smilymzx, on May 31 2009, 09:26 AM, said:
Instead of the SMZX Blink Text concept, you can try to make every single thing blink by creating a new mode by enabling the use of SDL's DOS Blink Bit.
I don't understand what SDL's DOS Blink Bit is. How I implemented it, mode 141 is exactly the same as mode 0 except that you cannot have background colors 8 to 15, if you choose those background colors then it will set it to 0 to 7 background color but makes the foreground color blink.
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But you also must mod the main ''PlayerColor'' stuff to where the player has no colors under the player while testing/playing using the black background so he will not blink!
The default player color is c1b (or c1f for ZZT). And the player won't blink anyways if the screen uses a black background (unless you set the player color to c8b or c8f or something else that blinks).
I have made some progress on the Forth codes implementation. But I have a question, how to modify the thing_names table 128 to 254? And, can I make it load the names from thing_names for the thing menus 1,2,3,4,5,6,7,8 keys? (Currently, it just uses the names __ext_80, __ext_81, etc (numbers are in hex))
O, and I implemented a new A_ flag, A_INVISIBLE which causes it to use the color of what is underneath, and uses a black background if this is on the under layer. Extended kinds can set the A_INVISIBLE flag, and there is also a method of making it use the same char as the underneath also, by setting the CHAR ID value to 0 and then setting the extended kinds special CHAR ID list to tell it to copy the underneath char.
And the F4 menu is fixed now it shows the icon for the lock on that menu correctly.
This post has been edited by zzo38: 01 June 2009 - 03:07 AM