Feature requests thread Post your stupid crap here
#511
Posted 10 December 2007 - 12:57 AM
It might not be as flashy as some of the other suggestions, but that would make re-writing MZX a lot easier!
--ajs.
#512
Posted 12 December 2007 - 12:26 PM
EDIT: Also, being able to name a new counter and set it in the debug screen woul really be nice. Maybe even the ability to look at local counters, too.
This post has been edited by Kom: 12 December 2007 - 12:28 PM
#513
Posted 12 December 2007 - 12:33 PM
Quote
Read. The. Tutorial. Seriously, you can do this, it's not hard.
"Why'd I bother writing all that if no one's going to read it."
..Ignorance is to be unaware of the truth.
....Incompetence is to be unable to grasp the truth.
......And escape is to run away from the truth.
It is useless to run, since the truth is right next to you.
-Wervyn
#514
Posted 28 December 2007 - 01:16 AM
#515
Posted 28 December 2007 - 02:37 AM
Kom, on Dec 27 2007, 07:16 PM, said:
Then what ARE you talking about?
It's seriously not that hard to do that manually.
#516
Posted 28 December 2007 - 08:04 PM
#517
Posted 28 December 2007 - 08:45 PM
#518
Posted 28 December 2007 - 10:33 PM
<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that
<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
#519
Posted 29 December 2007 - 02:43 PM
2 ways to do this:
#1. Use 2 chars per character, so you have 128 chars total.
Advantage: No need to change any format
Disadvantage: 128 chars aren't enough for anybody.
#2. Make every character 16x14, but show just the first 8x14 in normal MZX, and use the other 8x14 in SMZX to make it 4color/char and still 8x14 by storing 1/2 of SMZX data in one of 8x14, and the other 1/2 in the other one. Hard to explain, ya know?

Advantages:
- 256 chars availble, could be changed to 512 chars in MZX and 256 in SMZX, but who needs that many?
- Possible to make a world both MZX and SMZX at once by checking if the other 8x14 of a char is empty.
Disadvantage: Need to change formats.
#520
Posted 29 December 2007 - 04:01 PM
Revvy, on Dec 28 2007, 06:33 PM, said:
i guess that would be the better thing to do, but then what about guns that shoot instantly, or the weapons that do damage with particle effects... what happens then?
#521
Posted 14 January 2008 - 10:05 PM
would save a lot of cmd lines in engines
#522
Posted 14 January 2008 - 10:31 PM
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#523
Posted 14 January 2008 - 10:41 PM
The functionality of "rel player" and then "thisx" or "thisy" can be condensed into
"('playerx'-'thisx')" and "('playery'-'thisy')" or maybe the reverse of that, I forget which it uses.
The function of rel player in general, in terms of x and y can be condensed into
"('playerx'+x)" and "('playery'+y)"
Expressions are your friend.
In fact, because of expressions, the "rel" commands are almost entirely useless.
<@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
#524
Posted 14 January 2008 - 11:04 PM
old dog cant learn new tricks
#525
Posted 15 January 2008 - 02:34 AM
Now you can even rel other robots if you acquire their Robot id's and use the counter mechanism for obtaining local counter information from a specific Robot id something that was up till mzxak completely not doable (however mzxak's approach was terrible and was scrapped in favor of the one we have now) but all that is beyond what you're probably wanting to do.
#526
Posted 15 January 2008 - 07:11 AM
send "dragon" to "go"
and you want to skip that part for testing, and you comment it, it becomes this:
. "send \"dragon\" to \"go\""
Now you want to uncomment it, you have to delete all the quotation marks and backslashes which is too annoying when working with strings. What comments should be like is this:
. send "dragon" to "go"
or even this:
. <spaces spaces spaces> send "dragon" to "go"
and they should have a different built-in color.
This post has been edited by nooodl: 15 January 2008 - 07:11 AM
#527
Posted 15 January 2008 - 11:07 AM
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#528
Posted 15 January 2008 - 03:35 PM
#529
Posted 15 January 2008 - 04:12 PM
#530
Posted 15 January 2008 - 05:29 PM
checkres works just fine, thanks, and it doesn't take several hours to get the whole picture.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#531
Posted 15 January 2008 - 06:05 PM
Koji, on Jan 15 2008, 11:12 AM, said:
lalala im koji and i refuse to listen to better ideas than mine lalala
"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
#532
Posted 16 January 2008 - 08:04 AM
Terryn, on Jan 15 2008, 12:07 PM, said:
Thanks for the info!
Hey, it's not a new feature, but maybe send "all" should be replaced with a special parameter thing send ALL, so that you can have a robot named "all".
#533
Posted 16 January 2008 - 08:23 AM
nooodl, on Jan 16 2008, 03:04 AM, said:
Terryn, on Jan 15 2008, 12:07 PM, said:
Thanks for the info!
Hey, it's not a new feature, but maybe send "all" should be replaced with a special parameter thing send ALL, so that you can have a robot named "all".
This is actually not a bad idea at all, for some somewhat subtle reasons (I think the one you mentioned isn't really the most pressing) but with only so many commands left there's kind of a precedent to not waste them. Personally I'm for starting a major restructuring of how MZX works, but that's hard work. I think there are about 5 or more major projects I want to work on, it'd be great if I had the drive and time management to really get anywhere on any of them. Ahwell

(I guess it could be done w/o adding a new command, like by encoding send 0 "label", but then you have to deal with compatibility transition, much better to start worrying about that stuff after the bytecode/language interdependence is done away with)
"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
#534
Posted 06 February 2008 - 03:35 PM
This post has been edited by asiekierka: 06 February 2008 - 03:36 PM
#535
Posted 07 February 2008 - 02:33 PM
asiekierka, on Feb 6 2008, 04:35 PM, said:
Well, it's already an option then, is it?
#536
Posted 07 February 2008 - 10:22 PM

Why-Fi: but I'M MATURE ENOUGH TO BE A MODERATOR!!!!!!!!!!
#537
Posted 08 February 2008 - 11:16 AM
paulguy, on Feb 7 2008, 05:22 PM, said:
Not when you're using software rendering...
#538
Posted 08 February 2008 - 04:52 PM
Using 2 characters to make one SMZX char (each of the two chars accounting for a 4x14 half of the end resulting Smzx character) would be most benificial, and completely doable now since smzx mode is not video card hack dependant. The only headache might be adjusting the format to accomodate the extra 256 characters. for the first incarnation of such a version of mzx, the later 256 characters would do nothing in normal mzx, you couldn't even access them, however in SMZX mode they are used to augment the normal character set.
Since the character set right now is just a collection of bytes, and a character file is similarly so, the only difference in an SMZX charset and a standard one is that the SMZX charset it twice as long to fill out the 512 characters.
Some games may depend on the partial char load roll over that if you load a partial charset near the end of the character set and it's too long the extra characters will be written to the first characters of the characterset, so to maintain backwards compatability the character set could be treated as though it's only 256 characters unless SMZX mode it on and then it would be treated as 512.
I think this is totally within the realm of possibilities.
This post has been edited by Koji: 08 February 2008 - 04:52 PM
#539
Posted 09 February 2008 - 11:21 AM
The real issue, I think, would be the number of hacks that would have to be implemented. With the SMZX thing, you'd have to think of a way to load that extra 256 characters. The world format doesn't support it so it would have to be loaded at runtime.
I doubt they'd waste a command for it, so it would likely be implemented using a dirty hack (a counter hack, a "load char set" hack, or something along those lines. It'd wind up being yet another exception to the rule that would have to be carried over if Exo's vision of MZX3 ever becomes a reality.
It would be nice and would certainly make SMZX mode a lot more useful, but I just can't see how it could be implemented in a clean manner without changing the world format.
#540
Posted 09 February 2008 - 10:49 PM
Also another aspect of this new mode should be that the color value doesn't refer to come hard coded algorithm defined pallet, but rather one of 256 programmer defined palettes

set "palette#_0" to "color0"
set "palette#_1" to "color1"
set "palette#_2" to "color2"
set "palette#_3" to "color3"
# would be 0-255 (denoting each of the 256 palettes chosen by the color of the block and each "color#" counter is just a stand it for any reference to one of the 256 colors on the SMZX palette.
NOW THAT would be a hack, but also a very good one.
This post has been edited by Koji: 09 February 2008 - 10:53 PM