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Lachesis's Profile User Rating: ****-

Reputation: 157 Godly
Group:
DigiStaff
Active Posts:
4,323 (0.6 per day)
Most Active In:
The Junkyard (1066 posts)
Joined:
17-July 04
Profile Views:
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Last Active:
User is offline Today, 05:32 PM
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My Information

Member Title:
the pinnacle of human emotion
Age:
Age Unknown
Birthday:
Birthday Unknown
Gender:
Female Female
Location:
Sealand

Contact Information

E-mail:
Private
Website URL:
Website URL  http://

Previous Fields

Posts I've Made

  1. 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
    
  2. 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.
  3. 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.
  4. 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.
  5. 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

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  1. Photo

    Cockuhgarth 

    21 Dec 2016 - 15:58
    You sad act, how many profiles do you even have on here?
  2. Photo

    RyanThunder 

    22 Dec 2012 - 03:21
    Work is eating up a lot of my time, and I'm also trying to finish drawing the RT comic storyline. And re-learning Java. Haven't decided on my next project yet, MZX or otherwise. But I'll start some type of project next year. If people really want it I may start on RT2. Who knows!
  3. Photo

    RyanThunder 

    21 Dec 2012 - 23:43
    Eh? People want a RT2?
  4. Photo

    Pancake 

    09 Mar 2012 - 00:30
    I think you're hen hao. Just kiddin' ;-)
  5. Photo

    Spectere 

    27 Dec 2011 - 07:16
    *waves*
  6. Photo

    smilymzx 

    27 Dec 2011 - 07:09
    I think she's cool! :D
    *Insert awesome CD-I quote here*
  7. Photo

    Kuddy 

    14 Sep 2011 - 05:27
    hi i'm totally not cja
  8. Photo

    CJA 

    22 Jul 2011 - 17:05
    :O
  9. Photo

    CJA 

    21 Jul 2011 - 16:20
    i have completely spammed your profile, it turns out. this probably looks really creepy to the random viewer
  10. Photo

    CJA 

    22 Jun 2011 - 00:41
    one. the cat is the car. it's a cat on wheels, also it's a cube
  11. Photo

    CJA 

    21 Jun 2011 - 20:59
    let's make a game about cat cars
  12. Photo

    CJA 

    11 Mar 2011 - 19:17
    lachesis, does anyone else use this damn forum anymore
  13. Photo

    CJA 

    23 Dec 2010 - 06:40
    ░▒▓█ happy birthday dodette :3 █▓▒░ —from all of us at the bone lair
  14. Photo

    CJA 

    26 Nov 2010 - 00:54
    let's make a mzx game
  15. Photo

    T-Bone 

    15 Jul 2010 - 15:29
    You got some fantastic skills!
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