Feature requests thread Post your stupid crap here
#361
Posted 16 December 2006 - 03:54 AM
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
#362
Posted 16 December 2006 - 04:31 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#364
Posted 18 December 2006 - 02:49 AM
T-bone6, on Dec 16 2006, 11:54 AM, said:
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)
I too would also very much love looping sound effects.
I'm kind of afraid to ask, but will Exophase be doing anything other than bug fixes with mzx, like implementing new features?
This post has been edited by zombieguy: 18 December 2006 - 02:55 AM
#365
Posted 18 December 2006 - 08:08 AM
<img src="http://ross.box43.net/sig.php/sig.png" border="0" class="linked-sig-image" />
#366
Posted 18 December 2006 - 08:39 AM
#367
Posted 18 December 2006 - 08:57 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#368
Posted 18 December 2006 - 05:28 PM
#369
Posted 18 December 2006 - 11:59 PM
That's just being naive, and it's pretty funny!

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#370
Posted 19 December 2006 - 06:18 AM
#371
Posted 19 December 2006 - 06:15 PM
a wait command that goes past 256 would be good.
#372
Posted 19 December 2006 - 06:48 PM
zombieguy, on Dec 18 2006, 05:28 PM, said:
The problem with this argument is that something you find important might not be something he finds important. MZX is open source, if you want a feature badly you can either do it yourself or find somebody capable of implementing it on your behalf. Then, through the proper channels, see that feature added.
Exo has enough on his plate dealing with the new ports and fixing bugs people find in MZX, and his other commitments (namely gpSP). Perhaps his successor (if there is indeed one) will have the time to implement some of the less audacious features on this thread.
MZX might be slow moving, but just compare the latest DoZ games to those of 5 years ago. The new features are widely used and have significantly enhanced the quality and variety of games. I think you should go easy on the only guy that still cares (or used to care) about specially considered, responsible MZX development.
--ajs.
#373
Posted 19 December 2006 - 08:44 PM
#374
Posted 21 December 2006 - 01:29 AM
#375
Posted 27 December 2006 - 11:59 PM
Using 8x8 wouldn't need a world or char set format overhaul - you'd simply ignore the last 6 bytes of each character, or use them for other things.
Using 8x8 characters wouldn't deviate from the text mode-esque graphics style - 80x25 8x8 (640x200) was a bona fide CGA/EGA text mode.
8x8 characters would allow for better divisions (quarter chars and the like, because 8 is more divisible than 14) and true diagonals, at the cost of information.
Also, a x2 multiplier could be used to make the resolution 640x400.
#376
Posted 28 December 2006 - 03:43 AM
NihilistMatt, on Dec 27 2006, 06:59 PM, said:
No, it'd require an overhaul of the rendering engine (or at least a major change to it) instead.
#377
Posted 28 December 2006 - 03:50 AM
Spectere said:
That's the typical response. Actually I don't see how it would be that difficult. Granted you'd have to completely change two of the functions in graphics.cpp (update8 and update32 to be precise). Shouldn't be too difficult to hack it in.
#378
Posted 30 December 2006 - 09:09 AM
Remember that the display is still 80x25, and expanding that will NOT be easy because it's hardcoded throughout MZX =p

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#379
Posted 30 December 2006 - 10:13 AM
#380
Posted 30 December 2006 - 10:33 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#381
Posted 06 January 2007 - 01:19 AM
Lancer-X, on Dec 30 2006, 09:09 AM, said:
Remember that the display is still 80x25, and expanding that will NOT be easy because it's hardcoded throughout MZX =p
I didn't say make it 80x50 or 640x350 (though the latter would be pretty nice, it'd result in non-square stretched characters, which would defeat the purpose of 8x8...
640x200 would however be a pretty abnormal aspect ratio (I suppose you could cure it by using 2x1 characters and the height multiplier to make up a pseudo-320x200 (640x400) mode...)
This post has been edited by NihilistMatt: 06 January 2007 - 01:19 AM
#382
Posted 06 January 2007 - 07:00 AM
And yes, it would look pretty odd for most things.
#383
Posted 15 January 2007 - 05:22 PM
Spectere, on Jan 6 2007, 07:00 AM, said:
And yes, it would look pretty odd for most things.
You could always use clever usage of the viewport to get a centered 320x200...
Also, wouldn't square characters have uses in like the per-pixel fields? I dunno how this'd work but...
Also, whilst we're on the subject of weird and pointless graphics mode hacks, is there any way to drop every other column in SMZX mode (or "squash" the image horizontally) and make it literally 320x350? I know, strange portrait-y aspect ratio, but it'd make SMZX graphics look less stretched out.
(You could always combine the two to get 320x200x4 graphics
This post has been edited by NihilistMatt: 15 January 2007 - 05:24 PM
#384
Posted 15 January 2007 - 05:59 PM
#385
Posted 16 January 2007 - 01:26 AM

koji: SCRUMTRELLESCENT!
#386
Posted 16 January 2007 - 02:15 AM
NihilistMatt, on Jan 15 2007, 12:22 PM, said:
For a CGA adapter there wouldn't really be much of a point to that since its most commonly used graphics mode is 320x200, which allows four colors (out of two official -- and one unofficial -- 3-color palettes in either low or high color intensity mode, with a background color that can be set to any one of 16 colors at any time).
CGA's really really primitive.
#387
Posted 16 January 2007 - 05:24 AM
CHEZZY, on Jan 16 2007, 11:26 AM, said:
Backups, backups. That's partially why they're there, so people won't go asking for an Undo button.
I'll be extra nice and pretend you're an idiot.
In config.txt:
backup_count = 6
backup_interval = 120
backup_name = backup
backup_ext = .bak
Easy (btw, these are also my settings :P). If you need the backup files, just rename the extension in windows from .bak to .mzx. Also remember to delete all the .bak files before you release your game.
I'm positive it's been explained before why there can't be an Undo button, but I can't exactly remember the explanation. It's possible that it'd just be really hard to add one to MegaZeux, or that people have always just been "nah use backups instead".
#388
Posted 25 January 2007 - 01:00 AM
#389
Posted 25 January 2007 - 01:13 AM

koji: SCRUMTRELLESCENT!
#390
Posted 15 February 2007 - 05:18 PM
It'd be nice if in Board Settings - "Can shoot" when unticked would not freeze the player when spacebar is held. There's no reason at all for spacebar to prevent the player from moving if 'Can shoot' is unticked, and it frees up the key for other things (which is why I'm requesting this).
Also no-one better not say something like "use sprites instead". >:(

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