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In the original game, you could hold the sword button to keep the sword out and jump down from a ledge while holding it drawn. In this port, there seems to be a glitch where Link will not jump down with the sword drawn and instead will poke the ledge as if it were a wall. The jump sound will continuously loop if you continue holding the direction of the ledge.
Link's sword will also collide with some other assets that it did not in the original game, such as the mini boss in the Tail Cave with the giant rolling spiked column. You cannot jump over the spiked column with the sword drawn like in the original game, because the sword collides with the column and bounces you back.
The text was updated successfully, but these errors were encountered:
I fixed this on my local copy. Message me if you want details. I had control issues so I redid the button mapper part of the code and my version currently supports keyboard only. (I just use joy2key for a gamepad).
The control issues I was experiencing was unable to move in a direction with sword out and jump. The direction that wouldn't work wasn't consistent.
I took ControlHandler out of the code and added my own Keyboard handler that refreshes in sync with the game. Now it works and you can fall off a ledge with sword drawn.
In the original game, you could hold the sword button to keep the sword out and jump down from a ledge while holding it drawn. In this port, there seems to be a glitch where Link will not jump down with the sword drawn and instead will poke the ledge as if it were a wall. The jump sound will continuously loop if you continue holding the direction of the ledge.
Link's sword will also collide with some other assets that it did not in the original game, such as the mini boss in the Tail Cave with the giant rolling spiked column. You cannot jump over the spiked column with the sword drawn like in the original game, because the sword collides with the column and bounces you back.
The text was updated successfully, but these errors were encountered: