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What's a decent editor to work on zzt games with.

Posted: Sun May 29, 2011 9:23 pm
by blackbishop89
Howdy all, I'm new and was wondering if there are any decent, but powerful zzt editors. I would prefer a native windows interface and something stable that doesn't crash if you try to do something.

Any suggestions?

Posted: Mon May 30, 2011 3:06 am
by Commodore
there's ZAP which died in beta. I'm not sure where the instabilities lie there. Kevedit runs under windows but has a dos-style interface.

Posted: Mon May 30, 2011 9:23 am
by Quantum P.
KevEdit (the stable one)
ZAP (the modern one)

Stability might not be a problem if you save your work frequently. And making backups is always a good idea, no matter which editor you use.

KevEdit probably has more features, just because it's been around a lot longer than ZAP. But I don't have much experience with ZAP.

P.S. welcome!

Posted: Mon May 30, 2011 10:36 pm
by T-Bone
I can't recall, but does KevEdit and Zap leave watermarks at all in .ZZT exports?

Posted: Tue May 31, 2011 7:42 am
by Quantum P.
I don't think KevEdit intentionally watermarks ZZT worlds. However, with some slightly more advanced detective work, you can still tell that an external editor was used -- there are a couple of places where ZZT usually puts random junk, but KevEdit fills these places with null bytes.

Posted: Sat Jun 04, 2011 9:10 am
by Dr. Dos
I recall ZZTAE used some extra padding to mark itself.

Posted: Sat Jun 04, 2011 7:16 pm
by Saxxon
As far as I know (and I haven't coded much since), ZAP doesn't watermark anything, it fills unused space with 00 just like KevEdit. ZZT actually places pieces of uninitialized memory in the file so it'll be different between machines (sometimes you'll get fragments of previously loaded worlds, data from TSRs, etc)