Search found 20 matches
- Thu Feb 10, 2011 11:11 am
- Forum: ZZT Clones and Editors
- Topic: Tyger
- Replies: 292
- Views: 196029
Perhaps, but I have the feeling that as soon as such a document appears, anyone who doesn't read it becomes irrelevant because they'll have a massive accuracy penalty. The presence of it changes the entire landscape to one that's disturbingly like Ye Reol Wyrld. (One could raise vague qualms about I...
- Thu Feb 10, 2011 2:49 am
- Forum: ZZT Clones and Editors
- Topic: Tyger
- Replies: 292
- Views: 196029
(Admittedly this is straying somewhat from the original thread topic.) I d'no; to me that takes most of the fun out of it. Yes, I could have gone through and disassembled the ZZT executable by now, but it would have been boring and not very meaningful. Part of the point is to see what you can derive...
- Fri Oct 22, 2010 11:36 pm
- Forum: ZZT General
- Topic: The Koopo bug, redux
- Replies: 2
- Views: 3495
Just whichever one is the trigger to move to the new board, I expect, though I haven't done a full experiment with multiple. There can be only one such trigger at a time, because <s>after it's processed (and possibly after further stuff is processed on the next board, but I don't think so based on m...
- Fri Oct 22, 2010 6:10 pm
- Forum: ZZT General
- Topic: The Koopo bug, redux
- Replies: 2
- Views: 3495
The Koopo bug, redux
I couldn't find this already described anywhere, so here we go. Are you ready for this? It's the tail end of the duplicator cycle. P1 is the duplicator phase, and that gets reset to 0 at the time a duplicator performs its function; for an object, P1 is the display character, so the object displays a...
- Thu Oct 07, 2010 5:30 pm
- Forum: ZZT Clones and Editors
- Topic: Tyger
- Replies: 292
- Views: 196029
Shoots north only if there's at least one empty flag slot, mwahahahaha.thematrixeatsyou wrote:Shoots north.Code: Select all
#if#shoot n
- Sun Sep 26, 2010 6:30 am
- Forum: ZZT General
- Topic: youtube stuff
- Replies: 39
- Views: 17558
I'm using dosbox's built in capture. And you just upload that to YouTube directly, or… ? I would've thought an intermediary transcoding stage would be necessary. If the former, then YouTube is doing the transcoding, I suppose, which would make it dependent on what exactly they're doing. I've never ...
- Sat Sep 25, 2010 9:36 am
- Forum: ZZT General
- Topic: youtube stuff
- Replies: 39
- Views: 17558
- Wed Jul 21, 2010 6:25 pm
- Forum: ZZT Clones and Editors
- Topic: Tyger
- Replies: 292
- Views: 196029
A slow cycle makes it easier to see what's actually happening. When an editor places a duplicator, it does so using a cycle that is a multiple of 3. Not quite: The game seems to automatically set a Cycle based on this formula when loading. This is almost right. A duplicator's cycle is actually rese...
- Wed Jul 21, 2010 2:13 am
- Forum: ZZT Clones and Editors
- Topic: Tyger
- Replies: 292
- Views: 196029
Or that the object number is significant. Perhaps try to run the test again after having dumped a bunch of other objects on the board and then the duplicators, with and without erasing the other objects again first? I would tend to think that the object index is significant, but also that the dupli...
- Tue Jul 20, 2010 11:50 am
- Forum: ZZT Clones and Editors
- Topic: Tyger
- Replies: 292
- Views: 196029
(ObjectNumber + MainTickValue) % Cycle Going to quote the earlier post and say that timing will never be consistent between runs of the game world because of this. An object's process tick depends solely on three things: its Cycle, the Main Timer, and the Object Number. Possibly. The empirical test...
- Mon Jul 19, 2010 2:31 am
- Forum: ZZT Clones and Editors
- Topic: Tyger
- Replies: 292
- Views: 196029
I would expect consistency. That may turn out to be an uncatchable hobgoblin, to thoroughly mangle a saying. With a duplicator {cycle 1, step [−1 0](west), params [0 8(fastest) 0]} and a timer object {cycle 1, params [35(#) 0 0]} with the code /i#give score 1 #if blocked w #end #restart in the hori...
- Sun Jul 04, 2010 6:32 pm
- Forum: ZZT Clones and Editors
- Topic: KevEdit patch to avoid eating files on crash
- Replies: 5
- Views: 7609
Just out of curiosity, what kind of stuff have you been doing in KevEdit? Except for the DOS version, it's been pretty stable for me. make a build and upload it. not all of us have c compilers. I'd wager that most of you who don't have C compilers also don't use AMD64 GNU/Linux as a primary platfor...
- Sun Jul 04, 2010 5:21 am
- Forum: ZZT Clones and Editors
- Topic: KevEdit patch to avoid eating files on crash
- Replies: 5
- Views: 7609
KevEdit patch to avoid eating files on crash
So when KevEdit is saving a ZZT file, it naïvely does a fopen(…, "wb") on the file directly, which implicitly truncates the file before writing out the new data. This is a losing approach except in cases of severely limited disk space, since it means that any application crash in the middl...
- Wed Jun 30, 2010 4:37 am
- Forum: ZZT Clones and Editors
- Topic: Tyger
- Replies: 292
- Views: 196029
You realize that now that you have said this I will be forced to eventually make something that depends on a wandering tile, right?Kjorteo wrote:Also fix the wandering transporter/blinkwall bug and whatever the hell is up with Link's Adventure 1.
- Wed Feb 17, 2010 2:01 pm
- Forum: ZZT General
- Topic: Conway's Life, redux?
- Replies: 2
- Views: 2707
Conway's Life, redux?
You know, I'd considered Conway's Life before. With the criteria that it (a) shouldn't take more than one board cell per grid cell and (b) shouldn't do anything too awfully slow. But I didn't bother. And then, for reasons that have not been explained, I wind up wandering back here for a few moments,...