right click on the cave entrance combos and select one of those menu options we neglected until now: **Edit Tile Warp A**. This will not always be available to you though.+The other method is to right click (Ctrl+Click on the Mac port) on the cave entrance combos and select one of those menu options we neglected until now: **Edit Tile Warp A**. This will not always be available to you though.
  
 {{rightclick-edittilewarpa.png?direct|Right-clicking the cave to edit the tile warp}} {{rightclick-edittilewarpa.png?direct|Right-clicking the cave to edit the tile warp}}
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 {{guycave-tilewarp.png?direct|Tile Warp dialog}} {{guycave-tilewarp.png?direct|Tile Warp dialog}}
  
-Each screen can contain up to 4 unique tile warps: A, B, C, and D. This is the main reason we asked you to make sure you were using //Cave (Walk Down) **[A]**// We won't be dealing with multiple tile warps for quite some time, so just editing Tile Warp A (Tab A, obviously) should reduce confusion.+Each screen can contain up to 4 unique tile warps: A, B, C, and D. This is the main reason we asked you to make sure you were using //Cave (Walk Down) **[A]**//We won't be dealing with multiple tile warps for quite some time, so just editing Tile Warp A (Tab A, obviously) should reduce confusion.
  
-Anyway, the reason we opened this dialog was to confirm that the //Type// is set to **Cave/Item Cellar**. With this warp type set, nothing else in this dialog matters. It will always warp you to **Screen 80** (the cave template screen). Click OK once you are finished confirming the settings with this dialog.+Anyway, the reason we opened this dialog was to confirm that the //Type// is set to **Cave/Item Cellar**. With this warp type set, nothing else in this dialog matters. It will always warp you to **Screen 80** (the cave template screen) of the current map. Click OK once you are finished confirming the settings with this dialog.
  
 This step seemed kind of useless, but having the proper //warp type// is extremely important and you need to get into the habit of checking this dialog since we will not always be making caves when we need it. This step seemed kind of useless, but having the proper //warp type// is extremely important and you need to get into the habit of checking this dialog since we will not always be making caves when we need it.
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 Because we are using a quest that has the quest rule under //Quest->Rules->Combos->Use Warp Return Points Only// turned off, this is a necessary additional step. If this quest rule were turned on, everything involving the green square would instead default to **Warp Return Square A** unless otherwise specified. This includes where Link starts when starting the quest, //which is unchangeable in that regard//. Because we are using a quest that has the quest rule under //Quest->Rules->Combos->Use Warp Return Points Only// turned off, this is a necessary additional step. If this quest rule were turned on, everything involving the green square would instead default to **Warp Return Square A** unless otherwise specified. This includes where Link starts when starting the quest, //which is unchangeable in that regard//.
  
-**There are really only two uses for the Arrival Square when it is available:**+**There are really only three uses for the Arrival Square when it is available:**
   - The Start/Continue position on a screen. This can be from starting a quest, continuing a quest, or dying and continuing.   - The Start/Continue position on a screen. This can be from starting a quest, continuing a quest, or dying and continuing.
   - Entrance/Exit (the warp type) **Tile** Warps   - Entrance/Exit (the warp type) **Tile** Warps
 +  - Whistle Warps
  
 That's it. Everything else uses **Warp Return Points**. That's it. Everything else uses **Warp Return Points**.
 +
 +With all of that finished, we can technically open this quest in the Zelda Classic player now... but let's go over one or two more things before doing that.
  
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tutorials/main/ch01-04.1335315510.txt.gz · Last modified: 2017/07/27 01:24 (external edit)
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