what's the point? if it still takes up a stat, why not just use an object?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.
Tyger
Moderator: Terryn
- Dr. Dos
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Solid and normals aren't that useful I guess but fakes give you custom floors.
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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
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
Visit the Museum of ZZT
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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.
- Dr. Dos
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So I finally got custom graphics/colors working properly.
Default Tyger colors:
Washed-out ZZT colors:
Comedy CGA option:
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
Default Tyger colors:
Washed-out ZZT colors:
Comedy CGA option:
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
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This CGA option is wrong, It has to be 3 colors in 6 modes, 4 official modes and 2 tweaked, unofficial modes:Dr. Dos wrote:So I finally got custom graphics/colors working properly.
Comedy CGA option:
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!
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Welp I know when I've been owned.
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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.
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.
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Important:
Visit the Museum of ZZT
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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.