Feature requests thread Post your stupid crap here
#541
Posted 09 April 2008 - 02:38 AM
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.
#542
Posted 18 April 2008 - 02:18 PM
#543
Posted 18 April 2008 - 03:20 PM
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.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#544
Posted 09 May 2008 - 01:38 PM
set "local1" random 1 to 6 and 9 to 11
#545
Posted 09 May 2008 - 02:00 PM
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.
}"We need more commandos!"
..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
#546
Posted 09 May 2008 - 06:37 PM
NoahSoft, on May 9 2008, 08:38 AM, said:
set "local1" random 1 to 6 and 9 to 11
You've already asked this and it was already explained why such a thing won't be added >_>
"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
#548
Posted 23 May 2008 - 07:44 AM
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.
#549
Posted 23 May 2008 - 01:38 PM
<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!"
<wervyn> Go away! I'm writing the same engine I always do!
#550
Posted 24 May 2008 - 10:36 AM
edit: typo's
This post has been edited by merder: 24 May 2008 - 10:37 AM
#551
Posted 24 May 2008 - 11:31 AM
--ajs.
#552
Posted 24 May 2008 - 03:27 PM
<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!"
<wervyn> Go away! I'm writing the same engine I always do!
#553
Posted 24 May 2008 - 07:11 PM
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#554
Posted 25 May 2008 - 05:38 AM
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!
<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
#555
Posted 08 June 2008 - 05:34 PM
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
#556
Posted 08 June 2008 - 08:44 PM

Why-Fi: but I'M MATURE ENOUGH TO BE A MODERATOR!!!!!!!!!!
#557
Posted 09 June 2008 - 04:56 AM
CJA, on Mar 17 2007, 01:19 PM, said:
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.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#558
Posted 09 June 2008 - 06:50 AM
LogiCow, on Jun 8 2008, 10:34 AM, said:
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.
Serious damage to important body parts pretty much ruins any plans you had for living. Bummer.
#559
Posted 09 June 2008 - 07:13 AM
#560
Posted 09 June 2008 - 03:13 PM
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#561
Posted 09 June 2008 - 04:20 PM
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.
"And also I would like some cake."
..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
#562
Posted 09 June 2008 - 10:11 PM
#563
Posted 09 June 2008 - 11:41 PM
Responses in diff -u format graciously accepted.
--ajs.
#564
Posted 10 June 2008 - 02:46 AM
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
#565
Posted 10 June 2008 - 04:08 AM

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.
#566
Posted 10 June 2008 - 04:35 AM
Spectere, on Jun 10 2008, 04:08 AM, said:
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.
#567
Posted 10 June 2008 - 06:21 AM
#568
Posted 10 June 2008 - 03:42 PM
Spectere, on Jun 10 2008, 07:21 AM, said:
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.
#569
Posted 10 June 2008 - 04:08 PM
(BTW if you get a chance pls do test the 2.82 [RC] PSP build http://mzx.devzero.c.../mzx282-psp.zip )
--ajs.
#570
Posted 10 June 2008 - 04:21 PM
Serious damage to important body parts pretty much ruins any plans you had for living. Bummer.

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