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MegaZeux 2.90 It's a completely cool, multi-purpose MegaZeux release

#1 User is offline   Lachesis 

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Posted 29 June 2017 - 06:28 AM

MegaZeux 2.90

Posted Image

Release Info

Hey, it's been a while! Didn't mean to keep everyone waiting. To make up for it as much as possible, we've prepared an extra special release of MegaZeux here for you. Yeah, you!

I don't even know where to start with this release, as there's simply a lot to talk about. MZX's world formats and rendering architecture have gone through major overhauls, and a multitude of bugs have been fixed (60+). Particularly the MZX UI graphical glitch that occurred when an SMZX mode was enabled.

Some notable new features are unbound sprites (MZX's new native pixel precision support), loading character sets/palettes/source code/MZMs from strings, saving MZMs to strings, a new Robotic debugger, the SAVE_COUNTERS and LOAD_COUNTERS function counters, options to help create standalone game releases, the ability to assign character sets/palettes to a board to load on entry, and resetting boards on entry. The size limit of Robotic bytecode has been increased to 2MB.

Other important mentions: MegaZeux has been updated to use SDL 2.0 and libmodplug 0.8.9.0. The SAVE_WORLD function counter has been permanently removed. The downver utility has been temporarily discontinued, as adapting it to this release would have been a considerable amount of work. Instead, there is a new option in the Export menu in the editor to export a 2.84 world.

Enjoy, and try not to get overwhelmed by all of the new stuff!

Complete Changelog


Credits

Contributors:

Lachesis - Developer, maintainer
Dr. Lancer-X - Developer
Terryn - Help file, testing
asiekierka - modplug update, xmp/openmpt support, NDS fixes, misc. port binaries
ajs - SDL 2.0 support
Insidious - PPC, armhf fixes, Ubuntu binaries
Spectere - Darwin binaries
iamgreaser - epx and semisoft shaders
astral - crt shader
pgimeno - txt2hlp fixes

Additional testers:

Old-Sckool


>>DOWNLOAD MEGAZEUX v2.90<<

Note: This version includes a major overhaul to the world format. I recommend backing up any projects you're actively working on before saving them in 2.90.

Windows x86
Windows x64
Ubuntu i386
Ubuntu AMD64
Mac OS X
Source Code

Or, on Windows, you can press F7 on the title screen to run MegaZeux's built-in updater! Whoaa!!

>>Read the New Release FAQ (NOT yet updated for 2.90)<<

>>Instructions to compile the MZX source<<

>>Online Help File (updated for 2.90)<<




New Features

This is essentially an extended and organized explanation of the changelog, since this release has so much in it.

Unbound Sprites

  • "Added unbound sprites. Sprites can be unbound from the grid by setting spr#_unbound to 1. Their coordinates will now refer to the sprite's location in pixels, not tiles. spr#_width, height, refx and refy still refer to chars; however, spr#_x, y, cx, cy, cwidth and cheight are all in pixels. Unbound sprites do not work with all renderers; currently, out of the renderers available on the PC platforms, the overlay2 renderer lacks this functionality." --Lancer-X
  • "Unbound sprites do not let char 32 or blank characters (when in ccheck 2) through like regular sprites do. Instead, set spr#_tcol to a color that will be transparent when the unbound sprite is drawn." --Lancer-X
  • "Unbound sprites can make use of additional hidden charsets. There are an additional 14 charsets beyond the default that can be modified through using load char set or char edit.

    (e.g. load char set "@256charset.chr")

    "A sprite can be set to refer to these later chars with the spr#_offset counter. The offset value is then added to each char in the sprite. You can use this to refer to higher char sets.

    (e.g. set "spr0_offset" 256)

    "Offset values can also be set to locations within a char set." --Lancer-X
  • The load char set command's decimal offsets now accept up to four characters, e.g. load char set "@1000charset.chr".


SMZX Improvements

  • The UI will now use a protected palette and mode 0 (regular MZX) charset regardless of the current SMZX mode.
  • "The colors used by tiles of a given color # in SMZX mode 3 can now be rebound using the "smzx_idx#,#" counters. (e.g. set "smzx_idx7,0" 32) Now if you put down a c07 tile, all 00 pixels will refer to color 32 (as opposed to color 0 in SMZX mode 2 or color 7 in SMZX mode 1). These values are reset whenever the SMZX mode is changed. Once again, this is only available to renderers that support unbound sprites." --Lancer-X


Strings as Files

    Strings can now be used in several places as "virtual" files of sorts. Operations with strings are much faster than operations with the filesystem. Unless otherwise noted, these features support string splicing:

  • Strings can now be loaded as palettes with the command LOAD PALETTE "$string".
  • Strings can now be loaded as character sets with the command LOAD CHAR SET "$string". This also supports offsetting, i.e. LOAD CHAR SET "@240$string".
  • Strings can now be loaded as robot source code with the command SET "$string" "LOAD_ROBOT".
  • Strings can now be loaded as MZMs with the command PUT "@$string" image_file pXX [#] [#]. String splicing MZMs is discouraged.
  • MZMs can now be saved into strings with the command COPY BLOCK [#] [#] [#] [#] "@$string" [#].


Saving/Loading Counters

  • Every counter and string in a game can be saved during gameplay with the SAVE_COUNTERS special counter.
  • The files created by SAVE_COUNTERS can be loaded during gameplay with the LOAD_COUNTERS special counter. Unlike LOAD_GAME, this does not change the game state in any way; this simply imports all of the counters from the file, overriding any existing values. This functionality can be used to create a sort of "save" that isn't bound to the current world version.


New Board Features

  • The new board setting "Reset board on entry" will cause a board to reset to its original state when entered during play. This feature is saved in the edtior config when "Set as defaults" is used.
  • The new board settings "Load charset on entry" and "Load palette on entry" will load a charset and palette when the board is entered during play, respectively. These features are saved in the edtior config when "Set as defaults" is used.


New Robot Features

  • The maximum size of the robot program has been increased to 2mb.
  • Robots now keep their ROBOT_IDs after reloading saves.
  • The new GOOP_WALK counter allows robots to move freely over goop.
  • The BUTTONS counter now supports: mouse wheel up (8), mouse wheel down (16), mouse wheel left (32), mouse wheel right (64), mouse button X1/back (128), and mouse button X2/forward (256).
  • The new ESCAPE_MENU counter disables the escape dialog, allowing games access to the escape key (KEY_PRESSED=27, KEY_CODE=1). This dialog can still be accessed by pressing the close window button, ALT+F4, etc.
  • The new EXIT_GAME function counter allows games to end the game state from Robotic and return to the titlescreen. This has no effect on the titlescreen.
  • Expression parsing performance has been improved.
  • The ternary operator is now implemented for expressions. The ternary operator is used as follows: ('a' ? 'b' : 'c'). If "a" isn't equal to zero, the expression between the ? and the : is evaluated. If "a" is equal to zero, the expression after the : is evaluated. The expression that isn't evaluated is completely ignored.
  • SAVE_WORLD has been permanently removed.


Joypad Features

  • POV hat support has been implemented. The config file option for POV hats is "joyNhat = U, D, L, R", where N, U, D, L, and R are numbers.
  • Additionally, MegaZeux will no longer crash when KEY_PRESSED the values for joypad config exceed 512. This should make writing joypad configuration utilities easier.


Standalone Mode

  • The "standalone_mode" config setting adds the following features to the MZXRun executable:
    • Disables the Load World dialog
    • Applies the following counters to the titlescreen as well as gameplay: HELP_MENU, F2_MENU, LOAD_MENU, ENTER_MENU, ESCAPE_MENU.
    • Allows EXIT_GAME to be used on the titlescreen
    • Allows a new counter called PLAY_GAME to be used on the titlescreen. When set, this will cause MegaZeux to enter the gameplay state.

  • When "standalone_mode" is set, the config setting "no_titlescreen" can be used to disable the titlescreen altogether. When MZXRun starts, the startup world will begin immediately in the game state. When EXIT_GAME or the exit game dialog is used, MZXRun will close.


The Robot Debugger

  • The robot debugger currently allows game developers to halt all gameplay when user-defined strings ("breakpoints") are matched in the Robotic source code being executed. This feature is somewhat experimental, and will be expanded in the future.
  • Press Alt+F11 during editing to open the breakpoints menu. From this menu, the robotic debugger can be activated and breakpoints can be defined.
  • When a breakpoint is reached, the robotic debugger window will appear, displaying the robot matched, its ROBOT_ID and position on the board, the line number that was matched, and the source code line that was matched. The following actions are available:
    • Continue (key: C or Escape) - the debugger window closes, and execution continues as normal.
    • Step (key: S) - the next command is executed and the debugger window stays open.
    • Halt (key: H) - the matched robot halts all execution (equivalent to an END command).
    • Halt all (key: Alt+H) - every robot on the board and the global robot halt all execution (equivalent to an END command).
    • Counters (key: F11) - the counter debugger is opened.
    • Breakpoints (key: Alt+F11) - the breakpoints menu is opened.
    • (key: PgUp) - move debugger to the top of the screen.
    • (key: PgDn) - move debugger to the bottom of the screen.

  • Breakpoints persist between testing and world loading. They are cleared only when the editor is closed.
  • The new COMMANDS_STOP counter will automatically enable and open the robot debugger during testing if a robot exceeds the number of commands the counter is set to. During regular gameplay, this counter will have no effect. The default value of COMMANDS_STOP is 2 million.


Editor Improvements

  • The minimal help bars for the editor and the Robotic editor are now enabled by default.
  • The minimal help bar for the editor now displays the current board's robot memory usage and board mod when appropriate, i.e. after loading a world, editing a robot, setting the mod, or changing the board.
  • Tab focusing the view is now disabled by default.
  • Editor defaults now properly persist after testing.
  • Seeking in the string section of the counter debugger now ignores the $.
  • The counter debugger will show command usage stats for robots. This can help with profiling and identifying runaway robots.
  • The counter debugger remembers its position when reopened, and contains many counters that were missing before.
  • MegaZeux assigns a special property to all types with a CHAR ID index below 128; when their CHAR ID value is set to 255, they will use their parameter to determine which character they will display instead of their CHAR ID. While this isn't new behavior, support for it has been improved; MegaZeux will display a message notifying you of this when it is set, and when the type is placed, it will show the character selection dialog unless it has some other dialog that will take precedence.
  • The Backspace key has been added. This acts like Delete, except it only removes the object on the top layer. If there is an object beneath the removed object, it is brought to the top.
  • Edited worlds now retain their world version until resaved. Before, they would lose their world version after testing.
  • The debug window (Alt+Y/F6) will now show the world version of the current world being played.
  • Export downver. world is available from the export menu (Alt+X). This will allow you to save a 2.90 world as a 2.84 world.
  • Setting board defaults now persists after testing a world; previously, they would be reset after testing until the world was manually reloaded.


Misc.

  • When using the GLSL renderer, you can select a scaling shader from the F2 dialog. Scaling shaders can have profound effects on certain games. It is no longer necessary to manually replace the shaders in the shaders folder unless you want to change the default. A fragment shader is required for your scaler to be available in the menu. If a matching vertex shader exists, it will also be loaded; if not, the default will be used. The available shaders as of this release are:

    • nearest.frag (default) — nearest neighbor scaling. When MegaZeux is scaled by integer values, it will look exactly like the software renderer, but with larger pixels.
    • crt.frag — adds a CRT-like vertical scanline effect.
    • emboss.frag — similar to nearest, but applies an emboss effect over everything onscreen. This can dramatically alter the way many games look, at best looking like a new SMZX mode, and at worst looking like an eyesore.
    • epx.frag — a 2x shader by GreaseMonkey implementing the EPX algorithm. This looks similar to hqscale, but with more rounding.
    • greyscale.frag — a greyscale shader based on semisoft.
    • hqscale.frag — an hq4x shader (replacing our old hqscale shader). This looks rounder than nearest and has smooth edges.
    • semisoft.frag — a smooth scaler by GreaseMonkey similar to nearest and simple. Works better than nearest at non-integer ratios, and looks better than simple.
    • sepia.frag — a sepia-toned linear shader.
    • simple.frag — linear scaling. Use if you want the game you're playing to look like it's on the other side of beer goggles.

  • On Linux and Mac OS X, the MegaZeux config file is now copied into the user's home directory as ".megazeux-config" if it doesn't already exist. This config file will be used instead of the global config file.
  • Lancer-X's ccv utility is now included with MegaZeux in the utils folder.

"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#2 User is offline   asgromo 

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Posted 29 June 2017 - 01:36 PM

biden whispers into the side of your head: this is a big fucken deal
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#3 User is offline   Spectere 

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Posted 29 June 2017 - 02:56 PM

I still have a bit of fiddling to do on the macOS side of things. I'm hoping to have a release up within a week.

Keep checking this thread for updates. :(
:)
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#4 User is offline   Graham 

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Posted 29 June 2017 - 05:22 PM

:-D Bless you! Bless you!
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
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#5 User is offline   Old-Sckool 

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Posted 29 June 2017 - 05:52 PM

With the world format changes, I'd recommend keeping a separate backup of any 2.84 worlds/mzms? before converting to 2.90, just in case something stupid is still out there that can corrupt them.
<Nadir> mzxers don't make GAMES, usually
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D

<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
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#6 User is offline   GetDizzy 

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Posted 29 June 2017 - 06:20 PM

.debs for Debian stable/testing and Ubuntu Zesty, in addition to debugging symbols (mostly useful to developers/for bug testing) are in my companion thread to this one which is here :(
- Your Jumpy Neighborhood Admin

<@Tixus> Anyway, I set the year to 1988 for some reason.
<@Tixus> And set the microwave to run for a minute and 28 seconds.
<@Tixus> But it failed to send me back in time, and I was disappointed.
<Insidious> Tixus accidentally microwaved the 80s
<Insidious> that is my takeaway from this
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#7 User is offline   Lachesis 

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Posted 29 June 2017 - 06:25 PM

Like with any world version number change, I recommend backing your projects up, yes. This includes any MZX files, MZM files, and MZB files you might be actively using. Hopefully restoring the backups won't actually be necessary though : )

(I did change quite a bit in the file formats though, so I recommend it even more than usual here)

(also the Zesty debs are alternate downloads on the front page)
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#8 User is offline   Lachesis 

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Posted 29 June 2017 - 08:41 PM

Whoops, fixed a couple of crashes that made the robot debugger nearly unusable in a lot of games! For Windows, use F7 to update or redownload from the links above. The source and Ubuntu builds in the Vault have been also been updated, as well as all of the uploads in Insid's thread.

This post has been edited by Lachesis: 29 June 2017 - 09:09 PM
Reason for edit: Updated for Ubuntu/Debian

"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#9 User is offline   Dr Lancer-X 

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Posted 29 June 2017 - 09:33 PM

this is the best version of mzx since the last version of mzx
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<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
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#10 User is offline   Lachesis 

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Posted 29 June 2017 - 09:36 PM

I'd go as far as to say it's the best MegaZuex version ever infact, :(

did 2.51 have GOOP_WALK? 2.80? 2.84c? i rest my case
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
1

#11 User is offline   astral 

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Posted 29 June 2017 - 11:38 PM

View PostLachesis, on 29 June 2017 - 04:36 PM, said:

I'd go as far as to say it's the best MegaZuex version ever infact, Posted Image

did 2.51 have GOOP_WALK? 2.80? 2.84c? i rest my case


These are the real features, the things that separate the wheat from the chaff.
i thought you said weast
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#12 User is offline   Graham 

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Posted 30 June 2017 - 07:16 PM

Currently cannot get any renderer to display full screen correctly. They all display in 4:3 aspect with black bars at the sides. 2.84c and previous versions did not do this. Any ideas on how to correct the config.txt file and get true full screen? Thanks

Relevant Specs: 2012 razor blade with 17" monitor, 1600x900 display
NVIDIA GeForce GTX 765M video card
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
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#13 User is offline   Lachesis 

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Posted 30 June 2017 - 07:28 PM

Do these help?

video_output = glsl
video_ratio = modern
fullscreen_resolution = 1280,720

This post has been edited by Lachesis: 30 June 2017 - 07:34 PM
Reason for edit: fixed

"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#14 User is offline   Graham 

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Posted 30 June 2017 - 08:01 PM

I've tried the first two settings but not in conjunction with that resolution. I'll try it, thanks.
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
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#15 User is offline   Graham 

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Posted 30 June 2017 - 08:11 PM

Yes! It worked. That was the resolution I needed. Thanks!
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
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#16 User is offline   Lachesis 

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Posted 30 June 2017 - 08:16 PM

No problem. 1280x720 is pretty much a "safe" resolution that most things are guaranteed to support nowadays. Those should probably be our defaults, honestly.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#17 User is offline   Graham 

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Posted 30 June 2017 - 09:33 PM

That's good to know.
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
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#18 User is offline   T-Bone 

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Posted 30 June 2017 - 10:59 PM

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#19 User is offline   Why-Fi 

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Posted 30 June 2017 - 11:51 PM

This... now THIS...





... is awesome!
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#20 User is offline   Baby Bonnie Hood 

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Posted 02 July 2017 - 02:20 PM

Quote

GOOP_WALK


At long last, Robotic sharks are a reality!

One question, though. Certain S3M files sounded incomplete in 2.84c, has that been fixed here and I no longer need to play them in pre-2.84c versions to hear them in full?
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#21 User is offline   Lachesis 

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Posted 02 July 2017 - 06:07 PM

The S3Ms in question are broken in libmodplug 0.8.9.0 as far as I'm aware; here's the bug tracker thread for that issue. The plan is to eventually replace libmodplug with something that doesn't have this problem. libxmp is a likely possibility, but didn't make it in as the default this time around because it doesn't have row-precision seeking.

That said, row-precision seeking sounds terrible with every mod ever, so we might be safe if we switch in 2.90b/2.91/whatever anyway.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#22 User is offline   Lachesis 

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Posted 03 July 2017 - 07:19 AM

Mac OS X packages are up!
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#23 User is offline   Spectere 

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Posted 03 July 2017 - 05:42 PM

For the record, I've signed both the OS X DMG as well as the apps themselves. For most supported versions of OS X it should work fine, and it should also get past Gatekeeper without issue on 10.9 through 10.11.

Apple increased the security on Gatekeeper in 10.12, so it will give you the "application is by an unknown developer" issue. This can be fixed by right-clicking (or ctrl-clicking, if you have right-click disabled or are still using a one-button mouse) on MegaZeux after drag-installing it and clicking "Open." I'm looking into a way of "properly" signing the application so that it works seamlessly under Sierra and later operating systems.

For developers interested in building MegaZeux on macOS, the build scripts need a ton of work, particularly for SDL2. I'm going to be working on getting that together soon (@Lachesis: I'll submit a PR when that's done). In the meantime, if you need any assistance building it from source, feel free to send me a PM or look for me in Discord.
:)
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#24 User is offline   Why-Fi 

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Posted 03 July 2017 - 07:35 PM

View PostSpectere, on 03 July 2017 - 06:42 PM, said:

For developers interested in building MegaZeux on macOS, the build scripts need a ton of work, particularly for SDL2. I'm going to be working on getting that together soon (@Lachesis: I'll submit a PR when that's done). In the meantime, if you need any assistance building it from source, feel free to send me a PM or look for me in Discord.


Which Discord are we talking about? I would be quite interested in this macOS building process, as I have recently tried to compile MZX and failed on an SDL2 related issue (from what I can gather, it has to do with SDL_main and the linker not liking each other).
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#25 User is offline   GetDizzy 

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Posted 03 July 2017 - 09:33 PM

http://www.digitalmz...showtopic=15765
- Your Jumpy Neighborhood Admin

<@Tixus> Anyway, I set the year to 1988 for some reason.
<@Tixus> And set the microwave to run for a minute and 28 seconds.
<@Tixus> But it failed to send me back in time, and I was disappointed.
<Insidious> Tixus accidentally microwaved the 80s
<Insidious> that is my takeaway from this
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#26 User is offline   Zinfandel 

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Posted 05 July 2017 - 01:37 AM

I'm trying F7 at the title screen with the network enabled in the config file, but it's not doing anything. Should I just update manually?
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#27 User is offline   Spectere 

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Posted 05 July 2017 - 01:43 AM

View PostWhy-Fi, on 03 July 2017 - 03:35 PM, said:

I would be quite interested in this macOS building process, as I have recently tried to compile MZX and failed on an SDL2 related issue (from what I can gather, it has to do with SDL_main and the linker not liking each other).


Basically, SDL2 changed the way that SDL_main works, which causes the SDLmain.m Objective-C wrapper included in MegaZeux to choke. Fortunately, MegaZeux seems to work just fine without it, at least with SDL2 (I haven't tried it on the PPC build, which still uses SDL1, since there was no real need).

To get rid of that dependency, edit src/Makefile.in and look for these two blocks:

ifeq (${PLATFORM},darwin)
mzx_objs += arch/darwin/SDLMain.o
mzx_ldflags += -framework Cocoa
endif


...and:

ifeq (${PLATFORM},darwin)
mzxrun_objs += arch/darwin/SDLMain.o
mzxrun_ldflags += -framework Cocoa
endif


Comment those out (using pound/hash signs) and it should link successfully.

This post has been edited by Spectere: 05 July 2017 - 01:43 AM

:)
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#28 User is offline   Lachesis 

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Posted 05 July 2017 - 02:54 AM

View PostZitman, on 04 July 2017 - 07:37 PM, said:

I'm trying F7 at the title screen with the network enabled in the config file, but it's not doing anything. Should I just update manually?


Are you on Windows and using megazeux.exe (not mzxrun.exe) of at least version 2.82b or greater? The updater is disabled for mzxrun.exe and didn't exist before that version. Aside from that, I can't think of anything that'd cause that. It's not showing an error message or a progress bar at all?

If it's not that you're using mzxrun.exe, I'd recommend you just upgrade manually.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#29 User is offline   Zinfandel 

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Posted 05 July 2017 - 03:15 AM

View PostLachesis, on 04 July 2017 - 08:54 PM, said:

Are you on Windows and using megazeux.exe (not mzxrun.exe) of at least version 2.82b or greater? The updater is disabled for mzxrun.exe and didn't exist before that version. Aside from that, I can't think of anything that'd cause that. It's not showing an error message or a progress bar at all?

If it's not that you're using mzxrun.exe, I'd recommend you just upgrade manually.


Definitely megazeux.exe on 2.84c. I'm not seeing any error message or progress bar... actually, when I pull up the Enter Menu, there's a blank space in between the F5 option and the F8 option. Is that supposed to be that way?

E: Come to think of it, the "stdout" file shows "INFO: Updater disabled." after Megazeux is closed. Is that normal?

This post has been edited by Zitman: 05 July 2017 - 03:15 AM

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#30 User is offline   Lachesis 

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Posted 05 July 2017 - 03:42 AM

That's unusual. Is there anything in stderr?
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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