Search found 608 matches

by Saxxon
Thu Aug 11, 2016 1:11 pm
Forum: ZZT Clones and Editors
Topic: ZZT Ultra
Replies: 268
Views: 187986

Re: ZZT Ultra

Thank you for releasing the source!
by Saxxon
Tue Aug 02, 2016 11:21 am
Forum: ZZT General
Topic: ZZTV11 RELEASED!
Replies: 92
Views: 97388

Re: ZZTV

Still accepting submissions?
by Saxxon
Mon Aug 01, 2016 5:59 pm
Forum: ZZT Clones and Editors
Topic: Lyon
Replies: 563
Views: 340866

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,...
by Saxxon
Mon Aug 01, 2016 12:43 pm
Forum: ZZT Clones and Editors
Topic: Lyon
Replies: 563
Views: 340866

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:

Code: Select all

state = (state * 33797) + 1;
return (state >> 16) % n;
by Saxxon
Fri Jul 29, 2016 4:37 pm
Forum: ZZT Clones and Editors
Topic: Lyon
Replies: 563
Views: 340866

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...
by Saxxon
Mon Mar 21, 2016 4:16 am
Forum: ZZT Clones and Editors
Topic: ZZT Ultra
Replies: 268
Views: 187986

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...
by Saxxon
Wed Mar 02, 2016 7:46 pm
Forum: ZZT General
Topic: A New z2
Replies: 17
Views: 18709

Re: A New z2

Oh, this looks fun. :)
by Saxxon
Mon Jan 11, 2016 2:47 pm
Forum: ZZT Clones and Editors
Topic: ZZT Ultra
Replies: 268
Views: 187986

Re: ZZT Ultra

Banana Quest will try your patience. :)
by Saxxon
Wed Mar 18, 2015 3:44 am
Forum: ZZT Clones and Editors
Topic: ZZT Ultra
Replies: 268
Views: 187986

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!
by Saxxon
Sun Mar 15, 2015 5:12 pm
Forum: ZZT Clones and Editors
Topic: ZZT Ultra
Replies: 268
Views: 187986

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...
by Saxxon
Fri Mar 06, 2015 4:02 am
Forum: ZZT Clones and Editors
Topic: ZZT Ultra
Replies: 268
Views: 187986

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...
by Saxxon
Mon Mar 02, 2015 7:09 pm
Forum: ZZT Clones and Editors
Topic: ZZT Ultra
Replies: 268
Views: 187986

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...
by Saxxon
Mon Feb 16, 2015 10:35 pm
Forum: ZZT Clones and Editors
Topic: ZZT Ultra
Replies: 268
Views: 187986

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...
by Saxxon
Mon Feb 02, 2015 4:33 am
Forum: ZZT Clones and Editors
Topic: Lyon
Replies: 563
Views: 340866

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.
by Saxxon
Thu Jan 29, 2015 2:05 am
Forum: ZZT Clones and Editors
Topic: Lyon
Replies: 563
Views: 340866

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.