Differences

This shows you the differences between two versions of the page.

Link to this comparison view

tutorials:main:ch03-07 [2012/08/31 16:10]
nick created
tutorials:main:ch03-07 [2017/07/27 01:24] (current)
Line 19: Line 19:
   * There is an Open door to the West, a Locked door to the east, and a Walk-through wall to the south.    * There is an Open door to the West, a Locked door to the east, and a Walk-through wall to the south. 
   * The arrow that shows up for the Walk-through wall is not visible when playing the quest in Zelda Classic.   * The arrow that shows up for the Walk-through wall is not visible when playing the quest in Zelda Classic.
 +
 +**Note**: Walk-through walls are walls that appear normal, but when pushed against for a second, will allow the player the pass through them.
  
 [[ch02-02#part_4placing_enemies|Placing Enemies]] [[ch02-02#part_4placing_enemies|Placing Enemies]]
Line 33: Line 35:
 {{ch3-ladder-questrule.png|Ladder Quest Rule}} {{ch3-ladder-questrule.png|Ladder Quest Rule}}
  
-...Or we'd have to set a screen flag under **Screen->Screen Data->S.Flags 2** On non-NES Dungeon DMaps, this is always the opposite behavior of the current quest rule state. On NES Dungeon DMaps, this screen flag is entirely ignored.+...Or we'd have to set a screen flag under **Screen->Screen Data->S.Flags 2**.  On non-NES Dungeon DMaps, this is always the opposite behavior of the current quest rule state. On NES Dungeon DMaps, this screen flag is entirely ignored.
  
 {{ch3-ladderroom-flag.png|Ladder Screen Flag}} {{ch3-ladderroom-flag.png|Ladder Screen Flag}}
Line 67: Line 69:
  
 [[ch03-06#part_19setting_up_an_item_cellar|Setting up an Item Cellar]] [[ch03-06#part_19setting_up_an_item_cellar|Setting up an Item Cellar]]
- * Make sure //Tile Warp A// is **Cave/Item Cellar**. +  * Make sure //Tile Warp A// is **Cave/Item Cellar**. 
- * Set **Warp Return Square A**. +  * Set **Warp Return Square A**. 
- * Set **Screen->Room Type (R)** as **Special Item**. +  * Set **Screen->Room Type (R)** as **Special Item**. 
- * Set **Screen->Special Item (A)** as **Raft**.+  * Set **Screen->Special Item (A)** as **Raft**.
  
 There are a few things to note about this screen.  There are a few things to note about this screen. 
Line 100: Line 102:
 [[ch03-01#part_5door_combo_sets_and_placing_doors|Door Combo Sets and Placing Doors]] [[ch03-01#part_5door_combo_sets_and_placing_doors|Door Combo Sets and Placing Doors]]
   * Place the doors. (**Screen->Doors** or **F6**).   * Place the doors. (**Screen->Doors** or **F6**).
-  * There is a Locked door to the east. It will link to the door in the previous room.+  * There is a Locked door to the west. It will link to the door in the previous room.
  
 [[ch02-02#part_4placing_enemies|Placing Enemies]] [[ch02-02#part_4placing_enemies|Placing Enemies]]
Line 110: Line 112:
 [[ch02-01#part_2armos_knight_and_under_combo_is_combo_0|Armos Knight and "Under Combo is Combo 0"]] [[ch02-01#part_2armos_knight_and_under_combo_is_combo_0|Armos Knight and "Under Combo is Combo 0"]]
   * Set the Under Combo (**Screen->Under Combo**) to the floor combo (**Combo #516 CSet 2**)   * Set the Under Combo (**Screen->Under Combo**) to the floor combo (**Combo #516 CSet 2**)
 +
 +[[ch01-04#part_17setting_the_cave_exit_point|Setting the Cave Exit Point]]
 +  * Set **Warp Return Square A**.
  
 [[ch02-05#part_11secret_combos|Secret Combos]] [[ch02-05#part_11secret_combos|Secret Combos]]
tutorials/main/ch03-07.1346443857.txt.gz · Last modified: 2017/07/27 01:24 (external edit)
Recent changes RSS feed Debian Powered by PHP Valid XHTML 1.0 Valid CSS Driven by DokuWiki