A question

NOTE: I HATE A LOT OF YOUR ZZT GAMES, SO WATCH OUT!

Moderators: Commodore, Zenith Nadir

53
What can be said now?
Posts: 0
Joined: Tue Mar 11, 2003 6:14 pm

A question

Post by 53 »

Can ZZT open files while midgame? example, .doc, .wav?
464
What can be said now?
Posts: 0
Joined: Tue Oct 21, 2003 8:41 pm

Post by 464 »

... no..

If you use kevedit you can import .txt and a few other types for code.
I think you can do it with ZZTAE too but I'm not certain. Other than that, no.

But who knows? I'm seem to be wrong about everything else.
User avatar
superbowl shuffle
Official Clamp School Defender
Posts: 418
Joined: Mon Apr 07, 2003 4:52 am
Location: CAsE SenSiTiVe

Post by superbowl shuffle »

You can view text files in a blue window without external editors. I don't remember how. That's it.
[size=75:lh51rn9h][b:lh51rn9h]When the 5 o'clock whistle blows, so do I.[/b:lh51rn9h]
[/size:lh51rn9h]
User avatar
Commodore
fgsdfs
Posts: 2471
Joined: Wed Mar 12, 2003 5:44 pm
Location: :noitacoL
Contact:

Post by Commodore »

yes, you can use a ! to view text files mid game.

!file.txt; Open the file.

I think that's it.
*POW* *CLANK* *PING*
User avatar
Dr. Dos
OH YES! USE VINE WHIP! <3
Posts: 1772
Joined: Tue Mar 11, 2003 12:00 am
Location: Washington

Post by Dr. Dos »

!-file.txt;
Visit the Museum of ZZT
Follow Worlds of ZZT on Twitter

Apologies for the old post you may have just read.
464
What can be said now?
Posts: 0
Joined: Tue Oct 21, 2003 8:41 pm

Post by 464 »

as I thought.. I was WRONG.

It seems I also have much to learn
User avatar
My Liver Hurtz
All Hail
Posts: 15
Joined: Sun May 11, 2003 1:31 pm
Location: Ottawa, Canada
Contact:

Post by My Liver Hurtz »

You can also open text files from hyperlinks in the text files. So HA, the encyclopedia was wrong.
I did!--I did!--You're quicker than your friend... Now for a handful of guilders I happen to have a private and uncut performance of The Rape of the Sabine Women-or rather woman, or rather Alfred--. Get your skirt on, Alfred--
MadTom
<:D
Posts: 886
Joined: Fri May 13, 2005 6:37 am

Post by MadTom »

It'd be handy if you could keep programming in the text files to conserve that precious board space. BUT YOU CAN'T
User avatar
superbowl shuffle
Official Clamp School Defender
Posts: 418
Joined: Mon Apr 07, 2003 4:52 am
Location: CAsE SenSiTiVe

Post by superbowl shuffle »

I tried doing that. Now I have confirmation that it doesn't work.

Here's a question that I don't remember the answer to -- does #bind save space? I guess it makes the zzt file smaller, but once the #bind command runs, will the save file become big or what?
[size=75:lh51rn9h][b:lh51rn9h]When the 5 o'clock whistle blows, so do I.[/b:lh51rn9h]
[/size:lh51rn9h]
519
What can be said now?
Posts: 0
Joined: Tue Dec 09, 2003 9:56 pm

Post by 519 »

As far as I know, #bind x will make the object with the command run the program of object x. I noticed a decline in board file size after using it...
User avatar
My Liver Hurtz
All Hail
Posts: 15
Joined: Sun May 11, 2003 1:31 pm
Location: Ottawa, Canada
Contact:

Post by My Liver Hurtz »

oof oof oof wrote:I tried doing that. Now I have confirmation that it doesn't work.

Here's a question that I don't remember the answer to -- does #bind save space? I guess it makes the zzt file smaller, but once the #bind command runs, will the save file become big or what?
My guess is that it does save space, considering that when you #zap in a binded object, all objects that are binded to that are affected.
I did!--I did!--You're quicker than your friend... Now for a handful of guilders I happen to have a private and uncut performance of The Rape of the Sabine Women-or rather woman, or rather Alfred--. Get your skirt on, Alfred--
453
What can be said now?
Posts: 0
Joined: Wed Jan 21, 2004 7:25 pm

Post by 453 »

#bind does save space in the zzt file, the sav file, and during play.

in the zzt file you have your #bind command, then when you play the object's program is completely deleted and the pointer is set to point to the bound program, and in a savegame one object gets the program and all other objects with their pointer pointing to that same program have their program length words set to point to the object with the program.
MadTom
<:D
Posts: 886
Joined: Fri May 13, 2005 6:37 am

Post by MadTom »

It would be neat if you could specify when you wanted a global #ZAP for all bound objects, or just that specific one, but since it directly copies the code for one object, I guess that's pretty much impossible.

Granted it does provide a bit more incentive to make things like object enemies more unique, since they have their own programs, but otherwise it's a waste of space.

Don't forget that you don't have to use #bind at the start of the program, though; you can #bind to another object at any time.
User avatar
superbowl shuffle
Official Clamp School Defender
Posts: 418
Joined: Mon Apr 07, 2003 4:52 am
Location: CAsE SenSiTiVe

Post by superbowl shuffle »

I certainly wouldn't mind if there was a way to have objects #bind and have different names. In fact, I might learn to enjoy that.
[size=75:lh51rn9h][b:lh51rn9h]When the 5 o'clock whistle blows, so do I.[/b:lh51rn9h]
[/size:lh51rn9h]
518
What can be said now?
Posts: 0
Joined: Tue Dec 09, 2003 2:04 am

Post by 518 »

Well, for that, all you can do is create multiple objects with the same programming and change their names :\

And you can set a global zap or bind, by using flags, but in the case of bind, objects programming cannot be carried "overseas" or to another board, so you would have to have an object with the original programming on every board, unless you want to waste even more space with a composer's engine.
Post Reply