z2

I agree. Take me to the spicy page.
It is currently Tue Oct 15, 2019 4:44 am

All times are UTC




Post new topic Reply to topic  [ 564 posts ]  Go to page Previous  1 ... 33, 34, 35, 36, 37, 38  Next
Author Message
 Post subject: Re: Lyon
PostPosted: Wed Oct 16, 2013 7:47 pm 
Offline
the Gargoyle.
User avatar

Joined: Tue Jul 25, 2006 10:02 am
Posts: 608
My project for work is coming to a close. Should give me more time to work on this. I still really want to get this finished. Legend of Blacksilver crack was also finished (just need to release through a group and get a proper intro.) Aside from Scharfrichter and Bizhawk (both put on hold indefinitely for research reasons), I have no other coding projects.


Top
 Profile  
 
 Post subject: Re: Lyon
PostPosted: Fri Oct 18, 2013 11:28 am 
Offline
I hope she made lotsa spaghetti!
User avatar

Joined: Sat May 20, 2006 2:58 am
Posts: 178
Location: LocacoLocacoL :LoL!
OT: I knew you were in the NES Community (even if you did not appear anywhere on NESDEV), Just forgot!

So, Roton2 is going along OK it looks like, Even though still not much is done, because the project is at it's infancy, That is the unofficial status report i'm giving today,

BTW: Welcome back, Saxxon!


Top
 Profile  
 
 Post subject: Re: Lyon
PostPosted: Sat Oct 19, 2013 10:39 pm 
Offline
the Gargoyle.
User avatar

Joined: Tue Jul 25, 2006 10:02 am
Posts: 608
Thanks.

Once again, time away got me thinking about things. I just keep thinking that I'm messing something up fundamentally. The code from the Lyon codebase (that is in the first post) is actually really good. I could probably use very large portions of it to speed up the process.


Top
 Profile  
 
 Post subject: Re: Lyon
PostPosted: Mon Oct 21, 2013 6:37 pm 
Offline
fgsdfs
User avatar

Joined: Wed Mar 12, 2003 5:44 pm
Posts: 2450
Location: :noitacoL
Saxxon wrote:
Legend of Blacksilver crack was also finished (just need to release through a group and get a proper intro.)


You should contact hending of genesis project. He's a nice guy, and has been helping me with music for my games. Maybe they could get the docs into it. I'm actually surprised no one has just grabbed your download from the thread, slapped an intro on it, and uploaded it to CSDb yet. That seems par for the course.

_________________
*POW* *CLANK* *PING*


Top
 Profile  
 
 Post subject: Re: Lyon
PostPosted: Wed Nov 13, 2013 10:44 am 
Offline
the Gargoyle.
User avatar

Joined: Tue Jul 25, 2006 10:02 am
Posts: 608
Got some work done tonight. :adomisfreewareyoudontneedacrackorserialnumbertopl


Top
 Profile  
 
 Post subject: Re: Lyon
PostPosted: Thu Nov 28, 2013 2:51 pm 
Offline
newcomer

Joined: Thu Nov 28, 2013 2:40 pm
Posts: 4
hey saxxon. just wanted to say what a fantastic job you have done on this simulator.I tested all my original words and it was wonderful to see them all open at once! I am looking happily forward to the next release!☺☺

my only self centered demand is mp3/wav support. I know you want to support the original zzt experience but zzt could gain a new following with a slight modification! more #play codes would be epic!

and maybe background graphics!

happy thanksgiving!


Top
 Profile  
 
 Post subject: Re: Lyon
PostPosted: Thu Nov 28, 2013 4:50 pm 
Offline
I hope she made lotsa spaghetti!
User avatar

Joined: Sat May 20, 2006 2:58 am
Posts: 178
Location: LocacoLocacoL :LoL!
danmanx wrote:
hey saxxon. just wanted to say what a fantastic job you have done on this simulator.I tested all my original words and it was wonderful to see them all open at once! I am looking happily forward to the next release!☺☺

my only self centered demand is mp3/wav support. I know you want to support the original zzt experience but zzt could gain a new following with a slight modification! more #play codes would be epic!

and maybe background graphics!

happy thanksgiving!


You'd have to wait for support for:

-Animated Font Support (uses .CFG or something)
-The Roton/Lyon Game Editor to be finished
-Enough support for Expanding ZZT's format (I wanted to add more elements, That is one of the two reasons)
-And a long enough user base (Transitional)

Also, Adding Commands does not allow for ZZT compatibility, That is what a new ZZT format is for!

Roton2 might support those if it get towards the extra time, That, or learn how to program for at least QB64 or Freebasic.


Top
 Profile  
 
 Post subject: Re: Lyon
PostPosted: Mon Dec 30, 2013 10:00 pm 
Offline
the Gargoyle.
User avatar

Joined: Tue Jul 25, 2006 10:02 am
Posts: 608
Roton2 is going to be considered a "branch" of Roton. Even though it has a significantly different code base. I'll be slowly merging everything I've done with Roton2 back into the main trunk. It sure beats rewriting so much.

Test worlds have been added to the repository too, just in case we break something. I would like to have fully automated unit tests on those worlds at some point.


Top
 Profile  
 
 Post subject: Re: Lyon
PostPosted: Tue Dec 31, 2013 12:21 am 
Offline
the Gargoyle.
User avatar

Joined: Tue Jul 25, 2006 10:02 am
Posts: 608
The goal will be to remove all the "ref <variable>" stuff and all public members of game classes and replace them with pointers. I've already done this with the tile code today.


Top
 Profile  
 
 Post subject: Re: Lyon
PostPosted: Tue Dec 31, 2013 12:29 pm 
Offline
fgsdfs
User avatar

Joined: Wed Mar 12, 2003 5:44 pm
Posts: 2450
Location: :noitacoL
You'll have to get more specific about what the advantages of such a change are if I'm going to understand you. It sounds mostly like it organizational more than anything, to make it easier to work on. What I do understand is that you're working again!

PS: I got a good new year's resolution for you ;)

_________________
*POW* *CLANK* *PING*


Top
 Profile  
 
 Post subject: Re: Lyon
PostPosted: Tue Dec 31, 2013 10:05 pm 
Offline
the Gargoyle.
User avatar

Joined: Tue Jul 25, 2006 10:02 am
Posts: 608
Commodore wrote:
You'll have to get more specific about what the advantages of such a change are if I'm going to understand you. It sounds mostly like it organizational more than anything, to make it easier to work on. What I do understand is that you're working again!

PS: I got a good new year's resolution for you ;)


We have a number of cool experimental things in the branches and in the main trunk. So what I plan to do is sift through all we have and implement all the good stuff in the main program. There's no sense in rewriting something that works well already (as I have a habit of doing.)

I got some of Roton converted over to the new memory system. The main reason I'm doing this is so we can also emulate some of ZZT's weird memory corruption bugs that some games actually count on to work. This will make your off-board title board player trick work and will be less of a hack to implement. The new memory system was born in one of the branches named "threaded". "newui" has a neat UI structure that I'd like to merge as well so we can get SuperZZT working better. Plus, it will give Spectere a more unified code base to continue working on his sound synthesis code, which is looking pretty cool so far.


Top
 Profile  
 
 Post subject: Re: Lyon
PostPosted: Wed Jan 01, 2014 12:09 am 
Offline
the Gargoyle.
User avatar

Joined: Tue Jul 25, 2006 10:02 am
Posts: 608
This should help game developers as well as myself. The memory addresses here are 1:1 with ZZT.


Attachments:
memviewer.png
memviewer.png [ 49.02 KiB | Viewed 4492 times ]
Top
 Profile  
 
 Post subject: Re: Lyon
PostPosted: Fri Feb 28, 2014 8:09 am 
Offline
newcomer

Joined: Fri Feb 28, 2014 7:53 am
Posts: 1
Will the current trunk build under Mono?


Top
 Profile  
 
 Post subject: Re: Lyon
PostPosted: Fri Feb 28, 2014 9:34 am 
Offline
the Gargoyle.
User avatar

Joined: Tue Jul 25, 2006 10:02 am
Posts: 608
I think so. I don't have Mono set up currently.


Top
 Profile  
 
 Post subject: Re: Lyon
PostPosted: Mon Mar 03, 2014 10:08 am 
Offline
I hope she made lotsa spaghetti!
User avatar

Joined: Sat May 20, 2006 2:58 am
Posts: 178
Location: LocacoLocacoL :LoL!
The Centipedes are acting odd, They are seperating themselves in the latest builds!

Look at TOWN.ZZT In the board south of where you begin (the so-called Bug board), It's much noticible from there for example, They're supposed to be connected, But are never actually doing so in the builds I have...


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 564 posts ]  Go to page Previous  1 ... 33, 34, 35, 36, 37, 38  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group