Feature requests thread Post your stupid crap here
#331
Posted 08 September 2006 - 09:29 AM

koji: SCRUMTRELLESCENT!
#332
Posted 08 September 2006 - 08:12 PM

Why-Fi: but I'M MATURE ENOUGH TO BE A MODERATOR!!!!!!!!!!
#333
Posted 15 September 2006 - 07:43 PM
http://en.wikipedia....ki/File_locking
"The semantics of share access controls in Windows are inherited from the original MS-DOS system (where sharing was introduced in MS-DOS 3.3) Thus, an application must explicitly allow sharing - otherwise an application has exclusive read, write and delete access to the file (other types of access, such as those to retrieve the attributes of a file are allowed.)"
Blame your OS and not MZX please.
--ajs.
#334
Posted 21 September 2006 - 11:47 PM
So I'm wondering why it's not the same for the color command? (so you could type 139 from the color table and get c8b)
#335
Posted 22 September 2006 - 12:09 AM
But ehn, it possibly wouldn't be hard to add... I'll have a look at the source when my prac ends and check it out.
This post has been edited by Skylark: 22 September 2006 - 12:10 AM
#336
Posted 22 September 2006 - 12:45 AM
#337
Posted 22 September 2006 - 01:33 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#338
Posted 22 September 2006 - 03:20 AM
"Saving the world never felt so unfulfilling."
..Ignorance is to be unaware of the truth.
....Incompetence is to be unable to grasp the truth.
......And escape is to run away from the truth.
It is useless to run, since the truth is right next to you.
-Wervyn
#339
Posted 22 September 2006 - 03:55 AM
set "x" to "(0xF0)"
#340
Posted 22 September 2006 - 04:04 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#341
Posted 30 September 2006 - 06:51 AM

koji: SCRUMTRELLESCENT!
#342
Posted 30 September 2006 - 07:39 AM
CHEZZY, on Sep 29 2006, 11:51 PM, said:
No it wouldn't. Let's face it - the vast majority of computers today have god-awful MIDI sample sets. Even the Creative X-Fi series comes with a very poor soundfont.
The only way I'd take my MIDI is if it were handled through an OPL emulator (something along the lines of GXSCC). Otherwise, if anybody puts MIDI files in their games, they can expect me to turn the music off entirely.
Serious damage to important body parts pretty much ruins any plans you had for living. Bummer.
#343
Posted 30 September 2006 - 08:44 AM
zombieguy, on Aug 28 2006, 01:14 PM, said:
MP3 is the devil. Convert it to OGG. There's plenty of programs, just search for one.
mp3 and midi formats solved right there.
This post has been edited by zombieguy: 30 September 2006 - 08:46 AM
#344
Posted 30 September 2006 - 02:02 PM
#345
Posted 30 September 2006 - 03:30 PM
Frobozz, on Sep 21 2006, 10:55 PM, said:
set "x" to "(0xF0)"
Yeah, surprisingly, there's full decimal-to-hex but only minimal hex-to-decimal. Pretty much the only hex-to-decimal is autoconversion of simple standalone hex numbers. (EX: set "arr" $ff gets autoconverted to set "arr" 255)
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#347
Posted 30 September 2006 - 05:02 PM
I think MIDI support is unlikely to be implemented, for decent technical reasons.
--ajs.
#348
Posted 30 September 2006 - 05:11 PM
wildweasel, on Sep 30 2006, 12:02 PM, said:
Koji, on Sep 30 2006, 07:02 AM, said:
Garbage in, garbage out.
MIDI was intended to control synthesizers and the like. They were NOT intended to be saved as a dump and pumped through a cheap sound card on home computers. It's not MIDIs that are "garbage," it's the device (or sample set) that they're being played with.
#349
Posted 30 September 2006 - 06:45 PM
ajs, on Sep 30 2006, 12:02 PM, said:
I think MIDI support is unlikely to be implemented, for decent technical reasons.
--ajs.
That and no one ever REALLY cares, just newbs ;P
"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
#350
Posted 30 September 2006 - 08:04 PM
#351
Posted 30 September 2006 - 08:07 PM
Point is, I'm sick and tired of people ragging on MIDI without appearing to have any knowledge about what it is or why it exists (or why "it" sounds so crappy on most systems).
#352
Posted 30 September 2006 - 08:56 PM
#353
Posted 02 October 2006 - 01:35 PM
Spec: Yes that too. But aren't the midi sound banks stored in the hardware? (I am probably mistaken, but that's what I've come to believe)
#354
Posted 02 October 2006 - 09:52 PM
Anyway, people have vorbis now, they can use whatever midi soundfont they like and have it sound the same on everyone's computer.

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#355
Posted 18 November 2006 - 08:30 PM
Koji, on Sep 30 2006, 02:02 PM, said:
Of course, There is a better way to convert MIDI to MOD i found:
1: Get Sound Club (Dos version only, now FREEWARE) from
Blue moon Software.
2: Get a MIDI2CMF converter. since if you let Soundclub load the MIDI only.
It sounds UGLY/TERRIBLE!
3: Convert your Midi to a CMF file using the utility described above.
Open SoundClub and open up to your main CMF folder. that way it can
convert/Save to either 8 or 4-column MOD file
You do not WANT to edit in soundclub! It is an OLD and UGLY program for editing.
so use MPT or any other favorite TRACKER to edit/tweak your MODs + samples
There. You converted a Midi to a GOOD-Quality (I hope) mod.
___________________
Plus One last Favor:
Tromdage, who created MZX before he retired left a Dev NOTE. Hopefully
we can tell EXOPHASE this before he gives us MZX v2.81D:
TO ADD TO A VGA ONLY VERSION OF MZX- ?VGA 256-color (320x240) (tiles instead of chars) (page flipping) ? ?Tile size of 16x16. (or 8x8!) ? ?Palette editing. (full VGA) ? ?Support fully EMS/XMS/virtual memory/storage in graphics memory for tiles. ? ?GOOD tile editor (VGA). ? ?Tile editing of multiple tiles in a setup at a time. ? ?Minimum of 500 tiles. ? ?Smooth movement for VGA. (slides from tile to tile but still limited to stopping within tiles) ? ?Choose tiles for borders. ? ?Windows-style dialogs. ? ?Palette rotation. (auto) ? ?Overlay page (graphics) w/optional parallax scrolling. (overlay page is ?pure graphics and although editable by robots has no gameplay value ?except to cover the main layer) ? ?Import PCX/GIF/etc. (seperates into non-duplicated tiles and layers as ? ?either CustomFloor, CustomBlock, or into the overlay page) ? ?Player and robots can be two tiles high. (for graphical purposes only) ? ?Overlaid sprites? (Independant graphical entitys) ? ?Default characters for objects that are logical for tiles. ?
This might be ALSO helpful for us if it is created.
#END
This post has been edited by smilymzx: 18 November 2006 - 08:33 PM
I am at:
Z2 - ZZT forums, NESDEV Forums, SMW Central (Super Mario World)
Other interests:
Museum of ZZT, NESDEV Wiki, Wiki of Weavers (ZZT-related!)
#356
Posted 18 November 2006 - 09:32 PM
Besides, tromdage is working on GCSX anyway.
"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
#357
Posted 18 November 2006 - 11:22 PM
#360
Posted 16 December 2006 - 01:54 AM
Quote
Example: Sam 80 100 "boom.wav" (100 being the percent volume)
Then you could do things like noises getting louder the closer you are.
I've been trying to find ways to modify the volume of a sound effect in robots for quite some time now. Simply creating a stack of sam commands sound horrific. Many game creations systems out there give the programmer the ability to modify the volume of a sound effect during game play. The reason why i personally would like to use this would be for creating a range of hearing. So instead of making a sound cut off if its too far away, I'd like to be able to make it dimmed out without just making another wav file that's dimmed down from the original. Of coarse, this feature would allow for other neat in-game audio effects.
Quoted from Insidious:
Quote
Removing the global robot feature would be completely devastating for a MZXer like me. Say I have 150 boards. That would mean I'd have to copy a robot 150 times and place it somewhere hidden on each of those boards. Don't remove the Global Robot; if anything add an option for more.
Quoted from Ter13:
Quote
dumb itself... I think you CAN very well survive without multiple globals.
In fact I'm already having incredible headaches with updating my rather large projects because I have to always go into every board to modify the same bot. So i don't think that suggestion is a terrible one; to add multiple global bots. Though I doubt this will ever happen.
Quoted from Terryn
Quote
Another reason why the global robot was a good idea to add, a couple years back when it finally got implemented.
Another Suggestion: Sound Effect Loop
This may or may not be exactly new but its defiantly something I've been trying to do for MANY years with MegaZeux and secondary audio programs. I've made a post about this suggestion recently:
http://www.digitalmz...showtopic=11442
I basically want to be able to loop a sound effect. It sounds quite easy to do by changing the music to a wav or ogg of a sound effect but what if i want music to play aswell as have a sound effect loop?
I thought of one idea that could make this work, but i failed:
http://www.digitalmzx.com/forums/index.php...pic=11073&st=30
It would make sense if we could utilize the "WAIT PLAY" command for when playing a sound effect: play "&sound.wav&". But however this does not work.
I've tried to work around this by slipping a sound effect loop into a music track but my problem is, what if i want a certain area or action to loop sound in the game? By changing the WAIT PLAY command this would help, if that's at all possible. It will not create any incompatibility issues by adding this feature to that command; as long as it can still wait play for SFX sounds (example: abcd-a)
This post has been edited by T-bone6: 16 December 2006 - 02:01 AM

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