Lachesis's Profile
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- Member Title:
- the pinnacle of human emotion
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Posts I've Made
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In Topic: shot detection
06 March 2024 - 08:10 PM
Here's a quick proof-of-concept I threw together of this using duplicate self projectiles that simulate built-in bullets. It's hardly problem-free (the way the SHOT label is handled needs to change to make it a real enemy; the char commands might break when copied into MZX) but this can be done.
set "local" to "robot_id" set "bullettype" to 2 color c0d : "l" goto "#shootn" wait for 10 goto "#shoote" wait for 10 goto "#shoots" wait for 10 goto "#shootw" wait for 10 goto "l" : "#shootn" if touching NORTH then "hit" if blocked NORTH then "blkn" char '‘' color c0f duplicate self to NORTH send at NORTH to "bulletn" char '' color c0d goto "#return" : "blkn" shoot to NORTH goto "#return" : "#shoots" if touching SOUTH then "hit" if blocked SOUTH then "blks" char '’' color c0f duplicate self to SOUTH send at SOUTH to "bullets" char '' color c0d goto "#return" : "blks" shoot to SOUTH goto "#return" : "#shoote" if touching EAST then "hit" if blocked EAST then "blke" char '“' color c0f duplicate self to EAST send at EAST to "bullete" char '' color c0d goto "#return" : "blke" shoot to EAST goto "#return" : "#shootw" if touching WEST then "hit" if blocked WEST then "blkw" char '”' color c0f duplicate self to WEST send at WEST to "bulletw" char '' color c0d goto "#return" : "blkw" shoot to WEST goto "#return" : "hit" shoot to SEEK * "The player has been hit by my bullet point-blank." goto "#return" : "#hit" * "The player has been hit by my bullet at a distance." goto "#return" . "-----" : "#sendshot" send at "r&local&.thisx" "r&local&.thisy" to "#hit" goto "#return" | "shot" sfx 29 : "die" die : "bulletn" restore "shot" 1 set "lava_walk" to 1 set "goop_walk" to 1 : "bn" if touching NORTH then "hitn" if blocked NORTH then "brkn" if "thisy" = 0 then "die" go NORTH for 1 goto "bn" : "hitn" goto "#sendshot" : "brkn" shoot to NORTH die : "bullets" restore "shot" 1 set "lava_walk" to 1 set "goop_walk" to 1 : "bs" if touching SOUTH then "hits" if blocked SOUTH then "brks" if "thisy" = "('boardh'-1)" then "die" go SOUTH for 1 goto "bs" : "hits" goto "#sendshot" : "brks" shoot to SOUTH die : "bullete" restore "shot" 1 set "lava_walk" to 1 set "goop_walk" to 1 : "be" if touching EAST then "hite" if blocked EAST then "brke" if "thisx" = "('boardw'-1)" then "die" go EAST for 1 goto "be" : "hite" goto "#sendshot" : "brke" shoot to EAST die : "bulletw" restore "shot" 1 set "lava_walk" to 1 set "goop_walk" to 1 : "bw" if touching WEST then "hitw" if blocked WEST then "brkw" if "thisx" = 0 then "die" go WEST for 1 goto "bw" : "hitw" goto "#sendshot" : "brkw" shoot to WEST die
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In Topic: 2.93 DOS version limitations?
19 January 2024 - 03:47 AM
DOSBox and other emulators (and most real video adapters...) do not support SMZX at all. The new DOS port has two renderers: EGA (text mode, default) and SVGA (graphics mode). To get SMZX and unbound sprites support, you need to run MZX with "video_output=svga"—either in config.txt or as a command line argument—or you need to use the F2 menu to switch to the SVGA renderer at runtime. The SVGA renderer is a bit slower than the EGA renderer, which is why it's not enabled by default.
Other limitations:
- The only sound card supported currently is the Sound Blaster 16, and reportedly it might be totally broken on some or all real hardware.
- MZX tries its best to convert long filenames (LFNs) to 8.3 short filenames (SFNs) where possible, but a lot of modern games use filenames that don't resolve to unique SFNs. You might have to get a DOSBox fork (such as DOSBox-X) that supports LFNs and enable them. Apparently the latest version of DOSBox-X also has troubles running MZX with audio enabled, though.
- I've encountered graphical bugs when MZX tries to render expensive frames using the SVGA renderer on real hardware which sometimes make the UI layer completely invisible.
- The only sound card supported currently is the Sound Blaster 16, and reportedly it might be totally broken on some or all real hardware.
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In Topic: MegaZeux World Downgrader?
14 January 2024 - 01:29 AM
You could try hex editing bytes 27 and 28 to from 0x02 0x49 (hex) to "Z2" (ASCII)—the world format didn't really change much in the DOS era aside from save files. -
In Topic: MegaZeux 2.93
11 January 2024 - 11:54 AM
I went ahead and uploaded a stopgap macOS Intel build. This build is UNSIGNED and macOS will nag you about it being supposedly unsafe, but it is legitimate. Use Alt+click to open MegaZeux.app or MZXRun.app and click through the dialog box to run it. -
In Topic: Game Journal: "Cybil"
22 September 2023 - 12:13 AM
MicMotorhead, on 13 May 2023 - 01:04 PM, said:
EDIT: "You are not allowed to use that image extension on this board."
Which image extension is IP Board rejecting? Most normal extensions should be fine but if it's something new it's probably just not in the extension whitelist.
Quote
I'm having a slight technical issue with occasional dropped inputs when you move around the screen.
If it's dropping very short keypresses, this can also be a symptom of the current MZX speed; slower MZX speeds make it easier to press and then release a key within the same frame, which currently causes MZX to ignore the press.
Comments
Cockuhgarth
21 Dec 2016 - 15:58RyanThunder
22 Dec 2012 - 03:21RyanThunder
21 Dec 2012 - 23:43Pancake
09 Mar 2012 - 00:30Spectere
27 Dec 2011 - 07:16smilymzx
27 Dec 2011 - 07:09*Insert awesome CD-I quote here*
Kuddy
14 Sep 2011 - 05:27CJA
22 Jul 2011 - 17:05CJA
21 Jul 2011 - 16:20CJA
22 Jun 2011 - 00:41CJA
21 Jun 2011 - 20:59CJA
11 Mar 2011 - 19:17CJA
23 Dec 2010 - 06:40CJA
26 Nov 2010 - 00:54T-Bone
15 Jul 2010 - 15:29