Feature requests thread Post your stupid crap here
#481
Posted 08 August 2007 - 12:52 AM
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
#482
Posted 08 August 2007 - 01:10 AM
I've been busy with miscellany recently, but I'll get cracking on things soon enough.
PS: To Kuro, you forgot key_release, I assume? Consistency helps when you ask to graft things onto MZX.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#483
Posted 08 August 2007 - 01:23 AM
Terryn, on Aug 7 2007, 06:10 PM, said:
I've been busy with miscellany recently, but I'll get cracking on things soon enough.
PS: To Kuro, you forgot key_release, I assume? Consistency helps when you ask to graft things onto MZX.
actually, i didn't know about key_release
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
#484
Posted 08 August 2007 - 01:50 AM
"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay
Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
#485
Posted 08 August 2007 - 02:04 AM
Exophase, on Aug 7 2007, 06:50 PM, said:
me said:
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
#486
Posted 08 August 2007 - 02:08 AM
Kuroneko said:
me said:
Kuroneko said:
This post has been edited by Guy: 08 August 2007 - 02:09 AM
#487
Posted 08 August 2007 - 02:20 AM
Guy, on Aug 7 2007, 07:08 PM, said:
Kuroneko said:
me said:
Kuroneko said:
and that matters so much because WHY
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
#488
Posted 08 August 2007 - 02:25 AM
Kuroneko, on Aug 7 2007, 09:20 PM, said:
Guy, on Aug 7 2007, 07:08 PM, said:
Kuroneko said:
me said:
Kuroneko said:
and that matters so much because WHY
This is more sane to implement BUT it would take up more space on the debug box which makes it more obstructing, for something so minimally useful. My vote is no.
(and of course it's really confusing calling that thing a menu or a screen when it's neither)
"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay
Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
#489
Posted 08 August 2007 - 03:55 AM
<Mooseka> YES LANCER <b>TALK DIRTY TO ME</b>
<GMCBay> When creating a game, the first thing I do is design the box cover for the special edition collectors DVD. The second thing I do is begin thinking about what will be in the sequel.
<Koji> SOYLENT MILK IS COWS!! D:
<Jotz> you guys have such a mindless disdain for a delicious mint julep! that you're making it not work by thinking that it won't.
<Jotz> Sorry, but I don't think this project is going to succeed like a delicious mint julep! did.
<xicloid> Isn't there anything like "return null"in C?
#490
Posted 08 August 2007 - 04:26 AM
How this can be done: use an invalid size for the robot (like 0) and then have sourcecode embedded, and compile this when the robot is loaded. Modify the editor to work with the sourcecode and don't have it compile (unless you want to check validity, but that can be done easier than compiling, probably). And change RASM to be more gracious with whitespace, including allowing newlines.
Don't implement grids unless you can at least rationalize why they should be there and convince someone else that they're worth something.
"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay
Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
#491
Posted 08 August 2007 - 01:44 PM
And pixel perfect positioning is enough to emulate pixel perfect scrolling if you don't know how, you make the sprite BIGGER than the screen, and move IT around, not the reference points (you only need to move them if the view moves out of where the sprite is currently referenced)
reference points are rounded to to the outer most characters, and sprite position is moved around sub character.
Of course yeah this is something that would have to be implimented in robotic, I wouldn't want this implimented in the core of mzx, since it's doable in robotic IF you have pixel perfect placement of sprites.
right now yeah the sprites are constrained to character positions, and even the sprite writing algorithm is constrained to character positions, but not so long ago, some people were making versions of mzx with the ability to copy a section of pixels on the board to locations on the screen, what if the sprite drawing algorithm handled sprite drawing more like this?
This post has been edited by Koji: 08 August 2007 - 01:45 PM
#492
Posted 08 August 2007 - 02:38 PM
Koji, on Aug 8 2007, 08:44 AM, said:
And pixel perfect positioning is enough to emulate pixel perfect scrolling if you don't know how, you make the sprite BIGGER than the screen, and move IT around, not the reference points (you only need to move them if the view moves out of where the sprite is currently referenced)
reference points are rounded to to the outer most characters, and sprite position is moved around sub character.
Of course yeah this is something that would have to be implimented in robotic, I wouldn't want this implimented in the core of mzx, since it's doable in robotic IF you have pixel perfect placement of sprites.
right now yeah the sprites are constrained to character positions, and even the sprite writing algorithm is constrained to character positions, but not so long ago, some people were making versions of mzx with the ability to copy a section of pixels on the board to locations on the screen, what if the sprite drawing algorithm handled sprite drawing more like this?
Logicow's hacks drew things strictly on top of the screen, unlike sprites which can be either under or over the overlay, so no.
"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay
Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
#493
Posted 17 August 2007 - 06:06 PM
1. To be able to move boards around the board list. Like if you forget to make a board for the middle of the game, it has to go to the end of the list, and that is annoying to scroll through. This one doesn't seem that hard?
2. A way to randomly pick from a list.
Example: Set "local1" random 2 or 45 or 27.
So it picks either 2, or 45, or 27. I know you can do that with more code, but a simplified version would be nice.

#494
Posted 15 November 2007 - 10:08 PM
Just make a button layout that works for everything, and that can be mapped to:
1) the keyboard, with arrow keys and Z, X, C, A, S, Space, Enter
2) A nintendo DS, with D-Pad, A, B, X, Y, L, R, Start
3) A PSP, similar to the nintendo DS
And while configurable, the default keyboard layout would be like this:
Keyboard "Z" = DS "B" = PSP "X"
Keyboard "X" = DS "Y" = PSP "Square"
Keyboard "C" = DS "X" = PSP "Triangle"
Keyboard "Space" = DS "A" = PSP "Circle"
Keyboard "A" = DS "L" = PSP "L"
Keyboard "S" = DS "R" = PSP "R"
Keyboard "Enter" = DS "Start" = PSP "Start"
Except enter has a stupid menu in MZX so maybe start would be something other than enter. But Start really should be enter. It's main purpose is to pause the game anyways.
And make it easily accessible through counters in robotic, so that future games have no reason not to use them.
Like "Joy1" "Joy2" "Joy3" up to "Joy7"
Or since everyone ever has played SNES, make it more visual:
"JoyA" "JoyB" "JoyX" "JoyY" "JoyL" "JoyR" "JoyStart"
And heck, maybe even remap the player movement to that, so that you can play through caverns without having to reconfigure stuff. But that's entirely optional.
The focus is on new games, since it's hard to make the broad range of previous games work without custom layout for every game.
To recap: When making your future MZX game, you use the "JoyB" counter to detect if the player jumps and "JoyY" to detect if the player attacks. That way it also works on nintendo DS and on PSP. And on a computer, it'll be Z to jump and X to attack. Which is perfectly fine and pretty much the modern standard.
#495
Posted 18 November 2007 - 03:56 AM
I also think that it would be neat to make it so that if you don't write in a label at the end of an IF command, the following line would be skipped over if the statement was false.
<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
#496
Posted 21 November 2007 - 07:20 AM
That way, you'd have a char editor AND a font/text editor.
I dunno how hard this would be to implement but it would be extremely useful nonetheless.
#498
Posted 22 November 2007 - 02:14 PM
Also, there should be a way to set individual volumes to 0 (turn them off), even if it's just using the config file. Putting in music_volume = 0 makes it go to 1, which is still well audible.
#499
Posted 22 November 2007 - 02:33 PM
#501
Posted 22 November 2007 - 02:47 PM
mzx281g video_output=opengl2 music_on=0
I prefer this method because then I can use the default config (which being the person installing MZX 3-4 times a week, really becomes a pain otherwise).
@CJA: I'll check that out and fix it, does seem like an oversight.
--ajs.
#502
Posted 23 November 2007 - 06:26 AM
Instead of this:
volume 255
We should have this:
mod volume 255 sam volume 255
I can't tell you how many instances where I wish I had 2 separate volume levels.
This post has been edited by RyanThunder: 23 November 2007 - 06:27 AM
#503
Posted 23 November 2007 - 06:23 PM
#504
Posted 23 November 2007 - 07:58 PM
#505
Posted 23 November 2007 - 11:54 PM
#506
Posted 05 December 2007 - 07:47 PM
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#507
Posted 09 December 2007 - 06:11 PM
#508
Posted 09 December 2007 - 06:55 PM
CJA, on Dec 9 2007, 07:11 PM, said:
Maybe "sfx ..." should also work with typing for example "sfx MagicGem" or "sfx Lava".
#509
Posted 09 December 2007 - 06:55 PM
Castlevania, on Jun 4 2005, 12:16 PM, said:

I don't think I have any more requests for MZX2.x now, I guess I'll just have to wait until 3 comes out.
Yeah, I've already read this post, wrote down your requests and MZX 3.00 should be here Fall 2008!
Don't worry, there's room for everybody's requests!

#510
Posted 09 December 2007 - 07:33 PM
Add NES/GB/GBC emulators to MZX, why-fi.