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MegaZeux 2.92c [clever subtitle]

#1 User is online   Lachesis 

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Posted 09 March 2020 - 01:18 AM

MegaZeux 2.92c

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Release Info

Here's another bugfix release, this time mostly oriented towards fixing bugs in the Emscripten/HTML5 port and checkres (NOTE: anyone planning to release their game on itch.io should use THIS RELEASE, not 2.92b!). Other fixes of note are the module_resample_mode (formerly 'modplug_resample_mode') config setting has been fixed, numerous optimizations have been made to the software layer renderer, and yet another ternary operator bug has been fixed.

Finally, Spectere has contributed an experimental save slots UI that can be enabled with the config setting "save_slots" (pictured above). This feature is intended primarily for consoles and will likely be enabled by default for consoles in the future.

MegaZeux 2.92c Changelog


MZX 2.9x Credits

Lachesis - Developer, maintainer
Dr. Lancer-X - Developer (layer rendering)
asiekierka - Developer (various ports)
Spectere - Developer (various features), Darwin binaries, MSVC/Xcode
ajs - Developer (initial SDL 2 support)
Terryn - Help file, testing
Insidious - Ubuntu binaries


>>Download MegaZeux 2.92c<<

Windows x64 Windows x32 Mac OS X Mac OS X (PowerPC) Ubuntu AMD64 Ubuntu i386 Debian AMD64 Debian i386 Fedora x86_64
HTML5 Raspbian Nintendo DS Nintendo 3DS Nintendo Wii Nintendo Switch PlayStation Portable Source code
Android build TBD :/

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

>>Useful Links<<



>>Features Added in 2.90+<<
Want to catch up on the major features added since 2.90 and don't want to read through the changelog for them? They're summarized in these threads:

This post has been edited by Lachesis: 02 April 2020 - 02:39 AM
Reason for edit: Added Mac OS X (PowerPC) link

"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   GetDizzy 

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Posted 09 March 2020 - 04:01 AM

Debian/Ubuntu/Raspbian binaries still pending as your package maintainer works through his schoolwork and also tries to get cross compilation for Raspbian working. Sorry for the delay.
- 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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#3 User is offline   MicMotorhead 

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Posted 09 March 2020 - 07:12 AM

"+ Fixed a robot editor regression where certain numpad symbols
could not be typed."


Great! Now I might finally make the move to modern MZX! :D/>

This post has been edited by MicMotorhead: 09 March 2020 - 07:12 AM

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#4 User is online   Lachesis 

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Posted 09 March 2020 - 07:31 AM

View PostMicMotorhead, on 09 March 2020 - 01:12 AM, said:

"+ Fixed a robot editor regression where certain numpad symbols
could not be typed."


Great! Now I might finally make the move to modern MZX! :D

I'm not 100% sure the issue you were encountering is fixed by what I changed, so please report back. :shades:
"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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#5 User is offline   MicMotorhead 

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Posted 09 March 2020 - 03:20 PM

View PostLachesis, on 09 March 2020 - 08:31 AM, said:

I'm not 100% sure the issue you were encountering is fixed by what I changed, so please report back. :shades:/>/>/>


Ok, so I downloaded the new version and tested things out.

As far as I can tell, the things that still don't work are the following:

- In the robot script editor specifically, "<", ">" and "@" don't work.
- "-", "+", "~" work everywhere and the above symbols also work in scrolls and when naming boards and robots.

So it's aaaaaalmost there!

I'm going to assume that US keyboard users don't have the issue mentioned.

EDIT: I've just noticed that the key with the "½" symbol on my keyboard does nothing. In 2.83b, it produces some symbols from my edited charset that I don't need for coding, so I don't know if it is supposed to be able to produce and coding-relevant symbols, but it's worth mentioning that it is no longer a functioning key in the editor.

This post has been edited by MicMotorhead: 09 March 2020 - 03:26 PM

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#6 User is online   Lachesis 

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Posted 09 March 2020 - 06:43 PM

View PostMicMotorhead, on 09 March 2020 - 09:20 AM, said:

Ok, so I downloaded the new version and tested things out.

As far as I can tell, the things that still don't work are the following:

- In the robot script editor specifically, "<", ">" and "@" don't work.
- "-", "+", "~" work everywhere and the above symbols also work in scrolls and when naming boards and robots.

So it's aaaaaalmost there!

I'm going to assume that US keyboard users don't have the issue mentioned.

Right, I think the problem is there are still assumptions somewhere that work for US keyboards but not international keyboards. The fix in this version was that it was blocking keys with an internal code >=256, which does include the numpad /*-+ keys. What I think might be going on with the other keys is MZX doesn't map them to internal keycodes (same as KEY_PRESSED), so the new key handler the robot editor uses accidentally ignores them. The old key handler (used everywhere else) doesn't perform as many checks on the internal keycode.

Aforementioned "new" key handler was added in 2.91h, so technically you could probably upgrade to 2.91f and those keys would work :)

Quote

EDIT: I've just noticed that the key with the "½" symbol on my keyboard does nothing. In 2.83b, it produces some symbols from my edited charset that I don't need for coding, so I don't know if it is supposed to be able to produce and coding-relevant symbols, but it's worth mentioning that it is no longer a functioning key in the editor.

The ½ symbol is a unicode char and MZX <=2.84c used SDL 1.2, which wasn't as unicode-aware as SDL 2 is. This is probably why older versions print chars 128-255 when you press that key. There also might have been something added in 2.84X to block out of bounds keys (since IIRC there was a crash involving those).

This post has been edited by Lachesis: 09 March 2020 - 06:52 PM

"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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#7 User is offline   GetDizzy 

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Posted 10 March 2020 - 05:58 AM

Debian/Ubuntu packages have been built.

Raspbian packages have been built as well but are awaiting testing.
- 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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#8 User is offline   MicMotorhead 

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Posted 10 March 2020 - 07:06 AM

View PostLachesis, on 09 March 2020 - 07:43 PM, said:

Right, I think the problem is there are still assumptions somewhere that work for US keyboards but not international keyboards. The fix in this version was that it was blocking keys with an internal code >=256, which does include the numpad /*-+ keys. What I think might be going on with the other keys is MZX doesn't map them to internal keycodes (same as KEY_PRESSED), so the new key handler the robot editor uses accidentally ignores them. The old key handler (used everywhere else) doesn't perform as many checks on the internal keycode.

Aforementioned "new" key handler was added in 2.91h, so technically you could probably upgrade to 2.91f and those keys would work :)/>


The symbol is a unicode char and MZX <=2.84c used SDL 1.2, which wasn't as unicode-aware as SDL 2 is. This is probably why older versions print chars 128-255 when you press that key. There also might have been something added in 2.84X to block out of bounds keys (since IIRC there was a crash involving those).


While I hope it gets fixed some day, it isn't a super big problem, even if it's annoying. You can still make the necessary characters using the "insert char" key. I'm gonna consider switching to either 2.92c or 2.91f soon. Either way, those 2mb of global robot memory are starting to look very tempting. I've almost used up the 64kb that 2.83 gives me by now...

I'm not going to use any advanced new features like unbound sprites for my current game, so 2.91f might be a good idea, actually.
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#9 User is online   Lachesis 

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Posted 11 March 2020 - 05:29 AM

I have an MZX branch that (I think) fixes the issue with the <> key. I looked further into the issue with '@' specifically and it looks like the issue is it's an altgr shortcut and SDL doesn't provide an easy way to determine whether the current keyboard locale treats right alt as a regular alt key or as altgr. The reason @ isn't being printed is the new robot editor text handler unconditionally treats ctrl and alt combos as shortcuts and passes them on (the old handler had something horrible I'd rather not re-implement, but it allowed Alt+2 to print text). I'm not sure there's a good solution for this aside from adding a config setting to optionally ignore right alt when checking for the alt modifier.

edit: I did add a fix to this branch for AltGr combos that aren't bound by the robot editor, which should include AltGr+2 for '@'.

This post has been edited by Lachesis: 11 March 2020 - 08:50 PM

"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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#10 User is offline   MicMotorhead 

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Posted 12 March 2020 - 08:18 AM

Just curious: Would ctrl+numpad character codes work in the MegaZeux editor? I don't remember the command, but back when I only had a DOS computer and a certain key was broken, I used to just type in the character code to make it appear on screen. Don't know if this registers in the robot editor.

Either way, I think I'm gonna switch to the newest version of MZX when I've fixed a bug that is currently troubling my game.
I'm thinking that the advantages offered are by now far greater than the slight inconvenience of not being able to type a few relatively rarely used characters.

It would only really have been a major pain if @ didn't work when naming boards, but it does, so no problemo.

I'm gonna look into that link later when I've got time.
My workplace shuts down after today due to the corona virus, so I should have plenty of time to work on my MZX game...

This post has been edited by MicMotorhead: 12 March 2020 - 08:20 AM

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#11 User is online   Lachesis 

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Posted 12 March 2020 - 10:34 PM

View PostMicMotorhead, on 12 March 2020 - 02:18 AM, said:

Just curious: Would ctrl+numpad character codes work in the MegaZeux editor? I don't remember the command, but back when I only had a DOS computer and a certain key was broken, I used to just type in the character code to make it appear on screen. Don't know if this registers in the robot editor.


I just tested Alt+numpad codes (not sure if they're exactly what you meant) and confirmed that they do work in the branch I linked. They don't work in any MZX release I've tested, so I guess that's another fixed bug I can put in the changelog...
"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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#12 User is offline   MicMotorhead 

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Posted 13 March 2020 - 01:57 PM

View PostLachesis, on 12 March 2020 - 11:34 PM, said:

I just tested Alt+numpad codes (not sure if they're exactly what you meant) and confirmed that they do work in the branch I linked. They don't work in any MZX release I've tested, so I guess that's another fixed bug I can put in the changelog...


Yes, that's what I meant lol

I mean, I didn't even expect it to work.
More just a thought I had in the moment - that alt+numpad character codes could be like a second solution in the unlikely case that MZX would accept them.
It's probably not even worth adding, since I don't know if anyone would ever use it.
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#13 User is online   Lachesis 

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Posted 02 April 2020 - 02:40 AM

In a plot twist no one saw coming, there's a new Mac OS X (PowerPC) build and still no Android build! WTF!!!!!!!!!!!
"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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