Search found 608 matches
- Thu Aug 11, 2016 1:11 pm
- Forum: ZZT Clones and Editors
- Topic: ZZT Ultra
- Replies: 268
- Views: 191035
Re: ZZT Ultra
Thank you for releasing the source!
- Tue Aug 02, 2016 11:21 am
- Forum: ZZT General
- Topic: ZZTV11 RELEASED!
- Replies: 92
- Views: 97916
Re: ZZTV
Still accepting submissions?
- Mon Aug 01, 2016 5:59 pm
- Forum: ZZT Clones and Editors
- Topic: Lyon
- Replies: 563
- Views: 344116
Re: Lyon
What does it take to generate the drum sounds ZZT makes? This table of frequencies: 0: 3200 1: 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000, 2100, 2200, 2300, 2400 2: 4800, 4800, 8000, 1600, 4800, 4800, 8000, 1600, 4800, 4800, 8000, 1600, 4800, 4800 3: (empty) 4: 500, 2556, 1929, 3776,...
- Mon Aug 01, 2016 12:43 pm
- Forum: ZZT Clones and Editors
- Topic: Lyon
- Replies: 563
- Views: 344116
Re: Lyon
Immediately after these findings, I discovered it's not the whole truth :)
The entire 32 bit state is kept, but only the upper 16 bits are considered for the random number- so it's actually:
The entire 32 bit state is kept, but only the upper 16 bits are considered for the random number- so it's actually:
Code: Select all
state = (state * 33797) + 1;
return (state >> 16) % n;
- Fri Jul 29, 2016 4:37 pm
- Forum: ZZT Clones and Editors
- Topic: Lyon
- Replies: 563
- Views: 344116
Re: Lyon
Got momentum again. Games are playable. OOP runs. Scrolls need to be re-added to the UI. I found out that ZZT uses the standard random number generator from Borland Turbo Pascal. https://en.wikipedia.org/wiki/Linear_congruential_generator The formula is: state = (state * 33797) + 1; return state % n...
- Mon Mar 21, 2016 4:16 am
- Forum: ZZT Clones and Editors
- Topic: ZZT Ultra
- Replies: 268
- Views: 191035
Re: ZZT Ultra
Fantastic work! Some nitpicks: - Message colors appear to flash from colors 8-F. In ZZT, they flash 9-F only (no dark gray.) - Messages appear to flash and disappear while paused (for example, in Town, when you get zapped.) In the original engine, message colors are not cycled while paused, and mess...
- Wed Mar 02, 2016 7:46 pm
- Forum: ZZT General
- Topic: A New z2
- Replies: 17
- Views: 18895
Re: A New z2
Oh, this looks fun. :)
- Mon Jan 11, 2016 2:47 pm
- Forum: ZZT Clones and Editors
- Topic: ZZT Ultra
- Replies: 268
- Views: 191035
Re: ZZT Ultra
Banana Quest will try your patience. :)
- Wed Mar 18, 2015 3:44 am
- Forum: ZZT Clones and Editors
- Topic: ZZT Ultra
- Replies: 268
- Views: 191035
Re: ZZT Ultra
They can, and I'm glad they do.
Any opportunity I can spout off needless technical trivia about ZZT, I can't refuse!
Any opportunity I can spout off needless technical trivia about ZZT, I can't refuse!
- Sun Mar 15, 2015 5:12 pm
- Forum: ZZT Clones and Editors
- Topic: ZZT Ultra
- Replies: 268
- Views: 191035
Re: ZZT Ultra
The only directional command that exists is #IDLE. Otherwise, you need to use the directional commands as such: /w /west #go w #go west One interesting thing to note is that / and #go are not 100% identical. - "#go idle" will actually freeze a program. It does not check if the desired vect...
- Fri Mar 06, 2015 4:02 am
- Forum: ZZT Clones and Editors
- Topic: ZZT Ultra
- Replies: 268
- Views: 191035
Re: ZZT Ultra
Not that it prevents you from actually doing it, and I can show you how to kill the player permanently, making the game engine not recognize any keyboard input. Not that it's useful :) I remember somebody finding out a way to do this years ago and now I'm curious if it's the same method that I know...
- Mon Mar 02, 2015 7:09 pm
- Forum: ZZT Clones and Editors
- Topic: ZZT Ultra
- Replies: 268
- Views: 191035
Re: ZZT Ultra
#endgame sets your health to zero. But the check for zero health only happens when it's the Player's turn to act. So if you have an object use #endgame, then #give health 100, it essentially sets the player's health to 100 without spawning any mressages. The odd behavior in player clones is due to t...
- Mon Feb 16, 2015 10:35 pm
- Forum: ZZT Clones and Editors
- Topic: ZZT Ultra
- Replies: 268
- Views: 191035
Re: ZZT Ultra
Centipedes are, with the exception of the player and OOP parser, the most complex component. Even when digging around in assembly, it was still a lot of work (and even I don't have it completely perfect- there's an extra redraw in there somewhere when it turns around.) I'm glad to hear you were able...
- Mon Feb 02, 2015 4:33 am
- Forum: ZZT Clones and Editors
- Topic: Lyon
- Replies: 563
- Views: 344116
Re: Lyon
I'm excited to have Spectere onboard for OpenGL and cross-platform support. An OpenGL-based terminal has been added as of today.
Looks like using Git is working out extremely well.
Looks like using Git is working out extremely well.
- Thu Jan 29, 2015 2:05 am
- Forum: ZZT Clones and Editors
- Topic: Lyon
- Replies: 563
- Views: 344116
Re: Lyon
I'm replicating the original interfaces first. Could be fun to expand on that later.
Fun fact: To show an entire Super ZZT board unscaled on-screen, you'd need to have room for at least 1536x1120 pixels.
Fun fact: To show an entire Super ZZT board unscaled on-screen, you'd need to have room for at least 1536x1120 pixels.