Lachesis's Profile
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- Group:
- DigiStaff
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- The Junkyard (1066 posts)
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- Member Title:
- the pinnacle of human emotion
- Age:
- Age Unknown
- Birthday:
- Birthday Unknown
- Gender:
- Female
- Location:
- Sealand
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- http://
Previous Fields
Posts I've Made
-
In Topic: "What's the command that does X" questions
01 June 2024 - 01:52 AM
There is not a way to delete boards entirely from Robotic.
Potential alternatives to sending specific robots a label are the CHANGE command or using loops/COPY BLOCK to wipe the board contents. I don't know if either of those would be easier. -
In Topic: "What's the command that does X" questions
30 May 2024 - 03:14 AM
MegaZeux isn't capable of floating point arithmetic yet, so you have to use fixed point arithmetic if you want decimal precision. There are a couple of ways you can do this using shift/multiplication values or separate variables.
Here's an example that uses a multiplication of 1000 to get three decimal digits if you're just trying to print decimal numbers:
set "mzx_speed" to 2 lockplayer set "spr0_refx" to "playerx" set "spr0_refy" to "playery" set "spr0_width" to 1 set "spr0_height" to 1 set "spr0_unbound" to 1 set "x" to 0 set "y" to 0 : "l" inc "x" by 1953 inc "y" by 1082 put c?? Sprite p00 at "('x'/1000)" "('y'/1000)" . "print the decimal portion into a string prefixed with 000 and then print only the last 3 digits of each string." set "$a" "000('x'%1000)" set "$b" "000('y'%1000)" * "x=('x'/1000).&$a+-3& y=('y'/1000).&$b+-3&" wait for 1 goto "l"
Here's an example that gives a sprite 8 bits of subpixel precision by storing the x and y values in terms of subpixels and using signed right shift to floor divide out the subpixels (this is much more useful for sprites due to its better rounding behavior for negative numbers):
set "mzx_speed" to 2 lockplayer set "spr0_refx" to "playerx" set "spr0_refy" to "playery" set "spr0_width" to 1 set "spr0_height" to 1 set "spr0_unbound" to 1 set "x" to 0 set "y" to 0 : "l" inc "x" by 500 inc "y" by 277 put c?? Sprite p00 at "('x'>>>8)" "('y'>>>8)" . "actually printing the precision in decimal is a little more involved..." set "$a" to "000('x'a255*1000>>>8)" set "$b" to "000('y'a255*1000>>>8)" * "x=('x'/256).&$a+-3& y=('y'/256).&$b+-3&" wait for 1 goto "l"
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In Topic: Overlay issue?
30 May 2024 - 03:05 AM
Disabling the overlay has deleted the overlay entirely since 2.80 (released 20 years ago...), so it is possible you are misremembering. -
In Topic: 2.93 DOS version limitations?
27 May 2024 - 01:32 AM
hseiken, on 26 May 2024 - 05:41 PM, said:
I think the editor might be malfunctioning at least in dosbox. Alt+t to test any board including freshly cleared board causes my dosbox to just hang to a black screen and become unresponsive.
I can't reproduce this bug, but a couple things you could try:
- Disabling audio to prevent MZX from paging during the audio interrupt (music_on=0 in config.txt or as a command line option). The next release will disable paging so if this prevents your crashes, your issue is already fixed.
- Increasing the amount of RAM available in DOSBox in the DOSBox config file. 16MB should be more than enough for most games.
- Disabling audio to prevent MZX from paging during the audio interrupt (music_on=0 in config.txt or as a command line option). The next release will disable paging so if this prevents your crashes, your issue is already fixed.
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In Topic: xx̊y
15 May 2024 - 09:01 PM
I've released a new update to this game (it was originally supposed to be a 5th anniversary update, and then a 10th anniversary update, but I was a few months late...).
>> DOWNLOAD HERE <<
Changelog:
- Added keys for opening locked doors. This can be configured with a setting before starting a new game. By default, keys replace slider puzzles.
- Objects now display with unbound sprites by default. An optimized version of the original text mode display is still available if preferred (or required for EGA/NDS).
- Impulse Tracker music can now be enabled to replace the default OGG music. This should be used where OGGs are too slow, unsupported (NDS), or have filename conflicts (DOS without long filename support).
- PC speaker sound effects can now be enabled to replace the default OGG sound effects. This fits the same use cases as the IT music.
- Fixed homeworld music transitions for the DOS port (both OGG and IT).
- Fixed and reimplemented the ending overhead flying sound effect.
- All object character sets have been moved to the extended sets.
- All object scripts are preloaded with a counters file now. This can be disabled by renaming or removing xxydata/pregen.ctr.
- Objects should be easier to hit with the Cultist form.
- The Flashlight and Ghost can be used in more locations and have a visible effect in most of those places.
- The magenta hospital palette has been replaced with two new palettes.
- Rearranged the hospital rock puzzle.
- Probably other minor changes I forgot.
- Some new object interactions have been added.
- Minor interaction text and script tweaks.
- There is new post-ending dialogue accessible by continuing after completing the game for the first time, including three new endings.
- Updated the map to be slightly more useful.
- Added keys for opening locked doors. This can be configured with a setting before starting a new game. By default, keys replace slider puzzles.
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