Novalia Spirit wrote:Pretty cool, I certainly wasn't aware of that myself.
me wrote:also, there's a bug that can make the smaller right bridge disappear until you exit the map (e.g. go in a treasure room).
It's interesting to note that it allows the party to stand directly on the lava if positioned on the bridge before it disappears.
hah, i shouldn't be surprised that you found another feet scalding opportunity, given your work in the shifting bridges room.

Also, it seems like the longer bridge, once destroyed, will reappear following a battle or menu access.
oh man, they were all sorts of flaky here. obviously, i know that menu/battle willy nilly changing these things is wrong, but i don't know how a fix SHOULD look. my bugfixes in the later part of the basement are easy enough because they address dungeon elements that are controlled by a switch that toggles ONE event bit. so it's easy to engage in binary thinking, and make the dungeon element adhere to the current state (which is one of two possible) of the switch upon menu/battle return.
here, we have the "Heard a distant sound..." skull switch turning on TWO event bits together, which can then manipulated separately by stepping on the two invisible switches. and given that stepping on the left invisible switch initially shakes the screen and "removes" bridge which isn't even there yet, and stepping on this switch is a prerequisite to even creating the long left bridge with the righthand invisible switch, i really really don't know what the hell Square was going for here.
i suppose i could sidestep these questions, and just make a fix that ensures menu/battle return adheres to whatever was on the screen beforehand. it looks like that would involve dropping the $1EBF, bit 1 test from CB/2E47, and instead adding it to CB/2E3D.
but a question is raised: is CB/2ECE ever called, and what was Square's intent with it? it seems to be destroying the small right bridge, but is dummied afaik.
for that matter, is CB/36D5 ever called? i'm assuming not, and surrounding functions seem to fulfill any purpose it would've served. and what calls CB/3DCB? i can swear i've seen the dialogue before.
Note that some event commands fail to read the bit that determines the affected layer, so they'll always pretend to be targeting the first layer.
you mean some event command disassemblers fail to read the bit that determines the affected layer, right?
For example, at CA/ED09, the code indicates that the first layer is being modified, but in reality, this command affects the second layer, as evidenced by the Y position, which should match that of CA/ECF8. Also, the chunk sizes are listed in the opposite order. For instance, a 4 x 3 chunk's real size is 3 x 4. Consequently, the format in which the tile numbers are listed is also incorrect.
i was aware of both of these issues, but thanks for the heads up. the layer deal has been addressed in my commented code. i'll probably invert the chunk dimensions, though i might not muster up the effort to reformat the data lines (e.g. 4 lines of 3 tiles, instead of 3 lines of 4).
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EDIT: and the "Heard a distant sound..." skull switch graphic gets reverted to closed after menu/battle return. square. O_o
also, i'm trying to figure out why CB/2F65 redraws that big chunk of lava (shifting some of it) when it's removing the left bridge. i can understand changing the lava tiles when moving the two islands at the end of the dungeon, as they're actually submersed in the lava. but a wooden bridge just goes over the lava. oh well, i spose it doesn't matter.