Some proposals, some Extended MZX, some not.
#61
Posted 01 July 2009 - 11:30 PM
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#62
Posted 02 July 2009 - 12:46 AM
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#63
Posted 02 July 2009 - 05:41 AM
Terryn, on Jul 1 2009, 05:46 PM, said:
- New Forth commands: FLAGS COUNTERSPEC COPYBLOCK NEWROBOT TRMSG REMOVEID PLACEID BROADCAST
- Names of extended kinds can now be used like they were names of MegaZeux built-ins (i.e: they are displayed in the menu, displayed in the current thing buffer, and usable in Robotic codes)
- High-bit of background-color of under object is now stripped if graphics mode 141 is set (this means that if you put a non-blinking object on a blinking floor, the object will continue to not blink)
- Objects can now be set as visible even while the player is blind (use the A_SEEBLIND flag), you can now also set specific areas near the player to also be visible while blind (like the torch light radius in ZZT)
- Some bug-fixes
- (To see what all the changes are, do a file compare, source-codes of old versions are still retained on my web-site for compare purposes)
Note that just a few minutes ago, I fixed a bug in the REMOVEID and PLACEID commands, if you downloaded it a few hours ago please redownload.
I probably forgot to fix the modular system, but I will fix that as soon as I make any other changes, so it will be fixed in P3.
This post has been edited by zzo38: 02 July 2009 - 05:47 AM
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#64
Posted 04 July 2009 - 09:49 PM
Example output for CAVERNS.MZX:
$00 = 251159 $01 = 560 $02 = 249 $03 = 87 $04 = 108 $05 = 106013 $06 = 259 $07 = 15 $08 = 156 $0C = 1087 $0D = 45 $0E = 73 $0F = 2005 $10 = 15 $11 = 1303 $12 = 107 $14 = 2331 $15 = 267 $16 = 332 $17 = 201 $18 = 247 $19 = 5101 $1A = 1358 $1B = 12 $1C = 47 $1E = 18 $20 = 1 $24 = 36 $27 = 10 $28 = 18 $29 = 2 $2B = 2 $2C = 33 $2D = 38 $2E = 28 $2F = 8 $31 = 32 $32 = 104 $37 = 7 $38 = 8 $39 = 52 $3A = 199 $3C = 16 $3F = 796 $41 = 1130 $42 = 5 $43 = 9 $47 = 250 $4A = 27 $4B = 146 $4D = 6423 $50 = 41 $51 = 31 $54 = 18 $55 = 108 $56 = 53 $57 = 58 $58 = 10 $59 = 39 $5A = 45 $5B = 44 $5C = 32 $5E = 69 $5F = 37 $7C = 447 $7D = 9 $7E = 4 $7F = 44 $FF = 5240
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#65
Posted 04 July 2009 - 09:57 PM
I meant to add that back when I wrote the tool, but forgot about it.
--ajs.
#66
Posted 05 July 2009 - 12:09 AM
ajs, on Jul 4 2009, 02:57 PM, said:
I meant to add that back when I wrote the tool, but forgot about it.
--ajs.
I also fixed the logic for checking for command-line switches to a more sensible way that uses for loop.
This post has been edited by zzo38: 05 July 2009 - 12:12 AM
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#67
Posted 05 July 2009 - 07:03 PM
List of a few of the changes:
- REMOVEID and PLACEID commands fixed
- New Forth commands MOD (modulo) and SETVIEWPORT
- New read-only counters "BOARD_EXTRA" and "BOARD_COUNT"
- The old board_mode is now used as an extra eight bits usable by PZX worlds
- Variables forest_becomes and extra_value (same as "BOARD_EXTRA" counter but read/write instead of read-only) and target_board are now readable/writable by Forth codes
- Push CTRL+I in editor to set extra bit-field per board, and you can also set the values of "INPUT" and "INPUTSIZE" here too
- The coding in checkres has been improved
- The checkres program now parses the global robot, gives you statistics, can check whether or not the Forth codes exists, and can tell you which forked version of MegaZeux the world file uses (currently only MegaZeux and PZX, but if people contribute information about other forks, I can include those as well)
- I think I have fixed modular compiling
- A few other things (compare the source-code files if you want to be more specific)
This post has been edited by zzo38: 05 July 2009 - 07:59 PM
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#68
Posted 05 July 2009 - 07:35 PM
Exo's style is basically Allman ("BSD" in emacs). There are spaces in mathematical expressions, braces go on newlines, and there is no whitespace between keywords and tokens.
--ajs.
#69
Posted 05 July 2009 - 07:57 PM
ajs, on Jul 5 2009, 12:35 PM, said:
Exo's style is basically Allman ("BSD" in emacs). There are spaces in mathematical expressions, braces go on newlines, and there is no whitespace between keywords and tokens.
--ajs.
This post has been edited by zzo38: 05 July 2009 - 08:00 PM
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#70
Posted 06 July 2009 - 08:24 PM
I sing off-key for coins
If you spot me in the street
Please kick me in the loins.
#71
Posted 06 July 2009 - 10:34 PM
Aussie Evil, on Jul 6 2009, 01:24 PM, said:
If they use only standard features of MegaZeux, they will work normally.
If PZX features is enabled and used (that means the first line of global robot is a comment with greater than sign at first), then it will just run incorrectly. You can do a version checking in various ways, one way is to check if "BOARD_COUNT" is zero and if so then PZX features are not supported. But what I recommend is to use checkres to check fork versions and include that information on the download list. I suggest that download lists should also include version numbers of standard MZX as well.
There are a few features that will work without requiring the special code in the global robot to enable PZX features, and these features will also work in mainstream MZX. Here is a list:
- Improvements of checkres utility
- Input number and input size setting when pushing CTRL+I in the editor
- Allowing CHAR ID values 255 in editor
- Using the improvements in the editor that don't affect the game (such as old ALT+D function)
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#72
Posted 10 July 2009 - 05:36 PM
- Setting in config.txt for using system mouse, displaying SDL system mouse pointer and don't show MZX block mouse pointer (but mouse-click still works, though)
- Square brackets in editor for prev/next board
- ALT+H shows single-row bar, including floating to bottom or top of screen
- Some new block actions (after push ALT+B and move cursor, you can push various letters for different block actions, including the ones already exist and a few new ones)
- Now allows hi-bombs in a chest (MegaZeux already supported getting hi-bombs from chests, but the menu didn't say hi-bombs so you were unable to make chests with hi-bombs before, now you can)
- Labels in PZX mode can have a label name and equal sign and number (or expression in parentheses), that means to go to label and also set the loop count to that number. It can be used anywhere a label name can be used, including in choices selecting from a list.
- Scrolls/signs now use in-game character set
- Some other bug-fixes, both in MegaZeux and in checkres utility
This post has been edited by zzo38: 10 July 2009 - 05:37 PM
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#73
Posted 10 July 2009 - 07:07 PM
This post has been edited by zzo38: 10 July 2009 - 07:08 PM
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#74
Posted 11 July 2009 - 02:20 PM
zzo38, on Jul 10 2009, 01:36 PM, said:
- Some new block actions (after push ALT+B and move cursor, you can push various letters for different block actions, including the ones already exist and a few new ones)
Any more details?
Quote
- Labels in PZX mode can have a label name and equal sign and number (or expression in parentheses), that means to go to label and also set the loop count to that number. It can be used anywhere a label name can be used, including in choices selecting from a list.
This seems extremely arbitrary. What's wrong with
set loopcount 5 goto "label"
Quote
- Some other bug-fixes, both in MegaZeux and in checkres utility
More details?
<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that
<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
#75
Posted 11 July 2009 - 05:49 PM
- c = copy once
- C = copy multiple
- x = move
- z = clear
- m = mirror
- M = flip
- p = paint
- o = overlay
- X = export
- P = paint thing (like paint, but replaces thing ID instead of color)
- f = fill (fills a rectangle with the current object)
- F = fill under (fills the under layer with the current object, also fills up Spaces in the top layer with the current object too)
Bug fixes:
- checkres complained when trying to add a empty string to the hash table, now it simply doesn't add that string
- score now cannot go less than zero for old worlds
Revvy, on Jul 11 2009, 07:20 AM, said:
set loopcount 5 goto "label"
send "something" "moving=8" ? "sel=2" "Green" ? "sel=4" "Red" ? "sel=1" "Blue"
O, and I did forget one more major thing I should mention:
- GO (direction) 0 now sets LOCAL counter to the result of the parsed direction (in PZX mode only), while the direction LOCALDIR uses the direction stored in LOCAL counter (also in PZX mode only)
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#76
Posted 12 July 2009 - 12:53 AM
"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
#77
Posted 12 July 2009 - 01:11 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#78
Posted 12 July 2009 - 01:57 AM
#79
Posted 12 July 2009 - 02:29 AM
This game has 20 levels, and you can add more levels if you want to. You can also look at the codes in this game for an example of how codes in PZX works, so you can learn a few things about it.
This post has been edited by zzo38: 12 July 2009 - 02:32 AM
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#80
Posted 13 July 2009 - 04:46 PM
I think the extended output in checkres feature is also conceptually nice, but the current info isn't too useful and what I already mentioned in another post would be more generally useful, so I haven't done this for now.
--ajs.
#81
Posted 29 August 2009 - 02:55 PM
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#82
Posted 13 September 2009 - 05:58 AM
Probably I should fix the documentation of some of the commands, such as what the move flags does in the Forth MOVE command (basically they are used to interact with attribute flags, but I still need to document the specifics), how to use the ROBOTCMD command, various tricks used in programming with PZX mode, describe how "special counters" are accessed in Forth, various examples of use, an explanation about how to use displacement overlay modes, new features in the editor, etc. And I still didn't put a command to create boards yet! (Maybe version P6 will include a command to create boards.)
This post has been edited by zzo38: 13 September 2009 - 06:23 AM
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#83
Posted 14 September 2009 - 01:21 PM
<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that
<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
#84
Posted 16 September 2009 - 07:12 PM
Revvy, on Sep 14 2009, 06:21 AM, said:
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#85
Posted 17 September 2009 - 05:22 PM
standard i/o, on the other hand, has some conceivable uses, making it less strange than something with no conceivable uses.
<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!
#86
Posted 17 September 2009 - 05:45 PM
Pyro1588, on Sep 17 2009, 10:22 AM, said:
standard i/o, on the other hand, has some conceivable uses, making it less strange than something with no conceivable uses.
But I have already added some things to version P6, three new Forth commands and one new Forth event:
- COUNTOBJ
- NEWSENSOR
- COUNTFLAG
- EV.PLAYERSHOOT
This post has been edited by zzo38: 17 September 2009 - 05:50 PM
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#87
Posted 26 September 2009 - 02:25 AM
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#88
Posted 04 October 2009 - 05:59 PM
EDIT: never mind i just copied over the wrong stuff.
This post has been edited by Kom: 04 October 2009 - 06:21 PM
#89
Posted 04 October 2009 - 11:39 PM
Kom, on Oct 4 2009, 10:59 AM, said:
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#90
Posted 05 October 2009 - 01:28 AM
zzo38, on Oct 4 2009, 06:39 PM, said:
I meant that when I tried to open it, it wouldn't run. It would quit as soon as it started.

Help











