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Re: Lyon

Posted: Tue May 08, 2012 6:10 am
by Saxxon
Haev cookys.

Contains the fix for #put pusher, the timer and the restart on zap bugs.

Re: Lyon

Posted: Tue May 08, 2012 8:05 pm
by Commodore
System.NullReferenceException
at Lyon.Roton.Environment.PlaySound(Int32 Priority, Byte[] Sound)
at Lyon.Roton.Environment.ActDuplicator(Int32 Index)
at Lyon.Roton.Environment.Act(Int32 Index)
at Lyon.Roton.Environment.ExecuteMain()
at Lyon.Roton.Environment.ExecuteInit()
at Lyon.Roton.Environment.Execute()

on a board with a blocked duplicator i believe. there was also another duplicator which had been destroyed prior to this.

Re: Lyon

Posted: Wed May 09, 2012 3:34 am
by Saxxon
Welp. I feel stupid. I totally forgot to include the duplicator sounds in the soundbanks.

New build. I checked to make sure ALL sounds are included this time.

Re: Lyon

Posted: Fri May 11, 2012 8:44 pm
by Saxxon
There seems to be an increased interest in the source code (more downloads lately).

I wonder who :) *honestly didn't think anyone'd find it interesting, posted it for archival purposes*

Re: Lyon

Posted: Fri May 11, 2012 10:27 pm
by Smilymzx
Me and Commodore have been downloading it, mainly finding bugs.

Commodore usually finds and post bugs before me though...

Re: Lyon

Posted: Fri May 11, 2012 10:38 pm
by Saxxon
Smilymzx wrote:Me and Commodore have been downloading it, mainly finding bugs.

Commodore usually finds and post bugs before me though...
Bugs are best found when using the program, rather than the source. :)

I think the only real use for the source is if you were really curious about how ZZT does things on a low level, or Roton's implementation of the engine (which is ZZT inside-out, where all loops end in one place)

Re: Lyon

Posted: Fri May 11, 2012 11:00 pm
by Smilymzx
Saxxon wrote:
Smilymzx wrote:Me and Commodore have been downloading it, mainly finding bugs.

Commodore usually finds and post bugs before me though...
Bugs are best found when using the program, rather than the source. :)

I think the only real use for the source is if you were really curious about how ZZT does things on a low level, or Roton's implementation of the engine (which is ZZT inside-out, where all loops end in one place)
Actually I do not use the source as much as only using the EXE file.

One last Question Continued from a DMZX Forum: I am still using IDA to try to make a port of ZZT to FreeBasic myself with minimal changes. Did you port it from scratch, or use a external converter?

If you did it using a external converter, Would you like to give me the source to use it in my project?

Hope I am not bothering and asking too much,

Re: Lyon

Posted: Sat May 12, 2012 12:31 am
by Saxxon
I'll answer every question you have :)

I studied all the code through IDA, instruction by instruction. There is no conversion from 8086 assembly into Basic. I had to re-write each and every function using IDA as a reference. It was difficult as I wasn't that knowledgeable about 8086 assembly. As a result, I am now :)

IDA is only going to show you on a low level what goes on- I still have not documented every function yet, but most of the undocumented ones are code that is specific to a DOS environment (for example setting screen modes) or handling strings (which I can just do in VB).

Re: Lyon

Posted: Sat May 12, 2012 3:43 am
by Smilymzx
Darn, Super ZZT format is not working on the current build, Gives a Stack Trace loop.

Re: Lyon

Posted: Sat May 12, 2012 5:15 am
by Saxxon
Smilymzx wrote:Darn, Super ZZT format is not working on the current build, Gives a Stack Trace loop.
I am unable to reproduce this with the standard Super ZZT worlds. What are you doing to make this problem appear?

Re: Lyon

Posted: Sat May 12, 2012 8:09 am
by Smilymzx
Saxxon wrote:
Smilymzx wrote:Darn, Super ZZT format is not working on the current build, Gives a Stack Trace loop.
I am unable to reproduce this with the standard Super ZZT worlds. What are you doing to make this problem appear?
Huh, Might have been a glitch when I compiled this...

It is OK!

Re: Lyon

Posted: Sat May 12, 2012 11:25 pm
by Aplsos
could it not automatically maximize the game window when loading? it makes things ugly as hell

Re: Lyon

Posted: Sun May 13, 2012 12:51 am
by bitbot
Aplsos wrote:could it not automatically maximize the game window when loading? it makes things ugly as hell
Yeah Saxx, this is what we've been trying to point out. It looks cruddy upon loading a game and gives off the wrong impression. The solution is to make the window default to zzt's resolution, enable scaling, or simply maximize the thing.

Otherwise, this is a real solid release. Thanks.

Glad to see you're working on something Sauce!

Re: Lyon

Posted: Sun May 13, 2012 10:05 pm
by Saxxon
Aplsos wrote:could it not automatically maximize the game window when loading? it makes things ugly as hell
It looks cruddy because it's not interpolated. Interpolation will not work on DirectDraw. You will need to switch DirectDraw off to have interpolation.
bitbot wrote:Yeah Saxx, this is what we've been trying to point out. It looks cruddy upon loading a game and gives off the wrong impression. The solution is to make the window default to zzt's resolution, enable scaling, or simply maximize the thing.

Otherwise, this is a real solid release. Thanks.

Glad to see you're working on something Sauce!
Scaling -is- enabled. It's just not interpolated. (read the above note) It used to default to the regular resolution. I put in automatic maximization as a feature you requested earlier :P

I guess what's confusing here is the use of the terms "scaling", "interpolation", "maximized", and "fullscreen". I will clarify.

Scaling: the process of resizing an image.
Interpolation: the process of smoothing an image when it has been scaled.
Maximized: the window takes up the entire desktop space, minus the taskbar.
Fullscreen: the window takes up the entire screen.

Re: Lyon

Posted: Sun May 13, 2012 10:51 pm
by Aplsos
Saxxon wrote:
Aplsos wrote:could it not automatically maximize the game window when loading? it makes things ugly as hell
It looks cruddy because it's not interpolated. Interpolation will not work on DirectDraw. You will need to switch DirectDraw off to have interpolation.
stretching to the default window resolution looks bad regardless of the directdraw/interpolation settings. also, toggling interpolation while directdraw is disabled causes exceptions.