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Feature requests thread Post your stupid crap here

#661 User is offline   ajs 

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Posted 01 January 2009 - 01:52 AM

Already was; please see the 2.82b announcement for details or simply press F7 to update.

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#662 User is offline   Revvy 

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Posted 02 January 2009 - 06:11 PM

Autosave rate is a config option.
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#663 User is offline   smilymzx 

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Posted 10 January 2009 - 07:35 PM

Even though there is not a possibility: NSF, SPC and GBS support
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#664 User is offline   hayashi 

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Posted 10 January 2009 - 08:42 PM

In that case, I want a builtin OPL3 emulator and MIDI support >=P
I appear to still be here. Wat
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#665 User is offline   smilymzx 

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Posted 11 January 2009 - 09:56 PM

View Posthayashi, on Jan 10 2009, 09:42 PM, said:

In that case, I want a builtin OPL3 emulator and MIDI support >=P


Have you looked above the recent posts? They said MIDI ain't going to happen. Because you can easily use Modplug Tracker to do IT files.

About the NSF, SPC and GBS stuff: If anyone used the latest Beta/WIP of Zelda Classic, It is Self Explanitory: After you select these emulated files, You can select track numbers. can be used as MUSIC.

The next one is the same thing, but for robots, and requires a New Command that is to be called EMUMUS:

EmuMus "Some.NSF" (Decimal 0-255)

That is just my concept of it.

This post has been edited by smilymzx: 11 January 2009 - 10:02 PM

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#666 User is offline   Wervyn 

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Posted 11 January 2009 - 10:19 PM

You've really just hit on exactly the reason this won't be happening. It's the same reason MZX has OGG support, but not MP3 support. We don't want to ENCOURAGE people to rip music from commercial games and sources. We're much more interested in people a) writing their own music, or b) using something free from a site like modplug.

We also certainly won't be adding a new command for special kinds of music, after spending so much time normalizing the way those work so that sam and mod can play any type of file interchangeably.

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#667 User is offline   hayashi 

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Posted 11 January 2009 - 11:03 PM

I was joking, anyway :p

If I wanted OPL3 music in my game I'd just record it as an ogg. Same for MP3s and anything from old games.

This post has been edited by hayashi: 11 January 2009 - 11:06 PM

I appear to still be here. Wat
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#668 User is offline   LogiCow 

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Posted 20 January 2009 - 07:32 PM

in config.txt

fullscreen_resolution = desktop

would set your fullscreen resolution to your desktop resolution
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#669 User is offline   RyanThunder 

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Posted 06 March 2009 - 04:07 PM

Not sure how simple this would be to implement, but it would be nice to be able to re-order your boards around.
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#670 User is offline   Terryn 

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Posted 06 March 2009 - 05:14 PM

It's not simple at all, sadly, or else it would have probably been done a long while ago. This has been a favorite suggestion of MZXers for quite a while.
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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#671 User is offline   ajs 

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Posted 06 March 2009 - 11:30 PM

It's not too bad really it's more a matter of making the UI changes. We could have it work in a simple way with +/- on the selected item, but this isn't too intuitive.

Actually re-ordering the board pointers shouldn't be difficult.

--ajs.
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#672 User is offline   RyanThunder 

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Posted 21 March 2009 - 05:17 PM

I know I've mentioned this already, but I hope you guys can get a "play only" version of MegaZeux up and running with the next release. It's not a mandatory feature, but it makes things easier (or more secure, I guess) when sharing your game with other people.
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#673 User is offline   Koji 

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Posted 21 March 2009 - 05:44 PM

It's called mzxrun.exe. You probably already have it in your mzx directory.
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#674 User is offline   RyanThunder 

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Posted 21 March 2009 - 06:20 PM

View PostKoji, on Mar 21 2009, 01:44 PM, said:

It's called mzxrun.exe. You probably already have it in your mzx directory.


Well how about that. I didn't have 2.82b installed for some reason. Thanks for the heads up.
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#675 User is offline   smilymzx 

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Posted 31 March 2009 - 09:26 PM

What about this: Since this is an ASCII (Compatible) GCS, What about adding Custom sizes (multiples of 8 height and/or 14 width) for the player and robots. But each different robot must have a settings dialog pop up before editing that certain robot so the the editor of the game can have a certain size.

In addition to that. a new counter called PlayersizeX and PlayersizeY.

I am making a ''Super Mario Bros. 1'' clone for MZX. But Sprites are too hard. And Robots are not the job to fix this

This post has been edited by smilymzx: 31 March 2009 - 09:51 PM

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#676 User is offline   Wervyn 

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Posted 01 April 2009 - 12:28 AM

No. Use sprites, they're designed specifically for this application. They are NOT too hard, you just aren't trying hard enough.

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#677 User is offline   smilymzx 

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Posted 01 April 2009 - 05:42 AM

View PostWervyn, on Apr 1 2009, 12:28 AM, said:

No. Use sprites, they're designed specifically for this application. They are NOT too hard, you just aren't trying hard enough.

"READ"


My gripe is making mario stuff with sprites, I could not make a enemy. Plus jumping is out of the question!
SmilyMZX, A.K.A. Hamtaro126 (A.K.A. AtariHacker)

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#678 User is offline   Pyro1588 

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Posted 01 April 2009 - 12:06 PM

um, no it's not. sprites are relatively simple. jumping engines have been done before. heck, i did a screen-high boss in a sidescroller with sprites and it was actually pretty easy. would you like a demonstration of a simple sprite sidescroller?
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#679 User is offline   smilymzx 

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Posted 02 April 2009 - 12:26 AM

View PostPyro1588, on Apr 1 2009, 01:06 PM, said:

um, no it's not. sprites are relatively simple. jumping engines have been done before. heck, i did a screen-high boss in a sidescroller with sprites and it was actually pretty easy. would you like a demonstration of a simple sprite sidescroller?


Yes Please!
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#680 User is offline   Pyro1588 

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Posted 02 April 2009 - 02:37 PM

okay here. please note that this is a horrible hackjob of a jumper and shouldn't be used in an actual game. instead, i encourage you to try this, read the code and sparse comments and then try to make your own! i'm sure you can do a much better job than this 20 minutes of work. lemmee know if anything is unreadable or obfuscated or looks like lancer wrote it.

Attached File(s)


<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!"
<wervyn> Go away! I'm writing the same engine I always do!
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#681 User is offline   Lachesis 

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Posted 06 July 2009 - 09:31 PM

This:

Posted Image

would be infinitely more useful than completely hiding the hotkey help bar.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

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#682 User is offline   weasel 

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Posted 07 July 2009 - 12:19 AM

Arguably, one could hack even more off the bar in your example: the bordering on top of it could also be safely removed without impacting too much.
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#683 User is offline   Terryn 

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Posted 07 July 2009 - 12:22 AM

Agree. In fact, so much so that I've been bringing it up off and on since the editor flag to hide the editor hotkeys was added =(
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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#684 User is offline   Lachesis 

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Posted 07 July 2009 - 12:44 AM

Or, you could even put the rest of the F6 box's stuff on the first row instead of a border, so you don't have a big red thing obscuring view of the level half of the time.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

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
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#685 User is offline   Exophase 

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Posted 08 July 2009 - 04:04 AM

View PostKokuchou, on Jul 6 2009, 07:44 PM, said:

Or, you could even put the rest of the F6 box's stuff on the first row instead of a border, so you don't have a big red thing obscuring view of the level half of the time.


Is that stuff besides the X/Y really even that important though?

Mini-bar is a good idea, not sure why I never implemented it despite Terryn's requests!
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

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#686 User is offline   Lachesis 

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Posted 08 July 2009 - 05:19 AM

View PostExophase, on Jul 7 2009, 10:04 PM, said:

Is that stuff besides the X/Y really even that important though?

Mini-bar is a good idea, not sure why I never implemented it despite Terryn's requests!

Probably not! Was just an alternative suggestion. I'm all for something exactly like what's in my picture, or simply one char high with all of the border pieces removed, as weasel suggested. I believe that coordinates are a must-have, though. I really don't like opening up a big red thing every time I want to glance at a coordinate =-(
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

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
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#687 User is offline   Exophase 

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Posted 08 July 2009 - 07:26 AM

View PostKokuchou, on Jul 8 2009, 12:19 AM, said:

Probably not! Was just an alternative suggestion. I'm all for something exactly like what's in my picture, or simply one char high with all of the border pieces removed, as weasel suggested. I believe that coordinates are a must-have, though. I really don't like opening up a big red thing every time I want to glance at a coordinate =-(


Yeah, I agree with you.

Someone should do this.
~ 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.
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#688 User is offline   Dr Lancer-X 

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Posted 08 July 2009 - 09:13 AM

How would it be implemented, interface-wise?

Replacing the current alt-h behaviour?

Replacing the current alt-h behaviour if a config file switch is set?

Tied to some other keystroke?
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#689 User is offline   ajs 

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Posted 08 July 2009 - 09:27 AM

I implemented it this morning. I just used a single row along the bottom and made it instead of the existing alt-h behaviour (which completely removes the menu). I didn't change the debug menu, so you'll get redundant information if you switch this on with alt-y.

Should show up in SVN shortly.

--ajs.
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#690 User is offline   Terryn 

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Posted 08 July 2009 - 04:51 PM

It's in, and wonderful. Text placement mode, overlay mode, block functions and all of that are easy to recognize in the minimal bar, so nothing's wrong at all.
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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