MZX Help File Issues - Apr 03 2021 From typo to missing to just plain wrong.
#61
Posted 30 December 2012 - 01:51 AM
1) It is not read-only; you can write values into it
2) It retains its value after the key is released
3) It is not precisely the same as KEY_PRESSED -- it returns uppercase letter values rather than lowercase values
Thanks :>
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
#62
Posted 23 March 2013 - 04:41 AM
in the "Counters, Built-in Counters and Local Counters" section of the "Robotic Reference Manual", it says:
"Local, (counters) which are different for each Robot and are only available to read by that Robot"
Whereas the "Robotic Usages That Should be Avoided" section reads:
"the local counters can be written to and read by other robots as well (using the r&id&.local# counter form)."
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#63
Posted 23 March 2013 - 05:38 AM
Thanks for the heads-up.
EDIT: For the post below, I'll change that to rN to remove any ambiguities. It was implied that "&id&" meant whatever the desired Robot ID is, with no parenthetical ampersands, but I definitely see how that's ambiguous. I'll just do the aforementioned change and include a link to the relevant counter section.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#64
Posted 23 March 2013 - 03:12 PM
(r&5&.local) returned 0
(r5.local) returned the local counter value
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#65
Posted 29 June 2017 - 06:44 AM
-Added section on board scan / cycles.
-Added a bit more to the Sprites section (besides the new additions).
-The formula for MZX_SPEED is now given in its counter description.
-Added mention of setting commands to max to bad practices.
-Noted that KEY retains its value even when the key is released.
-the # prefix for reading counter values was undocumented; fixed.
-Added question about game protection to FAQ.
-Corrected max size of board/vlayer.
-Added section on the updater.
-Noted VOLUME #'s limitation to the current board.
-Corrected sound frequency given in sound example.
-Other minor fixes and style changes.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#66
Posted 17 July 2017 - 07:17 PM
-Documented all relevant additions since 2.90.
-Re-wrote the palette editor section to fit my stodgy, stilted style and to clarify a few minor points, in addition to documenting 2.90b's additions.
-Documented PLAY_GAME counter (I'd forgotten, sorry).
-Action of sprN_overlay regarding unbound sprites documented (by Lancer, style edits forthcoming).
-Mentioned the specific case of using blank strings for breakpoints.
-Key shortcuts for the Robotic debugger window weren't detailed, just for the breakpoint editor. Corrected.
-The rest of the KEY inaccuracies pointed out in this thread are corrected.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#67
Posted 13 September 2017 - 07:57 PM
(note as of GIT 640f6fd, Ctrl+Arrows doesn't require a first block to be placed and works for all block actions with a placement step)
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
#68
Posted 12 October 2017 - 06:40 PM
Quote
Actually, every setting in this menu aside from MZX speed (i.e. the audio toggles and volume sliders) is global.
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
#69
Posted 29 October 2017 - 07:22 AM
This was true for 2.80X strings, but 2.81+ strings don't work this way: $str will instead be set to "Long". However, if you set "$str+0#4" instead of "$str#4", then this code works.
The bit a couple of paragraphs before about an offset not decreasing the length of the string makes the actual behavior seem intentional.
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
#70
Posted 22 November 2017 - 08:29 PM
-Operation precedence in expressions is detailed.
-Handling of whitespace in expressions is noted.
-Instructions for selecting a character block in the char editor were wrong; corrected.
-Corrected string splicing example (it was correct in earlier MZX versions but not when added to the help).
-Noted F2/F3's changed actions in interactions other than single char -> single char.
-SPRn_CCHECK behavior explained in greater detail, including the previously-left-out 3 setting.
-Ctrl+Dir was only documented in overlay block info; added to board block info.
-Corrected tertiary example.
-Noted char 32's action in sprites.
-SPRn_TCOL explained in greater detail.
-Corrected info on F2 menu settings (some settings were erroneously implied to be local).
-Removed mentions of the 14-number codes once produced by the char editor; provided a now-needed explanation for the CHAR EDIT input format.
-Described action of TAKE # [item] when player lacks the required number.
-Gave caveat about using TRADE with health/lives possibly resulting in having 0 of either afterwards.
-Other minor style edits and fixes.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#71
Posted 17 September 2018 - 05:43 AM
-Fixed an error involving loading MZMs from subdirectories.
-The intiial values for fread_pos/fwrite_pos, as well as their values when no file is loaded, are now explicitly mentioned.
-The help file treats subdir reading as its own command type now instead of merely mentioned as a footnote.
-Documented the hotkeys that launch the editor into a new project using MZX's old default behavior.
-Noted that local counters can be set as watchpoints.
-A mention of the editor's old behavior when char editing in SMZX modes was accidentally left in; removed.
-Clarified rN.<counter> descriptions to note that the angle brackets are to visually isolate the counter in the description and are not to be included when using.
-Clarified ccheck actions with unbound sprites.
-Minor modernity/phrasing fixes.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#72
Posted 16 November 2018 - 12:57 AM
-Several clarifications in Sprites section (listed sprites as global; mentioned vlayer referencing; described what refx/refy referred to; noted what happened when ref chars change; clarified that any one unbound sprite is limited to 256 chars, but another unbound sprite can concurrently display a different 256 chars).
-Noted background color 0's ability to take on the background color of anything under it.
-Documented configuring (extended) macros.
-Documented import/export of characters by character tiles.
-Noted standalone game's actions regarding multiple counters (in the counters' sections).
-Noted games being able to block the escape menu and how to launch if blocked.
-Mentioned application of the newline character in the description for the * "string" command.
-Mentioned the editor's inability to load runtime Robots in MZMs.
-Endgame teleport behavior was mentioning the old behavior; corrected to accurately describe its current behavior.
-Noted color codes applying to board names.
-Fixed incorrect descriptions of add board behavior (what happens after the board is added).
-List of KEY? label special keys made more complete.
-Corrected errors in the format for sfx section (note default and middle c).
-Corrected note about using REL with COPY commands: it was describing a buggy action (and even then wasn't fully accurate).
-Added a play tip about shooting enemies that spit fire.
-Noted mouse wheel actions in the editor.
-Added more detail about world decryption.
-Corrected damage details of seekers (it incorrectly assumed 10 before, when their damage can be changed).
-Added Sprites, Board Name Length and Macro Length to limitations section.
-Noted action of IF Sprite checks for multi-char sprites.
-Noted status counter name limit.
-Mentioned the animation frame side-effect of setting the char_id of some things to (char) 255.
-Added mentions of ability to swim in lava/goop to shark description.
-Made descriptions of ice, fire and lava more detailed.
-Made description of items cheat more accurate.
-Described TOUCH attempts when the player is locked.
-Mentioned THUD and EDGE's tendency to constantly trigger.
-Added GIVE lines and an IF statement as new elements in the last tutorial robot's code.
-Noted the difference between ZZT and MZX in transitioning between boards.
-Lots of style changes, other minor fixes and clarifications.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#73
Posted 23 February 2019 - 11:45 PM
-Clarified what reference characters are in the Sprite section a bit further.
-Described the usage of WAIT 1 / CYCLE 1 explicitly for cycle ending in the cycles and commands section.
-Re-wrote bits of SMZX 2/3 section to clarify the difference between actual colors and color assignment.
-Noted fades/lack of fading for methods of board transitions.
-Mentioned KEYn's lack of autorepeat stall.
-Previous text implied that only chars changed (and not colors) when reference chars were changed; corrected.
-Mentioned file ops using strings in more places and in better detail.
-Noted what creatures can move over lava/goop, instead of just noting that sharks can.
-Corrected a typo in one section that named KEY_CODE as KEYCODE.
-Fixed minor error in KEY? description (alphanumeric is written instead of alphabetic regarding shifted chars).
-Removed specific amounts of damage from creature descriptions, as these can be changed.
-Made Banish/Summon effect descriptions more detailed.
-Fixed F4 and F5 being undocumented in the char editor section.
-Removed outdated method of changing ui colors.
-Suggested standalone mode as a minor tamper prevention device (for those few who still worry about that).
-Other fixes and formatting changes too minor to list here.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#74
Posted 22 July 2019 - 05:25 PM
-Moderately re-wrote collision subsection in the Sprites tutorial (made far less vague, fixed old text that implied default collision boxes, noted sprN_clist checking method).
-Added paragraph explaining (default) sprite draw order in the Sprites tutorial.
-Wrote up the new version additions.
-Removed incorrect description of static sprite collision detection.
-Explicitly mentioned that label sends interrupt WAIT periods under WAIT #'s description.
-Denoted exactly which classes of counters a counter save contains.
-Fixed both a vaguely-worded description and an outright incorrect description of spr_num's functions.
-Clarified descriptions for the *VIEW command family to note their changes as instantaneous.
-Mentioned the ability to mimic Custom objects by setting an object type's char to 255 in the global chars tables.
-Added question about sound volume control in FAQ section (due to being asked about this more than once).
-Replaced method of finding file length with the easier and clearer method introduced in 2.92.
-Noted that SPRn_SETVIEW is a one-time view jump and not a permanent follow.
-Added examples of using subdirectories in file access section.
-Corrections and clarifications in sound section (explaining & and sample rate, explaining mzx's odd octave numbering, correcting erroneous middle c change and two numerical typos).
-Noted the message line's centering action as default.
-Gave offsetting a string with negative values an example to clarify syntax.
-Added full descriptions of the FREAD/FWRITE/FREADn/FWRITEn actions in the counter section for consistency.
-Corrected COMMANDS_STOP naming typos in its description.
-Noted sprN_cx / sprN_cy / sprN_tcol / multiplier / divider / c_divisions default values under their counter descriptions.
-Removed one last outdated mention of being able to edit the protected palette in MZX (in the SMZX_R/G/B counters description) and one last implied mention (in CURRENT_COLOR counter description).
-Mentioned the CHAR counter's ability to select characters in extra charsets.
-Added detail to energizer description.
-Noted SMZX_MODE actions on being set to values outside 0-3.
-Minor edits improving term / layout consistency.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#75
Posted 25 July 2019 - 05:51 AM
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#76
Posted 28 September 2019 - 11:04 PM
-Corrected description of SPR_YORDER.
-Added FAQ question about extended graphics and renderers.
-Re-wrote a section in beginning of Nondescript Play Tips to seem less discouraging.
-Fixed line showing the inability to nest ampersands.
-Noted that player locks can also prevent related default messages from displaying.
-Noted that bombs can ignite on touch depending on board settings.
-Mentioned the global's inability to be found by actual checks at (-1,-1).
-Mentioned Reality Tracker under FAQ question about making module files.
-Listed bounds for SMZX_{R/G/B}n counters.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#77
Posted 09 May 2020 - 12:04 AM
-I added a symbol to note commands that typically end a cycle next to those commands in the command reference. This was a help file feature that was in MZX 1.XX help but was removed for some reason for 2.XX help.
-Added a rudimentary example of maintaining a high scores file in the file access section.
-Explained how KEY_RELEASE works (as opposed to not doing that).
-Noted that the player stops movement when trying to fire.
-Fixed false statement in the Command Syntax that stated char 0 could not be used as a single char.
-The Sprite tutorial now explains how to deactivate a sprite.
-Fixed errors in the Command Syntax with example numbers.
-Previous descriptions of keys/locks didn't say what had to match in order to unlock a lock; this has been added.
-Suggested using multi-line * messages in FAQ question about spaces and the overlay.
-Gave more detail about status counters.
-Noted freezetime's/slowtime's effects on the damage timer and precisely when the damage timer ticks down.
-Mentioned Show Robots and Robotic search in code searching suggestion.
-Edited savegame compatibility note to be more current.
-digitalmzx.net: "It's Dot Com".
-Clarified ROTATECW/ROTATECCW actions.
-Minor edits for better clarity and accuracy.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#78
Posted 11 May 2020 - 06:20 PM