KEY_CODE now has an autorepeat stall. When KEY_CODE was introduced in 2.69, one of its advantages listed was lack of said stall, so this is not the intended functionality. Issue dates to 2.80g.
Report ID | 730 | Title | KEY_CODE has autorepeat stall |
Product | Archived MegaZeux Bugs | Status | Closed - No Change (Severity 3 - Medium) |
Version | 2.91h | Fixed in | - |
Introduced In Version | 2.80X | Operating System | Windows 7 |
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Report ID #730: KEY_CODE has autorepeat stall
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Replies (1 - 4)
#2 Lachesis
Posted 18 November 2018 - 07:49 AM
Updating status to: Confirmed
This appears to have been introduced with one of the following changelog entries:
Sounds like there might have been an issue with the way the old behavior was implemented.
Intended functionality or not, though, having KEY_CODE not repeat sounds like a pretty bad idea IMO. KEY_CODE is the only way to get PC/XT keycodes that repeat and you can already get the PC/XT keycodes without repeat using the KEYn counter. The user shouldn't have to map between MZX keycodes and PC/XT keycodes manually just to detect repeating. This bug seems like a feature in disguise.
This discrepancy has existed for 13 years unnoticed, meaning if we restore the old behavior, it'd need to be a version check (probably just for DOS versions). Is there anything that relies on the original behavior?
This appears to have been introduced with one of the following changelog entries:
Quote
+ Added autorepeat buffering so previous keys can be resumed.
Quote
+ Fixed problem with key_code being triggered for keys that aren't
in-game
in-game
Sounds like there might have been an issue with the way the old behavior was implemented.
Intended functionality or not, though, having KEY_CODE not repeat sounds like a pretty bad idea IMO. KEY_CODE is the only way to get PC/XT keycodes that repeat and you can already get the PC/XT keycodes without repeat using the KEYn counter. The user shouldn't have to map between MZX keycodes and PC/XT keycodes manually just to detect repeating. This bug seems like a feature in disguise.
This discrepancy has existed for 13 years unnoticed, meaning if we restore the old behavior, it'd need to be a version check (probably just for DOS versions). Is there anything that relies on the original behavior?
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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
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
#3 Terryn
Posted 18 November 2018 - 05:06 PM
As far as I've seen, the only game that extensively uses key_code in actual gameplay made in the relevant timespan is Boing!, and it handled input in such a way that the stall didn't matter. There's an MZX world where it does matter, but it doesn't matter much, and it was basically a BKZX game anyway (Fungahhh's MZXO round 3 entry). Other games that used it (such as Liberation) only used it in mostly inconsequential sections, like for text advancement. There's a LOT more games that used it after the change, especially CJA's.
Because of this, and also because of the reasons you stated, I'd be fine with leaving this as-is.
Because of this, and also because of the reasons you stated, I'd be fine with leaving this as-is.
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#4 Terryn
Posted 16 January 2021 - 08:29 PM
Updating status to: Closed - No Change
Until we see something seriously affected by this change, we're leaving it alone.
Until we see something seriously affected by this change, we're leaving it alone.
angelic stream - shed sanguine - ill-adapt - avis - para/lyser - renaissance - dead tangent - phosphene blur - birth breeds death - ________ - painted glass - lagniappe
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
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