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Feature requests thread Post your stupid crap here

#271 User is offline   Chaos Theorist 

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Posted 13 February 2006 - 04:31 AM

<d|=O
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#272 User is offline   Goshi 

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Posted 13 February 2006 - 04:44 AM

Doomboy, on Feb 13 2006, 01:41 PM, said:

???
How on earth do you NOT use a global bot?
well, not use it on a major project not a project for BXZX or DoZ.

I dunno never liked them to much to be honest :D
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#273 User is offline   GetDizzy 

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Posted 13 February 2006 - 12:42 PM

easy: put a robot or two in the corner of every board. :D
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#274 User is offline   Ter13 

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Posted 13 February 2006 - 01:16 PM

More than one global robot is kind of dumb. Then again, the entire robot concept is pretty dumb itself...

I think you CAN very well survive without mutliple globals.

As for me, I'm happy with my MZX... But I'm also dissatisfied, and I understand that Ex can't do anything major until 3.0, so I guess I'll just keep toiling away on my projects, and wait... >_<
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#275 User is offline   Spectere 

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Posted 13 February 2006 - 08:39 PM

Multiple global robots can be quite handy. It would allow you to seperate your global functions into multiple bots, rather than having everything clumped into one.

I seem to recall that one of the plans for Exotic involve everything being a class, sort of like your new system. Honestly, I would love that.
:)
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#276 User is offline   Terryn 

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Posted 14 February 2006 - 12:45 AM

Not to mention that the global is likewise bound to 64k.
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#277 User is offline   Val 

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Posted 21 February 2006 - 10:59 PM

If you write % in "color intensity # percent" instead of "percent" it should outomatically change that to the word. Actually, having it accept abbreviations of a lot of words would be nice.

Also, you know how you can hold shift when selecting a char in the char editing thing to grab a block of chars? What if you could do that with robots when you select the robot's char and have the robot cycle through the selected chars at a speed of whatever its cycle is, like an animation?

Both of these are just classic examples of me being lazy, though.
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#278 User is offline   Dr Lancer-X 

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Posted 22 February 2006 - 02:26 AM

Quote

If you write % in "color intensity # percent" instead of "percent" it should outomatically change that to the word. Actually, having it accept abbreviations of a lot of words would be nice.


Use a macro. Faster.

Quote

Also, you know how you can hold shift when selecting a char in the char editing thing to grab a block of chars? What if you could do that with robots when you select the robot's char and have the robot cycle through the selected chars at a speed of whatever its cycle is, like an animation?


Requires a change to the save format. Won't happen. (not that I actually think it's a good idea)

Quote

Both of these are just classic examples of me being lazy, though.


Indeed.
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#279 User is offline   CJA 

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Posted 22 February 2006 - 02:33 AM

You could also use an extended macro with making the robot cycle through a range of chars...

This post has been edited by cja: 22 February 2006 - 02:34 AM

Need a dispenser here.
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#280 User is offline   Exophase 

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Posted 22 February 2006 - 02:35 AM

Guy, on Feb 21 2006, 05:59 PM, said:

If you write % in "color intensity # percent" instead of "percent" it should outomatically change that to the word. Actually, having it accept abbreviations of a lot of words would be nice.

Also, you know how you can hold shift when selecting a char in the char editing thing to grab a block of chars? What if you could do that with robots when you select the robot's char and have the robot cycle through the selected chars at a speed of whatever its cycle is, like an animation?

Both of these are just classic examples of me being lazy, though.

I suggest you write a macro for the former if you want to save on typing, something like:

#ci(1, 100)

For the latter, that's just something that won't ever happen, it's so high level and specialized. Again you could write a macro for it too, and you can even use it with the GUI. Think about it though, how would MZX pull this off? It'd have to generate a robot for you, but then you either couldn't do anything with it or you'd be stuck with this stock robot that you'd have to wade through anyway, and with a macro you can customize a lot more what you want. There is a limitation though, and that's having to deal with label names in macros.. however if I added something to generate label names for them that'd fix that (oops, I also found a bug in the string widget that needs to be fixed...)

Anyway, try putting these in config.txt:

macro_1 = Color\sIntensity
(number255 color, intensity)
color intensity !color! !intensity! percent

macro_2 = Animate\sRobot
(char starting_character, ending_character)
(number255 speed)
(string16 label_name=a_loop)
set local !starting_character!
: !label_name!
char local
wait !speed!
inc local 1
if local <= !ending_character! !label_name!
set local !starting_character!
goto !label_name!

Then go into the robot editor and press F6 and F7. And try typing #1(5, 5) on a fresh robot line too.

- Exo
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"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
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Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
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#281 User is offline   smilymzx 

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Posted 03 April 2006 - 11:08 PM

I got a suggestion that i like while programming\porting ZZT to mzx!
Can you make 2 of these:

1. Editable ZZT-style Color Names for MZX keys and locks!

2. A Colorname (ala ZIG) counter for robots that display messages!
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#282 User is offline   paulguy 

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Posted 04 April 2006 - 12:32 AM

1. that's stupid and

2. I think what you want is ~# and @# where number is a hex color code for the background and freground respectively. I forget what the messagebox command for colored is, probably like % or something.


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#283 User is offline   smilymzx 

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Posted 04 April 2006 - 01:14 AM

Paulguy, I said the 'Color counters' are the name counters
for the names of colors (Like the color names for keys and locks above)

Editable Colors Names (Counters):
Black
Dkblue
Dkgreen
Dkcyan
Dkred
Dkmagenta
Dkyellow (Or Brown, Whatever)
Dkwhite
Grey (Or Gray,)
Blue
Green
Cyan
Red
Magenta
Yellow
White

For example:

end
:touch
[ ''I am &Colorname&!''
end

And if it is Dark Blue (Dkblue):

I am Dkblue!

That is what i ment! (ZZT sucks a little bit, But in MZX sounds good.)
If anyone does not, I will do it. I got Mingw, But it is not installed yet!

-smilymzx

This post has been edited by smilymzx: 04 April 2006 - 01:15 AM

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Z2 - ZZT forums, NESDEV Forums, SMW Central (Super Mario World)

Other interests:

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#284 User is offline   Exophase 

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Posted 04 April 2006 - 02:11 AM

I'm really bad with colors so some of these are probably wrong. If you don't understand what's going on here then please for the love of all that's holy stay away from MZX's source code.

. "Put me in the global robot!"
set "$color0" to "black"
set "$color1" to "dark blue"
set "$color2" to "dark green"
set "$color3" to "dark cyan"
set "$color4" to "dark red"
set "$color5" to "dark magenta"
set "$color6" to "brown"
set "$color7" to "grey"
set "$color8" to "dark grey"
set "$color9" to "blue"
set "$color10" to "green"
set "$color11" to "cyan"
set "$color12" to "red"
set "$color13" to "magenta"
set "$color14" to "yellow"
set "$color15" to "white"
end


. "Put me in some other robot."
end
: "touch"
* "~f&$color('this_color' a 15)& on &$color('this_color' >> 4)&"
end


For keys/locks it used to be that way but it isn't anymore because you can change the palette (in fact, most people do! MZX may have once been conceived as a tool for porting ZZT games but times have changed a lot) and the palette values were being used to index this. If you want keys/locks to behave this way it means coding your own key/lock robots. Hint: they should only be about 3-4 lines each.

- Exo
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"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
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#285 User is offline   asiekierka 

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Posted 15 April 2006 - 12:10 PM

Please add in new version Online support:
Full idea set:
- new command: Download "filename"
Downloads to all users from admin file "filename".
- option: All users can change board using passages.
If unchecked, only admin can. If checked, everyone can, but that board will be only on monitors of they which go there...
- option: Download full world.
If unchecked, it would download only world, without music, and download music when needed. If checked, it would load all files automatically.
- Loading board option.
There you can select the board shown when downloading files.
- Builtin variables: Downloaded and AllToDownload.
Downloaded is a number of files downloaded. AllToDownload is number of all files to download.

How to do:
1. IP connection. (so everyone connects to admin and admin to everyone, realtime sending data).
2. FTP/Port connection. (so admin puts a world files on FTP, and using ports, data are sended, and data are sended like in communicators).

I please just for passage option and Download command, and network support.
And Exophase, you can release of course a unofficial build of MZX with network support.
Huh.
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#286 User is offline   Goshi 

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Posted 15 April 2006 - 02:05 PM

Online support has been attempted before and no one cares. If you want to make an online game make it with something else >_>
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#287 User is offline   asiekierka 

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Posted 15 April 2006 - 02:47 PM

which not works on my PC because of private IP? I NEED MZX online because... er... i want to do better #mzx...
Huh.
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#288 User is offline   Revvy 

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Posted 15 April 2006 - 02:51 PM

It's not going to happen. Don't even argue about it.
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#289 User is offline   Jur 

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Posted 17 April 2006 - 01:02 AM

What this tourettes this thing having with the back up files, and how you expunge it's repetitive and excessive habits?

And why does it destroys my windows speed just as spontaneous as the former problem?
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#290 User is offline   Pyro1588 

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Posted 24 April 2006 - 05:40 PM

kind of an odd request, but it'd be nice. is it possible to implement an smzx mode similar to mode 3, but instead of having double-wide pixels, have two chars used for one char? basically, instead of using two pixels next to each other for the color value, use one pixel and then the same pixel in the next char? that would require two chars for every char displayed onscreen, but it would allow for alot more detail.

does this make any sense? or did i describe it bad?
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#291 User is offline   Terryn 

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Posted 24 April 2006 - 06:47 PM

Jur, on Apr 16 2006, 07:02 PM, said:

What this tourettes this thing having with the back up files, and how you expunge it's repetitive and excessive habits?

And why does it destroys my windows speed just as spontaneous as the former problem?

There're options to remove and alter that behavior in the config file.
angelic stream - shed sanguine - ill-adapt - avis - para/lyser - renaissance - dead tangent - phosphene blur - birth breeds death - ________ - painted glass - lagniappe

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#292 User is offline   Spectere 

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Posted 25 April 2006 - 11:44 PM

Pyro: Actually, that's how many grayscale engines work, at least ones for TI graphing calculators (maybe even Gameboy grayscale? I'm not too sure about that one). 'twould be pretty neat.
:)
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#293 User is offline   Razerboy 

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Posted 26 April 2006 - 05:59 AM

256 COLEREZ SUP4T PLZ.
IT WUD B R8 AW$U/\/\!!!
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#294 User is offline   Spectere 

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Posted 27 April 2006 - 03:36 AM

Razerboy, on Apr 26 2006, 12:59 AM, said:

256 COLEREZ SUP4T PLZ.
IT WUD B R8 AW$U/\/\!!!

...

No.
:)
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#295 User is offline   zombieguy 

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Posted 25 August 2006 - 01:58 AM

Since the numbers on the side of the char editing window have been removed this makes it impossible to convert char edit commands to chars while not in game.
I'm talking about the char edit 'a' # # # # # # # # # # # # # # command.
So uh, something that would convert char edit commands to chars would be good since the numbers were removed making it impossible to convert them manually.

Of course, something like this is hardly required since there's other ways to go about getting these chars (to the exact pixel) such as taking a screenshot of the screen while in game, or using the save_world counter.

This post has been edited by ZoMbIeGuTs: 25 August 2006 - 02:03 AM

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#296 User is offline   Superfunk 

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Posted 25 August 2006 - 02:21 AM

ZoMbIeGuTs, on Aug 24 2006, 08:58 PM, said:

Since the numbers on the side of the char editing window have been removed this makes it impossible to convert char edit commands to chars while not in game.
I'm talking about the char edit 'a' # # # # # # # # # # # # # # command.
So uh, something that would convert char edit commands to chars would be good since the numbers were removed making it impossible to convert them manually.

When editing a robot, press F5 to open up the char edit menu, and there, you can choose a char, and when you close the window, the char's necessary numbers will automatically be printed.
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#297 User is offline   zombieguy 

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Posted 25 August 2006 - 02:40 AM

funkbrat, on Aug 25 2006, 12:21 PM, said:

ZoMbIeGuTs, on Aug 24 2006, 08:58 PM, said:

Since the numbers on the side of the char editing window have been removed this makes it impossible to convert char edit commands to chars while not in game.
I'm talking about the char edit 'a' # # # # # # # # # # # # # # command.
So uh, something that would convert char edit commands to chars would be good since the numbers were removed making it impossible to convert them manually.

When editing a robot, press F5 to open up the char edit menu, and there, you can choose a char, and when you close the window, the char's necessary numbers will automatically be printed.

You misunderstood me, I meant reversing that process. Creating a char from a char edit code.
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#298 User is offline   Nedemai 

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Posted 26 August 2006 - 02:19 AM

I think what ZoMbIeGuTs is requesting is a way to type in a character code as its number into MZX to generate a character in the char set.

Say I had the code from an older mzx game that read

Char edit 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1


Since I cannot tell what that character looks like (I think I do know this one) how would I be able to recreate it in the character set? I think what zombie is requesting is to be able to take the 14 digit code character code and generate in the charset the character for that code.

Edit; Zombie Ill create a util for ya if its decided not to add this request

This post has been edited by Nedemai: 26 August 2006 - 02:22 AM

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#299 User is offline   zombieguy 

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Posted 27 August 2006 - 01:37 AM

Eh, something like this is hardly high in demand. I don't know what I was thinking :p, it really doesn't matter at all.
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#300 User is offline   Dr Lancer-X 

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Posted 27 August 2006 - 01:43 AM

If you don't have to do it that often, it's not too hard to do it by hand. Just count down each row, and subtract the highest number you can out of 128, 64, 32, 16, 8, 4, 2, 1 and when you do, add a pixel on that row to the respective column. Lather, rinse, repeat..

I've had to do it that way before, ages ago (back when I used the char edit command for things other than counter-derived graphics), and it's not the nicest process if you can avoid it. Still, I doubt that the feature will be added because it's not really necessary.

EDIT: Right you are, Tox.
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