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I agree. Take me to the spicy page.
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PostPosted: Wed Jul 18, 2007 4:55 am 
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bug; if there's free space against the edge of the board, you can travel through it to a linked board even if there is an obstruction on the other end. (you usually can't completely go through because the obstructions are thicker than one tile but still). there's a dumb bug in ZZT where if there's water obstructing the way on the destination board, the screen glitches up, but nobody likes it and I don't think it was ever intentionally used in a game, except ZEOL

also, some games leave scrolls (that are more than one line of text) at the edge of a destination board. they are activated when the player tries to enter the linked board on the same position as the scroll, and they display a message before the game switches areas. currently the player appears on top of the scroll

you can shoot objects pointblank in dzzt. you can't in normal zzt* (i don't know about szzt) and it's actually pretty annoying and a big hurdle when designing fight sequences because enemies can corner the player and pretty much immediately end the game

i was going to say that you can sometimes sneak into the "guardian of the key" house because of the way dzzt doesn't have any key delay before taking a second step, but it turns out you can get in there in normal ZZT anyways (if you're incredibly fast or use mouse/joystick or somesuch)

could you add PGUP and PGDN scrolling in the blue message boxes? it jumps lines so that the bottom viewable line is the top line / top to bottom. also maybe have dzzt remember volume and speed when loading another game

also it would be nice to have shift+direction work for shooting.

^^^^i will edit the above rambling tomorrow if it doesn't make any sense

Also do you keep a list of games that are currently compatible with dreamzzt? i'm guessing town and the other sweeney games are, and you said something about mission enigma being completable



* edit: but you can shoot preprogrammed enemies pointblank


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PostPosted: Wed Jul 18, 2007 6:37 am 
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the Gargoyle.
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You can shoot point blank into built-in enemies.
(Edit: oh snap edit text.)

Otherwise, I like how this is progressing.


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PostPosted: Wed Jul 18, 2007 11:52 am 
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Ordinery

Joined: Sat May 13, 2006 8:06 pm
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Location: East Windsor, NJ
There's a compatibility chart on the wiki that anyone is free to update. Trac doesn't require email addresses or anything, just pick a username and password and you're able to edit the wiki. I know the wiki table syntax is a bit confusing, so if you want to just post compatibility reports here I can enter them myself. Actually, I should add a new ticket category to trac for compatibility reports.

Thanks for the feedback, I'll address the other bugs tonight.


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PostPosted: Thu Jul 19, 2007 1:24 am 
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Ordinery

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Made some interesting observations about objects blocking board edges..

Doors / Objects: receive "touch" event only if the linked board is the same as the current board

Gettable items: you pick them up

Pushable items: you push them

Here's the funny ones:

Keys: If you don't already have the key, you pick it up. If the boards are the same and you already have the key, it says "You already have a key" and doesn't travel. If you already have the key and the boards are different -- it travels! And randomly brings some objects along for the ride but without stats (a scroll and a door came too in my sample world). Also, it puts your player off-screen but you can walk back on, which creates a player clone. I don't intend to reproduce this, DreamZZT will tell you you already have the key and not let you travel.

Passages: You travel to the destination board, but some of the objects from the current board seem to travel with you and lose their stats. I don't intend to reproduce this bug, I'll most likely not allow you to travel to the board if a passage is on the other side.

I'm assuming this strange effect is the one you mentioned when water is on the other side.


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PostPosted: Sat Aug 04, 2007 4:20 pm 
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Ordinery

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I created a new ticket type to easily submit games to be added to the compatibility chart. If you want to add a game to the compatibility chart without creating a trac account, use the trac ticket template below:

Submit a compatibility report.

The compatibility score should be one of the values listed below the compatibility chart.

I'm hoping to have a new build of DreamZZT available soon.


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PostPosted: Sat Aug 04, 2007 10:42 pm 
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fgsdfs
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are you still making builds for dreamcast?

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PostPosted: Sat Aug 04, 2007 11:01 pm 
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Ordinery

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Yeah, Dreamcast is still supported. There isn't as much interest in the Dreamcast version as the other platforms, so I haven't been including it with the betas. I'll include the Dreamcast version with the next release.


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PostPosted: Sun Aug 05, 2007 7:54 pm 
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fgsdfs
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what do you use to burn the image? Alcohol, Diskjuggler, or Nero? Is a boot disk required?

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PostPosted: Sun Aug 05, 2007 8:13 pm 
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Ordinery

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I gave up releasing disc images a long time ago. There's no consistent way to do it. I release DreamZZT for the Dreamcast as an SBI file, which you can burn with Selfboot Inducer or Mac Dream Tool.


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 Post subject: DreamZZT 3.1.500
PostPosted: Mon Aug 06, 2007 2:33 am 
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Ordinery

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Dreamcast is gonna have to sit this one out.. it has a few bugs and I want to get this release out tonight.

DreamZZT 3.1.500
============
New Features
* DreamZZT Online support for Nintendo DS
* Support for saving SuperZZT games
* Directory listing in NDS file browser (contributed by ndsdev -at - thedopefish.com)
* Lua interpreter for Nintendo DS builds
* Reduced memory usage so larger games can fit in Nintendo DS RAM
* Multi-line text entry widget for bug reports
* ZZT-OOP script editor
* Meter display for SuperZZT health
* Support SuperZZT "hint" key
* Hold-to-scroll in text windows

Bug fixes
* Player can no longer travel between boards if there is an obstacle on the other side
* Stop music playback when ending a game and changing boards
* Fix dark grey RGB value in NDS palette
* Display the pattern tiles in the editor
* Fix board corruption issue when using a teleporter
* Set color during #change and assign torches a default yellow color

Downloads
* DreamZZT for Windows (requires OpenGL)
* DreamZZT-lite for Windows (without OpenGL)
* DreamZZT for Mac OS X
* DreamZZT for Ubuntu Linux (requires OpenGL)
* DreamZZT for Nintendo DS


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PostPosted: Sat Feb 23, 2008 6:52 pm 
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is keeping the new avatar, thanks.
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Yeah, I know. I know. "Thread Necromancy." But still!

If this project is still going, couldn't there be an option to change the display in the game? You could make the characters half-size and display the whole board at once. At least, I think all the built-in items would look fine converted to 8 by 8. I'm not sure about text, but I could probably convert all the letters and numbers to 8 by 8 if I tried.

If this project isn't still going, are there any other ideas for porting ZZT to other platforms?

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PostPosted: Sat Feb 23, 2008 7:24 pm 
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nedemai had a gbazzt project about five months ago.

there have been many port/remake projects; I think PLASTIC is the only one that came to some level of fruition.

anyways i recall sam saying there was a console viewport command that allowed you to scale the screen, i forget the command and don't remember if it worked on ds


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PostPosted: Sat Feb 23, 2008 7:29 pm 
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Ordinery

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I assume you're talking about the Nintendo DS version?

The Nintendo DS hardware tile mode (which DreamZZT uses) can only display 32 x 32 tiles on the screen at a time and does not support scaling or rotation, only scrolling.

Displaying them all on screen using smaller tiles would require using a framebuffer mode instead, which would be significantly slower.

-Sam


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PostPosted: Sat Feb 23, 2008 7:37 pm 
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is keeping the new avatar, thanks.
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PLASTIC was remade for a handheld?

Also, what about what Dr. Two said a while back about scrolling with the touch screen to view the rest of the board? Would that have the same graphics issues as the tiles?

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 Post subject:
PostPosted: Sat Feb 23, 2008 8:04 pm 
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Ordinery

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Scrolling with the touchscreen is possible, yes.


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