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Feature requests thread Post your stupid crap here

#541 User is offline   Kom 

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Posted 09 April 2008 - 02:38 AM

Two things:

1) When text scrolls over in the robotic editor, due to a line being longer than the screen, why not have all of the lines scroll over as well. This would be really helpful for robots with lots of counters used mathematically within a robot.

2) I don't know if this would be a bug or not, but when a line is scrolled over, and I click on a position in the scrolled over line, the cursor goes to a position in the line relative to the beginning of the line, and not the beginning of what is actually shown.
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#542 User is offline   nooodl 

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Posted 18 April 2008 - 02:18 PM

The MZX-window title bar should specify the mzx world file and board name. It could be handy if you need to edit 2 .mzx files at once.
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#543 User is offline   Terryn 

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Posted 18 April 2008 - 03:20 PM

Since Guy never posted a request he talked to me about in here, I guess I'm the one doing it. Anyway:

The request is for a COPYROBOT-esque command which simply appends the code of a Robot to the code of the Robot executing the command, instead of replacing all of the executing Robot's code and starting anew.
angelic stream - shed sanguine - ill-adapt - avis - para/lyser - renaissance - dead tangent - phosphene blur - birth breeds death - ________ - painted glass - lagniappe

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#544 User is offline   NoahSoft 

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Posted 09 May 2008 - 01:38 PM

Don't konw if its possible, but be able to set a counter to random range like

set "local1" random 1 to 6 and 9 to 11

:D
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#545 User is offline   Wervyn 

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Posted 09 May 2008 - 02:00 PM

Surely you don't need a single, specific command for this.
set "local1" random 1 to 9
set "local1" to "(('local1'>6*('local1'+2))o('local1'<=6*'local1'))"


If you're scratching your head, that's an expression hack for
if (local1 > 6) {
	local1 += 2;
} else {
	local1 = local1; // necessary for MZX since we are explicitly redefining local1 and must provide an assignment.
}


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#546 User is offline   Exophase 

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Posted 09 May 2008 - 06:37 PM

View PostNoahSoft, on May 9 2008, 08:38 AM, said:

Don't konw if its possible, but be able to set a counter to random range like

set "local1" random 1 to 6 and 9 to 11

:D


You've already asked this and it was already explained why such a thing won't be added >_>
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#547 User is offline   NoahSoft 

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Posted 13 May 2008 - 04:28 AM

really?
i have a bad memory :p

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#548 User is offline   merder 

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Posted 23 May 2008 - 07:44 AM

idk if it's possible but could there ever be a ModEnd wait command?
i want to use it for my minigame collection game as a reward(a music room).
now you need to make a mockup robot to wait for a certain keypress and a wait counter but if you need to pres escape for a reason the counter its screwed. and i prefer to stick that time in world building or programming anyway.
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#549 User is offline   Pyro1588 

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Posted 23 May 2008 - 01:38 PM

mod_order reports the current order the mod is in. just have an empty mod order at the end of the song and repeatedly check mod_order until it reaches the empty one. then voila, your song is done.
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#550 User is offline   merder 

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Posted 24 May 2008 - 10:36 AM

i did try mod_order and with most mods it worked fine but wit one or 2 it stopped halfway trough the file. but even if it worked with all i still would have wanted the modend wait command. and i don;t know which they where because i made the robot choose it at random.

edit: typo's

This post has been edited by merder: 24 May 2008 - 10:37 AM

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#551 User is offline   ajs 

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Posted 24 May 2008 - 11:31 AM

Well, it would be interesting to repeat the experiment and find out which mods don't work. I could take a look at them in the context of ModPlug and maybe fix the issue. The chances aren't that great though, as MZX just gets the mod_order directly from ModPlug.

--ajs.
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#552 User is offline   Pyro1588 

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Posted 24 May 2008 - 03:27 PM

hmm... my guess is that you're using an overly-complicated mod (a la catacombs' theme) that jumps around in its patterns a lot. if this is the case, then the solution is to build a list of where the blank pattern goes and just keep track of which mod you're on and what the ending mod_order is.
<Tox> bah. I may as well give in and shop australia. D:
<pyro1588> "welcome to australia, can i help you find what you're looking for?"
<Tox> pyro1588, I'm giving you the most reproachful of glares right now.
--------
Go show those nutty Koreans what us crazy Europeans are made of pirate.gif pirate.gif pirate.gif - Saike
<exophase> The old Commodore strategy of, "Go friggin' bankrupt!"
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#553 User is offline   Terryn 

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Posted 24 May 2008 - 07:11 PM

If you want something new added, ESPECIALLY a new counter, now is the time to ask about it. We're already breaking save format to fix the save issue with version hacks, so we're putting in new counters while we have the easy opportunity; we're also hoping to release soon. (We've already added LOAD_MENU and extended the FREAD_COUNTER/FWRITE_COUNTER to 4 bytes.)
angelic stream - shed sanguine - ill-adapt - avis - para/lyser - renaissance - dead tangent - phosphene blur - birth breeds death - ________ - painted glass - lagniappe

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#554 User is offline   Old-Sckool 

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Posted 25 May 2008 - 05:38 AM

MATRICES! MZX should have Matrix counters to make matrixing easier!

Erm.... I'm just throwing stuff out there. I'll try to think something good up when I'm actually using MZX

... wait! Pixel perfect mouse counters! almost forgot that one!
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#555 User is offline   LogiCow 

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Posted 08 June 2008 - 05:34 PM

quick saves:

pressing F2 will save to (gamename)(number).sav
pressing F3 will bring up a menu to change the save number
pressing F4 will load that save file

rewind:

every N seconds, mzx will save the game.
Pressing backspace will load back those save files, so you can go back through time.



It seems to me that those features would be possible without too many modifications to the source code, and wouldn't slow mzx down noticeable on the average computer.


edit: F1-F0 keys are already used.
I suggest adding a "save number" counter in the F2 menu, above or under the MZX speed counter.

This post has been edited by LogiCow: 08 June 2008 - 05:38 PM

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#556 User is offline   paulguy 

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Posted 08 June 2008 - 08:44 PM

zSzeux


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#557 User is offline   Terryn 

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Posted 09 June 2008 - 04:56 AM

View PostCJA, on Mar 17 2007, 01:19 PM, said:

A way to let us set the current mod to * without stopping what's playing on that same board (Kind of ruins the rule of *, don't you think)


You know, I never tested this until now, and MZX actually already acts this way. At the very least, it does in the SVN. I have a MOD set as the board's background music, then have a Robot set the MOD to "*" on touch, and it works without any interruption.
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
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#558 User is offline   weasel 

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Posted 09 June 2008 - 06:50 AM

View PostLogiCow, on Jun 8 2008, 10:34 AM, said:

quick saves:

pressing F2 will save to (gamename)(number).sav
pressing F3 will bring up a menu to change the save number
pressing F4 will load that save file

This would end up limiting the player to X number of saves per game, i.e. an arbitrary limit for no good reason. Kind of goes against what MZX has been striving for. The way I'd do it is just leave the save interface the way it is right now, except that the Save menu would default to "(gamename)_(mm)-(dd)-(yyyy)_hh-mm-ss(am/pm)". So just by hitting F2 and then Enter twice, you would be keeping an ongoing string of saved games in case you screw up a game and need to go back further. This would also benefit the handheld versions, which currently cannot type in the save game names and have trouble as a result.
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#559 User is offline   Spectere 

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Posted 09 June 2008 - 07:13 AM

weasel: It looks to me like Logi's aiming toward a ZSNES-like system (I think F2/F3/F4 even matches the default keys in ZSNES). F3 basically brings up a menu at the bottom with slots 0-9, F2 saves to the current slot, F4 loads from the current slot. Personally, I'd prefer a system like that. I always wind up naming my saved games saved0, saved1, saved2, etc, anyway. :D I doubt it would be universally accepted, though; there is a lot of reason to keep arbitrarily-named saves.
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#560 User is offline   Terryn 

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Posted 09 June 2008 - 03:13 PM

I'm very sure that he wants this in tandem with the current saving/loading functionality, not in lieu of it.
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#561 User is offline   Wervyn 

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Posted 09 June 2008 - 04:20 PM

I still don't see any particular need for it, though. Or did Logicow just forget that F9 and F10 existed? The only particularly novel idea here is to quickly select a predefined savegame. Which will save you maybe a second, if that, by making you press different arrow keys and avoiding a few key strokes.

Now, for the handheld platforms, this actually makes more sense, given the lack of a keyboard. But I got the impression that Logicow was asking for it as more of a vanity feature, "I would like MZX to work like my favorite emulator." And in the case of handhelds, you would want to replace the save/load instead of supplementing it, for lack of available function keys. Not being familiar with the projects so much, I'm not sure how the DS and PSP versions access that sort of functionality.

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#562 User is offline   Spectere 

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Posted 09 June 2008 - 10:11 PM

Wervyn: FYI, last time I tried the PSP version, the only way to save/load games in the handheld versions is to waste two buttons mapping them to the save and load function keys. You can't easily change the name of the save files, either (you can only use alphanumeric keys that you specifically mapped for the game in question, leading to names like "savedssssss.sav".
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#563 User is offline   ajs 

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Posted 09 June 2008 - 11:41 PM

The NDS port has an on-screen keyboard, that helps. Ideally we'd have a platform-neutral on-screen keyboard, but nobody's implemented it.

Responses in diff -u format graciously accepted.

--ajs.
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#564 User is offline   Koji 

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Posted 10 June 2008 - 02:46 AM

So okay, I'll just throw this out there because I know there are a ton of people who would ask for it but for some reason aren't here.

Pixel level block copy with scaling? Kind of like what we had with the draw command hack in a fork by lancer I think it was.

Optional Pixel perfect sprite positioning. also if a board/overlay char is partially obstructed by the sprite, could we have it so using this wouldn't completely blot it out.

Okay Thats my useless post for the week/month/whatever
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#565 User is offline   Spectere 

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Posted 10 June 2008 - 04:08 AM

There's an on-screen keyboard for PSP available under a BSD license (I don't remember whether you guys are keeping MZX strictly GPL or not): http://forums.ps2dev...pic.php?p=38850. I have no idea how much work it would take to implement it, though... :D It looks like this:

Posted Image

I'm not sure how much PSP-specific code there is in it. One of the authors says that it's has an SDL implementation, so I dunno.
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#566 User is offline   Nightwatch 

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Posted 10 June 2008 - 04:35 AM

View PostSpectere, on Jun 10 2008, 04:08 AM, said:

There's an on-screen keyboard for PSP available under a BSD license (I don't remember whether you guys are keeping MZX strictly GPL or not):

BSD is compatible with the GPL, so the license wouldn't be a problem. (The reverse isn't true though: big GPL isn't compatible with BSD.) Lua is under MIT/X11, which is basically the same as BSD, for instance.
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#567 User is offline   Spectere 

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Posted 10 June 2008 - 06:21 AM

Oh yeah, I know that BSD is compatible with the GPL (didn't know that the reverse wasn't true, though...is GPL too restrictive?), I was just kind of curious what the Big MZX Devs stance on differing licenses is.
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#568 User is offline   Nightwatch 

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Posted 10 June 2008 - 03:42 PM

View PostSpectere, on Jun 10 2008, 07:21 AM, said:

Oh yeah, I know that BSD is compatible with the GPL (didn't know that the reverse wasn't true, though...is GPL too restrictive?), I was just kind of curious what the Big MZX Devs stance on differing licenses is.

What I'm saying is that it isn't an issue. No GPL project has refused to incorporate code on the grounds that the license of the code isn't restrictive enough. If you had a policy like that, you couldn't even link against libc.
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#569 User is offline   ajs 

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Posted 10 June 2008 - 04:08 PM

We already import zlib's minizip (which is under the zlib license) and link against SDL (which is LGPL), so there's no problem here. The real issue is the lack of test equipment -- I can't even be sure my 2.82 PSP builds work, never mind hacking in other platform specific features.

(BTW if you get a chance pls do test the 2.82 [RC] PSP build http://mzx.devzero.c.../mzx282-psp.zip )

--ajs.
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#570 User is offline   weasel 

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Posted 10 June 2008 - 04:21 PM

I will be sure to try your build out over lunch, ajs - I've brought my PSP and USB cable to work with me, and I'm able to download using this computer, so I'll have a look at it for you and get back to you in approximately three hours. FYI, my PSP is running custom firmware 3.90 M33 (unsure of the revision - I'll check it out over lunch as well) but I haven't had any problems running anything else after installing the 1.50 FW addon. And I'm running an original, not a 2000-series PSP.
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