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Posted: Sat Oct 10, 2009 10:29 am
by Aplsos
Dr. Dos wrote:I've been working on this still! I swear!
+ If a solid/normal/breakable/water/fake wall has stats, it will use the value of parameter one for its character. This means custom-walls.
what's the point? if it still takes up a stat, why not just use an object?

Posted: Sat Oct 10, 2009 8:47 pm
by Dr. Dos
Solid and normals aren't that useful I guess but fakes give you custom floors.

Posted: Sun Oct 11, 2009 2:05 am
by Commodore
or custom terrain you can shoot over

Posted: Sun Oct 11, 2009 7:11 pm
by Kjorteo
Stat-floors would involve a ton of stats, though. Hopefully you raised the per-board limit on those.

Posted: Thu Oct 29, 2009 12:24 am
by Dr. Dos
Just for Zamros.

October 28

Tyger Specific
+ Screenshot function now continually increments as opposed to reseting to 0 each time a game is ran.

Graphics
+ Objects now render with the correct character
+ If a solid/normal/breakable/water/fake wall has stats, it will use the value of parameter one for its character. This means custom-walls. Invisibles will also reveal themselves with custom characters if given stats.

ZZT Support
+ Ammo, Torches, and Gems can now be obtained with the HUD updating properly.
+ Player clones now cause you to "stick" to them teleporting the real player.
+ Bullets function mostly properly excluding ricochets. Creatures and breakable walls can be shot. The player can be hurt, but cannot die. He's kind of like Jesus.
+ The player can now shoot.
+ Fake walls now work properly.
+ Invisible walls implemented.
+ Keys and Doors implemented. Black keys do not give any gems, nor are they displayed on the HUD, however they do act normally essentially giving you 8 possible keys.
+ Games now start on the title screen and take you to the correct board when P is pressed.
+ "Number of Shots" board property properly programmed.
+ You can walk over board edges onto adjacent boards in most cases. (Certain items being on edges prevent this even if ZZT would still let you change boards)
+ Passages implemented properly.

Known Issues with what is Implemented
+ Using a custom charset/palette does not yet work.
+ Putting an item beneath an item via Kev-edit causes the player to step twice when he grabs it.
+ If the player starts on a fake wall won't be drawn when he moves off of it.
+ Empties are being rendered in color for some reason.

Edit: I probably should actually link to a copy!

Binary
Source

Posted: Sat Nov 07, 2009 1:04 am
by Dr. Dos
So I finally got custom graphics/colors working properly.

Default Tyger colors:
Image

Washed-out ZZT colors:
Image

Comedy CGA option:
Image

Edit:

Somebody verify that it is impossible to make bullets with modified X/Y steps interact with ricochets other than head on collisions making them turn around

Posted: Sun Nov 08, 2009 10:39 pm
by Smilymzx
Dr. Dos wrote:So I finally got custom graphics/colors working properly.
Comedy CGA option:
Image
This CGA option is wrong, It has to be 3 colors in 6 modes, 4 official modes and 2 tweaked, unofficial modes:

CGAMode1:

Black
Yellow
Green
Red

CGAMode2:

Black
Brown/DarkYellow
DarkGreen
DarkRed

CGAMode3:

Black
White
Cyan
Purple

CGAMode4:

Black
LightGrey
DarkCyan
DarkPurple

Unoff_CGAMode5:

Black
White
Cyan
Red

Unoff_CGAMode7:

Black
LightGrey
DarkCyan
DarkRed

Other than this.. Great work!

Posted: Sun Nov 08, 2009 10:58 pm
by Dr. Dos
Welp I know when I've been owned.

Posted: Wed Nov 18, 2009 11:52 am
by Saxxon
DOS palette, because 6 is brown and not olive and you can't convince me otherwise:

if !(Color == 6) {
if (Color & 1) Blue += 0xAA;
if (Color & 2) Green += 0xAA;
if (Color & 4) Red += 0xAA;
if (Color & 8) { Blue += 0x55; Green += 0x55; Red += 0x55; }
} else {
Blue = 0;
Green = 0x55;
Red = 0xAA;
}

This gives you:
0,0,0
0,0,170
0,170,0
0,170,170
170,0,0
170,0,170
170,85,0
170,170,170
85,85,85
85,85,255
85,255,85
85,255,255
255,85,85
255,85,255
255,255,85
255,255,255

Since you probably might not want to hardcode it.

Posted: Sun Nov 22, 2009 4:53 am
by Dr. Dos
Important:

Image

Posted: Sun Nov 22, 2009 5:08 am
by Kjorteo
You forgot to get the bonus :agh:

Posted: Sun Nov 22, 2009 4:46 pm
by RobertP
Dr. Dos, you rock.

Posted: Sun Nov 22, 2009 8:29 pm
by Kjorteo
Also, every pusher faces right no matter which direction they actually push for now?

But hey, progress is progress and this is looking pretty badass so far.

Posted: Mon Nov 23, 2009 7:28 am
by Commodore
very badass

Posted: Wed Dec 02, 2009 1:34 am
by Saxxon
Empties are always displayed completely black regardless of their actual color.