DreamZZT 3.0.8 and DreamZZT-lite
Moderator: Terryn
DreamZZT 3.0.8 and DreamZZT-lite
DreamZZT 3.0.8 is now available from the DreamZZT website.
Highlights of this release:
* Sound support for Dreamcast
* Support STK-colored torches, ammo, energizers
* Uses system clock for improved game timing
* Game speed and volume can be adjusted from title screen
* Integration with the Trac ticket system for in-game bug reports
* Optimized rendering to improve performance
* Mission:Enigma is now completable
* Auto-update support for Windows
For the complete list of changes, see the ChangeLog.
Also, for users with older computers: introducing DreamZZT-lite, which uses SDL instead of OpenGL to render the screen. For users without 3D acceleration, this version will be significantly faster. This version supports Windows 98 as well as 2000, XP, and Vista. You can grab DreamZZT-lite from here. Note that DreamZZT-lite is considered beta -- it was built from a newer version of the source than the standard 3.0.8 release, which means it contains several new features that are still being developed.
-Sam
Highlights of this release:
* Sound support for Dreamcast
* Support STK-colored torches, ammo, energizers
* Uses system clock for improved game timing
* Game speed and volume can be adjusted from title screen
* Integration with the Trac ticket system for in-game bug reports
* Optimized rendering to improve performance
* Mission:Enigma is now completable
* Auto-update support for Windows
For the complete list of changes, see the ChangeLog.
Also, for users with older computers: introducing DreamZZT-lite, which uses SDL instead of OpenGL to render the screen. For users without 3D acceleration, this version will be significantly faster. This version supports Windows 98 as well as 2000, XP, and Vista. You can grab DreamZZT-lite from here. Note that DreamZZT-lite is considered beta -- it was built from a newer version of the source than the standard 3.0.8 release, which means it contains several new features that are still being developed.
-Sam
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- Posts: 371
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ah neat
the variables through lua scripting sounds interesting
here's a bug i think
I don't think it's interpreting
properly. i know you're supposed to use
because sometimes the first kind of trigger misfires, but it seems to always go off in dzzt.
here is a board (second board) where that kind of loop is used to randomize the speed of wobbling objects. they work in zzt but they don't vary in dzzt
good luck with your project!
the variables through lua scripting sounds interesting
here's a bug i think
I don't think it's interpreting
Code: Select all
@obj
:a
i/#if not flag a
blah blah
Code: Select all
@obj
:a
#if flag b
/i#a
:b
blah blah
here is a board (second board) where that kind of loop is used to randomize the speed of wobbling objects. they work in zzt but they don't vary in dzzt
good luck with your project!
Thanks, I'll look into that. There's still a lot of obscure ZZT-OOP that doesn't work quite right yet.
DreamZZT-lite includes the Lua interpreter, but I haven't finished writing bindings for all the functions or documenting it, so I'm not really publicizing it yet. It'll be officially supported in 3.2.
-Sam
DreamZZT-lite includes the Lua interpreter, but I haven't finished writing bindings for all the functions or documenting it, so I'm not really publicizing it yet. It'll be officially supported in 3.2.
-Sam
- Dr. Dos
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If this uses LUA is the a chance for a PSP port?
Visit the Museum of ZZT
Follow Worlds of ZZT on Twitter
Apologies for the old post you may have just read.
Follow Worlds of ZZT on Twitter
Apologies for the old post you may have just read.
The Lua interpreter will allow you to write your game scripts in Lua in addition to ZZT-OOP, DreamZZT itself isn't written in Lua.
However, DreamZZT-lite uses SDL, which has probably been ported to the PSP, so it's technically possible. However, I don't have a PSP, so I wont be doing it. DreamZZT is open source, so anyone else is welcome to try.
-Sam
However, DreamZZT-lite uses SDL, which has probably been ported to the PSP, so it's technically possible. However, I don't have a PSP, so I wont be doing it. DreamZZT is open source, so anyone else is welcome to try.
-Sam
- asiekierka
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- Dr. Dos
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the latest version of Dosbox for the PSP seems to run ZZT well.
The problem is there aren't enough buttons due to the stupid keyboard/color thing.
The problem is there aren't enough buttons due to the stupid keyboard/color thing.
Visit the Museum of ZZT
Follow Worlds of ZZT on Twitter
Apologies for the old post you may have just read.
Follow Worlds of ZZT on Twitter
Apologies for the old post you may have just read.
better? the lack of zzt's source does make dream zzt seem like the only oppertunity to port to psp, but how many people play zzt and have a psp? 2?asiekierka wrote:GOD.
Why we can't be better than MZXers? there's a private Exophase port of MZX to PSP. We can use ZZT->MZX converter...
...but it will be better if THIS will be ported to PSP.
I think I'd rather see a DS port honestly, with the touch screen editing would be tres cool.
*POW* *CLANK* *PING*
I'll draw the status bar on the top screen. The DS can display 32 characters across, so you can see slightly more than half of the board horizontally at a time, and almost all of it vertically. It should work pretty well with SuperZZT-style scrolling, except for games that display a "story" kind of board where the player is stuck in the corner. I guess I could let you scroll the screen without moving by holding one of the triggers or something.
-Sam
- Dr. Dos
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Touch the screen to center on that tile.
Visit the Museum of ZZT
Follow Worlds of ZZT on Twitter
Apologies for the old post you may have just read.
Follow Worlds of ZZT on Twitter
Apologies for the old post you may have just read.
Status display, scrolling, and d-pad / buttons are all in. I had to resize the text boxes so the whole thing can fit on the DS's screen, so it wraps lines that are too long. Click the picture above for more photos.
If anyone wants to try it out, you can grab the nds file here: http://webdav.c99.org/sam/dreamzzt-ds-0.1.zip
It runs a bit fast, and it stops drawing the background tiles half-way across the the board, but it's playable. There's no file browser yet, so it automatically loads town.zzt from the root of your card. I've tested it with my M3 miniSD flash cart, not sure what other flash carts are supported.
-Sam