DreamZZT 3.0.8 and DreamZZT-lite
Moderator: Terryn
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- Posts: 371
- Joined: Fri Sep 01, 2006 1:30 am
bug; if there's free space against the edge of the board, you can travel through it to a linked board even if there is an obstruction on the other end. (you usually can't completely go through because the obstructions are thicker than one tile but still). there's a dumb bug in ZZT where if there's water obstructing the way on the destination board, the screen glitches up, but nobody likes it and I don't think it was ever intentionally used in a game, except ZEOL
also, some games leave scrolls (that are more than one line of text) at the edge of a destination board. they are activated when the player tries to enter the linked board on the same position as the scroll, and they display a message before the game switches areas. currently the player appears on top of the scroll
you can shoot objects pointblank in dzzt. you can't in normal zzt* (i don't know about szzt) and it's actually pretty annoying and a big hurdle when designing fight sequences because enemies can corner the player and pretty much immediately end the game
i was going to say that you can sometimes sneak into the "guardian of the key" house because of the way dzzt doesn't have any key delay before taking a second step, but it turns out you can get in there in normal ZZT anyways (if you're incredibly fast or use mouse/joystick or somesuch)
could you add PGUP and PGDN scrolling in the blue message boxes? it jumps lines so that the bottom viewable line is the top line / top to bottom. also maybe have dzzt remember volume and speed when loading another game
also it would be nice to have shift+direction work for shooting.
^^^^i will edit the above rambling tomorrow if it doesn't make any sense
Also do you keep a list of games that are currently compatible with dreamzzt? i'm guessing town and the other sweeney games are, and you said something about mission enigma being completable
* edit: but you can shoot preprogrammed enemies pointblank
also, some games leave scrolls (that are more than one line of text) at the edge of a destination board. they are activated when the player tries to enter the linked board on the same position as the scroll, and they display a message before the game switches areas. currently the player appears on top of the scroll
you can shoot objects pointblank in dzzt. you can't in normal zzt* (i don't know about szzt) and it's actually pretty annoying and a big hurdle when designing fight sequences because enemies can corner the player and pretty much immediately end the game
i was going to say that you can sometimes sneak into the "guardian of the key" house because of the way dzzt doesn't have any key delay before taking a second step, but it turns out you can get in there in normal ZZT anyways (if you're incredibly fast or use mouse/joystick or somesuch)
could you add PGUP and PGDN scrolling in the blue message boxes? it jumps lines so that the bottom viewable line is the top line / top to bottom. also maybe have dzzt remember volume and speed when loading another game
also it would be nice to have shift+direction work for shooting.
^^^^i will edit the above rambling tomorrow if it doesn't make any sense
Also do you keep a list of games that are currently compatible with dreamzzt? i'm guessing town and the other sweeney games are, and you said something about mission enigma being completable
* edit: but you can shoot preprogrammed enemies pointblank
There's a compatibility chart on the wiki that anyone is free to update. Trac doesn't require email addresses or anything, just pick a username and password and you're able to edit the wiki. I know the wiki table syntax is a bit confusing, so if you want to just post compatibility reports here I can enter them myself. Actually, I should add a new ticket category to trac for compatibility reports.
Thanks for the feedback, I'll address the other bugs tonight.
Thanks for the feedback, I'll address the other bugs tonight.
Made some interesting observations about objects blocking board edges..
Doors / Objects: receive "touch" event only if the linked board is the same as the current board
Gettable items: you pick them up
Pushable items: you push them
Here's the funny ones:
Keys: If you don't already have the key, you pick it up. If the boards are the same and you already have the key, it says "You already have a key" and doesn't travel. If you already have the key and the boards are different -- it travels! And randomly brings some objects along for the ride but without stats (a scroll and a door came too in my sample world). Also, it puts your player off-screen but you can walk back on, which creates a player clone. I don't intend to reproduce this, DreamZZT will tell you you already have the key and not let you travel.
Passages: You travel to the destination board, but some of the objects from the current board seem to travel with you and lose their stats. I don't intend to reproduce this bug, I'll most likely not allow you to travel to the board if a passage is on the other side.
I'm assuming this strange effect is the one you mentioned when water is on the other side.
Doors / Objects: receive "touch" event only if the linked board is the same as the current board
Gettable items: you pick them up
Pushable items: you push them
Here's the funny ones:
Keys: If you don't already have the key, you pick it up. If the boards are the same and you already have the key, it says "You already have a key" and doesn't travel. If you already have the key and the boards are different -- it travels! And randomly brings some objects along for the ride but without stats (a scroll and a door came too in my sample world). Also, it puts your player off-screen but you can walk back on, which creates a player clone. I don't intend to reproduce this, DreamZZT will tell you you already have the key and not let you travel.
Passages: You travel to the destination board, but some of the objects from the current board seem to travel with you and lose their stats. I don't intend to reproduce this bug, I'll most likely not allow you to travel to the board if a passage is on the other side.
I'm assuming this strange effect is the one you mentioned when water is on the other side.
I created a new ticket type to easily submit games to be added to the compatibility chart. If you want to add a game to the compatibility chart without creating a trac account, use the trac ticket template below:
Submit a compatibility report.
The compatibility score should be one of the values listed below the compatibility chart.
I'm hoping to have a new build of DreamZZT available soon.
Submit a compatibility report.
The compatibility score should be one of the values listed below the compatibility chart.
I'm hoping to have a new build of DreamZZT available soon.
I gave up releasing disc images a long time ago. There's no consistent way to do it. I release DreamZZT for the Dreamcast as an SBI file, which you can burn with Selfboot Inducer or Mac Dream Tool.
DreamZZT 3.1.500
Dreamcast is gonna have to sit this one out.. it has a few bugs and I want to get this release out tonight.
DreamZZT 3.1.500
============
New Features
* DreamZZT Online support for Nintendo DS
* Support for saving SuperZZT games
* Directory listing in NDS file browser (contributed by ndsdev -at - thedopefish.com)
* Lua interpreter for Nintendo DS builds
* Reduced memory usage so larger games can fit in Nintendo DS RAM
* Multi-line text entry widget for bug reports
* ZZT-OOP script editor
* Meter display for SuperZZT health
* Support SuperZZT "hint" key
* Hold-to-scroll in text windows
Bug fixes
* Player can no longer travel between boards if there is an obstacle on the other side
* Stop music playback when ending a game and changing boards
* Fix dark grey RGB value in NDS palette
* Display the pattern tiles in the editor
* Fix board corruption issue when using a teleporter
* Set color during #change and assign torches a default yellow color
Downloads
* DreamZZT for Windows (requires OpenGL)
* DreamZZT-lite for Windows (without OpenGL)
* DreamZZT for Mac OS X
* DreamZZT for Ubuntu Linux (requires OpenGL)
* DreamZZT for Nintendo DS
DreamZZT 3.1.500
============
New Features
* DreamZZT Online support for Nintendo DS
* Support for saving SuperZZT games
* Directory listing in NDS file browser (contributed by ndsdev -at - thedopefish.com)
* Lua interpreter for Nintendo DS builds
* Reduced memory usage so larger games can fit in Nintendo DS RAM
* Multi-line text entry widget for bug reports
* ZZT-OOP script editor
* Meter display for SuperZZT health
* Support SuperZZT "hint" key
* Hold-to-scroll in text windows
Bug fixes
* Player can no longer travel between boards if there is an obstacle on the other side
* Stop music playback when ending a game and changing boards
* Fix dark grey RGB value in NDS palette
* Display the pattern tiles in the editor
* Fix board corruption issue when using a teleporter
* Set color during #change and assign torches a default yellow color
Downloads
* DreamZZT for Windows (requires OpenGL)
* DreamZZT-lite for Windows (without OpenGL)
* DreamZZT for Mac OS X
* DreamZZT for Ubuntu Linux (requires OpenGL)
* DreamZZT for Nintendo DS
Entire ZZT screen on DS: Change chars to half-size!
Yeah, I know. I know. "Thread Necromancy." But still!
If this project is still going, couldn't there be an option to change the display in the game? You could make the characters half-size and display the whole board at once. At least, I think all the built-in items would look fine converted to 8 by 8. I'm not sure about text, but I could probably convert all the letters and numbers to 8 by 8 if I tried.
If this project isn't still going, are there any other ideas for porting ZZT to other platforms?
If this project is still going, couldn't there be an option to change the display in the game? You could make the characters half-size and display the whole board at once. At least, I think all the built-in items would look fine converted to 8 by 8. I'm not sure about text, but I could probably convert all the letters and numbers to 8 by 8 if I tried.
If this project isn't still going, are there any other ideas for porting ZZT to other platforms?
I'm nupanick.
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- Posts: 371
- Joined: Fri Sep 01, 2006 1:30 am
nedemai had a gbazzt project about five months ago.
there have been many port/remake projects; I think PLASTIC is the only one that came to some level of fruition.
anyways i recall sam saying there was a console viewport command that allowed you to scale the screen, i forget the command and don't remember if it worked on ds
there have been many port/remake projects; I think PLASTIC is the only one that came to some level of fruition.
anyways i recall sam saying there was a console viewport command that allowed you to scale the screen, i forget the command and don't remember if it worked on ds
I assume you're talking about the Nintendo DS version?
The Nintendo DS hardware tile mode (which DreamZZT uses) can only display 32 x 32 tiles on the screen at a time and does not support scaling or rotation, only scrolling.
Displaying them all on screen using smaller tiles would require using a framebuffer mode instead, which would be significantly slower.
-Sam
The Nintendo DS hardware tile mode (which DreamZZT uses) can only display 32 x 32 tiles on the screen at a time and does not support scaling or rotation, only scrolling.
Displaying them all on screen using smaller tiles would require using a framebuffer mode instead, which would be significantly slower.
-Sam
How about a PocketDosBox, a unique handheld for Dosgames?
PLASTIC was remade for a handheld?
Also, what about what Dr. Two said a while back about scrolling with the touch screen to view the rest of the board? Would that have the same graphics issues as the tiles?
Also, what about what Dr. Two said a while back about scrolling with the touch screen to view the rest of the board? Would that have the same graphics issues as the tiles?
I'm nupanick.