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Feature requests thread Post your stupid crap here

#691 User is offline   CJA 

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Posted 09 July 2009 - 02:19 AM

Here's how it should be implemented:

Full lower bar ==[ALT+H]==> Minimal lower bar ==[ALT+H]==> Hide lower bar ==[ALT+H]==> Full lower bar again

edit: LOL nevermind i guess

This post has been edited by CJA: 09 July 2009 - 02:19 AM

Need a dispenser here.
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#692 User is offline   ajs 

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Posted 09 July 2009 - 08:09 AM

Take a look at how it is done:
http://mzx.devzero.co.uk/snapshots/trunk-1.../mzxsvn-x86.zip

If anybody doesn't like it, it can be changed (with constructive criticism). I personally think the new mode is so slim (1 row) that the old mode is needless. But that's just my opinion.

--ajs.
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#693 User is offline   Wervyn 

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Posted 09 July 2009 - 10:03 AM

Damned if I can find anything wrong with it. Funny how the most brilliant interface decisions are usually the simplest, that's awesome. Now, I don't think a cycle toggle would be too cumbersome either, but I'm inclined to agree that the profile is so slim that I wouldn't really care about the space, since for practical editing I want to see what I've got on my brush most of the time anyway, and that's why I don't normally use the hide mode. Something about having a little bit of interface on the screen, too, is comforting and reminds me that I'm using the editor and not playing something. Getting coords out of it too is just a bonus, goodbye Alt+Y.

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#694 User is offline   Dr Lancer-X 

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Posted 09 July 2009 - 11:09 PM

Works for me. I admit I pretty much always edit in alt-h mode already, but having the coords is so useful it more than makes up for losing a single paltry row of screen.
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#695 User is offline   Lachesis 

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Posted 10 July 2009 - 12:19 AM

I tried it out for a little bit and I think it's great. Thanks, AJS!
"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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#696 User is offline   Lachesis 

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Posted 14 July 2009 - 06:26 AM

Two more requests (no Visual Aides this time, sorry)!

1) An option to a. prevent MegaZeux from hiding the mouse cursor, or to b. display a pixel precise mouse cursor. Specifically, this would help visually when multi-char editing.

2) For christ's sake, a option so the editor viewport will scroll before the cursor is like five chars away from the edge of the screen! I'd like to see where I'm drawing in tab mode more than a split second before I actually draw there, while still being able hold a direction. Possibly, the option could make the viewport center on the cursor unless it's near an edge.

Thanks :-)

This post has been edited by Kokuchou: 14 July 2009 - 06:27 AM

"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
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#697 User is offline   ajs 

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Posted 14 July 2009 - 07:01 AM

Re 1), zzo38 added an option to his MZX fork which allows the system mouse cursor to be used. This is "pixel perfect" so to speak, but similarly quantised. Is that sufficient (it's pretty easy to do)? Not sure I understand why this makes char edits easier.

As for 2), I'm fine with having some mode centre the viewport on the cursor (when possible). Guess the question is what key to use. Normally one of shift, control or alt would be used (alt is obviously off the cards). Another option might be to use capslock; toggling it would toggle the view mode, I could make it a config option too.

--ajs.
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#698 User is offline   Lachesis 

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Posted 14 July 2009 - 09:50 AM

1) Yeah, that's good. I'd just like to see exactly where the mouse is, I guess. I feel kind of clumsy using the char edit mouse cursor as it is for some reason.

2) I was thinking that this would be a config option, but you could probably also use Scroll Lock if you'd rather it be a key, and if that key's not already being used. Scroll Lock also has the benefit of being conveniently named for the user, I guess!
"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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w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
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#699 User is offline   Lachesis 

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Posted 27 July 2009 - 11:17 PM

Hey, all. Kuroneko here. I've done a bit of experimenting with using the mouse in the Megazeux editor, and I feel that it is still an underpowered tool that could be much more useful. I'd like the middle mouse button to do something besides acting the same as the left mouse button. A few ideas I had for something it could do instead:

1) While holding the middle button, force the cursor to stay where it is and scroll the editor's view when you try to move the cursor.
2) When you press and hold the middle button, it acts like ALT+B, the first corner being where you press the middle button, and the second corner being where you release it. When you release the middle button, the ALT+B menu appears. In this case, the left or right button would have to be changed so that it pastes a block when appropriate.
3) The middle button could act like the enter key.
4) The middle button could act like the delete key. (suggested by zamros)
5) All of the above, with an option in the config file.

Thanks!
"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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#700 User is offline   allison 

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Posted 07 November 2009 - 05:07 PM

View PostCastlevania, on Jun 4 2005, 06:16 AM, said:

Okay, it was worth a try though. I know how to do the macro thing but I just suggested this because it would have been more accessible and easier to manage. If you scrapped built-ins in MZX3 then a thing like this would be really helpful, especially if you're thinking about replacing them with an import robot option instead. I'm just thinking about the new guys that's all. :confused:

I don't think I have any more requests for MZX2.x now, I guess I'll just have to wait until 3 comes out.


A similar request:BE ABLE TO MAKE YOUR OWN BUILT-INS!!!!!!!!!
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#701 User is offline   allison 

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Posted 07 November 2009 - 05:13 PM

View PostGoshi, on Jun 13 2005, 09:40 PM, said:

Usually if you want to make sams louder you can do..

sam 450 "boom.sam"
sam 450 "boom.sam"
sam 450 "boom.sam"

It makes it louder if multiple sam channels are allowed but I don't think this works in the new versions of MZX.


Oh, I tested that, it works.
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#702 User is offline   zzo38 

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Posted 07 November 2009 - 08:03 PM

View Postcrazyal02, on Nov 7 2009, 10:07 AM, said:

A similar request:BE ABLE TO MAKE YOUR OWN BUILT-INS!!!!!!!!!
If you made your own, they wouldn't really be built-in, however, I have already implmented the ability to create your own kind of non-storage objects (the robot, sensor, sign/scroll, being the storage objects, everything else being non-storage objects). You can have up to 127 new kind of object per world. Once defined, you can use the number keys 1 to 8 to place these objects (and then it will ask for a parameter if it uses a parameter), and you can even use the name of these new kind of objects in Robotic codes, such as IF ANY, CHANGE, etc.

Quote

Hey, all. Kuroneko here. I've done a bit of experimenting with using the mouse in the Megazeux editor, and I feel that it is still an underpowered tool that could be much more useful. I'd like the middle mouse button to do something besides acting the same as the left mouse button. A few ideas I had for...
Possibly I can implement this feature. You could have a config.txt file option that tells which key it acts like (actually, such an option could exist for the left and right mouse-buttons, too).
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#703 User is offline   Lachesis 

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Posted 25 May 2010 - 11:18 PM

Quote

17:08:36 <Lachesis> what's this board_x board_y archaic bullshit
17:09:07 <Danger> why the fuck isn't that bco(x,y) and bch(x,y) anyway
17:09:23 <Lachesis> can't I just "bch('playerx'+'mv_h'),('playery'+'mv_v')"


The vlayer does this, why not the board and overlay? I can't find any evidence in the Help file pointing to the existence of this.
"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
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#704 User is offline   ajs 

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Posted 26 May 2010 - 07:21 AM

No real objection and I agree it's more consistent. We'd need more than just char and color though, there's param and id too. That's 4 new counters, and we can't remove the old ones.

--ajs.
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#705 User is offline   RyanThunder 

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Posted 18 June 2010 - 04:37 AM

Would it possible to put in built-in subroutines?

Like ":#shot" ":#playershot" etc.

Right now I wish I had some because it would save me a whole lot of time.
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#706 User is offline   Old-Sckool 

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Posted 21 June 2010 - 03:16 AM

We have local counters, now how about local strings?
<Nadir> mzxers don't make GAMES, usually
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<Nadir> demos, more like
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#707 User is offline   Lachesis 

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Posted 22 June 2010 - 03:24 AM

1. write overlay c0f "A STRING" "#0" "#0"

2. ability to put same robot on board multiple times, as in, a hundred p01 robots running around, I tried to do this but couldn't, though again, I did try it on an old SVN -- the potential usage of this that I had in mind was to use this to bypass the processor usage of loops, instead using the robot's x coordinate where loopcount would be, while keeping the robot memory down at the same time. Alternatively, is there a way to speed up loops? Was this issue already fixed with debytecode?

3. ability to use string manipulation on built-in strings like INPUT, couldn't get this to work in 2.83:
. "an example I thought up in 5 seconds"
end
: "touch"
input string "Is your refrigerator running?"
set "$string" "INPUT#10"
. "moving the #10 to the following line makes the code work, but we wouldn't even need the previous line if string manipulation worked on INPUT"
if "$string" != "yes indeed" "wrong"
* "~fThen don't let the bed bugs bite!!!!1"
set "LIVES" 32767
die
: "wrong"
% "~fWRONG ANSWER"
explode 15


4. atan2&dy&,&dx& (atan that automatically accommodates for overlapping ratios and zero division) and similar inverse trig functions - this would save me from writing out a long expression that I always manage to mess up somehow every time I need to use arctangent
set "theta" "('atan('dy'*'divider'/'dx')'+(('dy'<0*2+1*('dx'=0))+('dx'<0*2)*'c_divisions'/4))"
. "vs"
set "theta2" "atan2&dy&,&dx&"


5. Old-Sckool's always complaining on IRC about "disabling board scan for built-ins to speed up MegaZeux." Does this mean anything? Could there be a counter for it?
"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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#708 User is offline   Exophase 

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Posted 22 June 2010 - 04:15 AM

View PostLachesis, on 21 June 2010 - 11:24 PM, said:

1. write overlay c0f "A STRING" "#0" "#0"


Of course that looks stupid since it's "write overlay" ;p The interim Robotic cleanup draft I had had write vlayer, I think.

View PostLachesis, on 21 June 2010 - 11:24 PM, said:

2. ability to put same robot on board multiple times, as in, a hundred p01 robots running around, I tried to do this but couldn't, though again, I did try it on an old SVN -- the potential usage of this that I had in mind was to use this to bypass the processor usage of loops, instead using the robot's x coordinate where loopcount would be, while keeping the robot memory down at the same time. Alternatively, is there a way to speed up loops? Was this issue already fixed with debytecode?


Next phase of debytecode was supposed to sort of go in this direction, but what you're actually asking for isn't the least bit compatible with the way MZX is design right now, and that goes beyond just how robots are stored and instantiated.

View PostLachesis, on 21 June 2010 - 11:24 PM, said:

3. ability to use string manipulation on built-in strings like INPUT, couldn't get this to work in 2.83:
. "an example I thought up in 5 seconds"
end
: "touch"
input string "Is your refrigerator running?"
set "$string" "INPUT#10"
. "moving the #10 to the following line makes the code work, but we wouldn't even need the previous line if string manipulation worked on INPUT"
if "$string" != "yes indeed" "wrong"
* "~fThen don't let the bed bugs bite!!!!1"
set "LIVES" 32767
die
: "wrong"
% "~fWRONG ANSWER"
explode 15


set $string input

That's all that works, but having to do that before operations shouldn't be a very big deal. If possible you're really better off not using the input string though.

View PostLachesis, on 21 June 2010 - 11:24 PM, said:

4. atan2&dy&,&dx& (atan that automatically accommodates for overlapping ratios and zero division) and similar inverse trig functions - this would save me from writing out a long expression that I always manage to mess up somehow every time I need to use arctangent
set "theta" "('atan('dy'*'divider'/'dx')'+(('dy'<0*2+1*('dx'=0))+('dx'<0*2)*'c_divisions'/4))"
. "vs"
set "theta2" "atan2&dy&,&dx&"


Uh yeah, I dunno about this one, maybe it wouldn't be as bad if you coded that like a normal person instead of using those weird faux-if idioms. atan2 isn't necessary a bad idea although I don't know what you mean by "similar inverse trig functions", do you really need a varying divider for those?

View PostLachesis, on 21 June 2010 - 11:24 PM, said:

5. Old-Sckool's always complaining on IRC about "disabling board scan for built-ins to speed up MegaZeux." Does this mean anything? Could there be a counter for it?


That'd be a total hack, and considering that robots are "built ins" in this context anyway it really can't be done without changing how things work (unless you want to disable robots too) Unfortunately that's another massive redesign that'd be hard to get right compatibility-wise. Does Old Sckool really need to be making enormous boards?
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#709 User is offline   zzo38 

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Posted 22 June 2010 - 04:16 AM

View PostLachesis, on 21 June 2010 - 08:24 PM, said:

2. ability to put same robot on board multiple times, as in, a hundred p01 robots running around, I tried to do this but couldn't, though again, I did try it on an old SVN -- the potential usage of this that I had in mind was to use this to bypass the processor usage of loops, instead using the robot's x coordinate where loopcount would be, while keeping the robot memory down at the same time. ...
I suggest using extkinds for this purpose. (PZX-mode only)

Quote

I'd like the middle mouse button to do something besides acting the same as the left mouse button. A few ideas I had for...
I implemented this. Maybe they can do so in mainstream as well if they wanted to?

Quote

Would it possible to put in built-in subroutines?

Like ":#shot" ":#playershot" etc.

Right now I wish I had some because it would save me a whole lot of time.
This is not a bad idea. Maybe someone can implement it.

Quote

That'd be a total hack, and considering that robots are "built ins" in this context anyway it really can't be done without changing how things work (unless you want to disable robots too)
That is it exactly. I suppose you can use freeze timer. In that case then you just have global robot. However, it isn't that useful without PZX-mode. (In PZX-mode you can create extkinds with EV.ITEM and other events, just disabling EV.UPDATE. All that freeze time does is disable EV.UPDATE, and all robot codes (including :touch) is run on EV.UPDATE)

This post has been edited by zzo38: 22 June 2010 - 04:19 AM

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#710 User is offline   smilymzx 

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Posted 22 June 2010 - 05:50 AM

Request: Commands, Modes, and A choice of other sizes and color modes for Characters ranging:

7 through 16 in height, and 8 through 16 in width,

1, 2, 4, or 8 Color with Transparency,

Can only be supported with a external editor, Tile Layer Pro/YY-CHR for me,

Does Not support Variable Width

in a future version of MZX using:

. 0-3 = Default modes
. 4 = Expanded, Regular VGA/MZX Colors for Palette (still 256 values), 5 = SMZX palette
set SMZX_MODE 4
. Width - 8-16, Height 7-16
set CHRWidth 8
set CHRHeight 8

. Formats: 1 = Normal 1bpp
. 2 = 2bpp NES
. 3 = 3bpp Sega MasterSystem/GameGear
. 4 = 4bpp SNES

set CHRFormat 2

. ''Loads Characterset and fonts, New LoadExChr and LoadExPal Commands''

LoadExChr Extender.ECP
LoadExPal Extender.EPL

Also Changing range of colors from 16 to 256, Keeping defaults only if 4, in SMZX mode 5, uses SMZX colors

Font is still 256, No matter what.

This post has been edited by smilymzx: 22 June 2010 - 05:52 AM

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#711 User is offline   mzxgiant 

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Posted 22 June 2010 - 11:29 AM

When it comes to things beyond what we have in SMZX mode (true transparency, increased "true" palettes instead of the SMZX merge palettes, etc), it becomes difficult, if not impossible, without rewriting the way MZX does graphical display.

Hey guys, this is why Exo started on Debytecode, as a sort of "Step 1"... we had a good initiative going a while back to change and improve things to make MZX a little more versatile, what happened?
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#712 User is offline   Lachesis 

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Posted 27 June 2010 - 07:39 PM

13:34:21 <Lachesis> feature suggestion: change overlay cXX any cYY 'Z'
13:35:22 <Guy> god i've wanted something like that countless times

Before somebody says "use a LOOP", no, that takes way longer.
"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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#713 User is offline   Wervyn 

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Posted 27 June 2010 - 08:27 PM

Setting aside the valid notion that comprehensiveness is good and an "any char" stand in would fill a hole that has an analogue in the c?? and p?? designators, can you give me an example of where you need to do this? All I can come up with is "a quick way to remove specific and varied overlay effects", and I can think of a number of other solutions that I would prefer myself, using some of the more recent features.

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#714 User is offline   Lachesis 

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Posted 27 June 2010 - 09:05 PM

View PostWervyn, on 27 June 2010 - 02:27 PM, said:

Setting aside the valid notion that comprehensiveness is good and an "any char" stand in would fill a hole that has an analogue in the c?? and p?? designators, can you give me an example of where you need to do this? All I can come up with is "a quick way to remove specific and varied overlay effects", and I can think of a number of other solutions that I would prefer myself, using some of the more recent features.

"That was my favorite shirt!"

Please do tell!
"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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#715 User is offline   ajs 

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Posted 03 July 2010 - 06:51 PM

There's plenty of good ideas here. The new counters and robotic changes I'll consider for 2.84, but I'm implementing the mouse changes for 2.83b right now (hopefully for release before the DoZ).

If anybody has ideas for new features (for the DoZ) that don't break backwards compat, please post them! Thanks.

--ajs.
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#716 User is offline   Lachesis 

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Posted 08 July 2010 - 11:30 PM

Another pointless interface convenience thing because Lachesis is lazy: you know how you can type a letter into the character selection dialogue and the cursor moves to it? Could there be something like that for the color selection dialogue (e.g., you type "4F" and get white on dark red)?
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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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#717 User is offline   Lachesis 

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Posted 15 July 2010 - 03:25 AM

Hey all, Lachesis again. I finally found where the "System Mouse" option was, but I was wondering if there's a way to hide it unless you're in a situation where the default mouse cursor would normally appear (eg editor, dialogue, text box, or when the counter to enable it is set), and hide it otherwise?
"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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#718 User is offline   duvel 

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Posted 15 July 2010 - 06:33 AM

I want to be able to play pc speaker effects over my actual pc speaker again. Can I get a toggle for this?
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#719 User is offline   Exophase 

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Posted 15 July 2010 - 10:32 PM

View Postduvel, on 15 July 2010 - 02:33 AM, said:

I want to be able to play pc speaker effects over my actual pc speaker again. Can I get a toggle for this?


There isn't really a good portable way to do it.. probably on a lot of archs you flat out can't without drivers for it. Some computers don't even have PC speakers, and most these days use tiny speakers that don't sound very good rather than bigger ones they used to. So yeah, I don't really see this happening.
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#720 User is offline   weasel 

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Posted 17 July 2010 - 06:45 AM

random thought, perhaps a strong high-pass filter could be put over the PC Speaker sounds to remove the bass and make it sound like the classic tinny noise we're all used to. =P
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