Is it possible to glitch ZZT so that flags are not cleared when the game ends?
What in particular I'm thinking about doing is coding a .zzt game so that it has to be played 3 times to be completed, each previous time clearing all other flags and setting a flag at the end that the vast majority of objects etc. in the game are secretly programmed to check for and the story and outcome of events is different each time you play through it... without just implementing a 'password' system.
Maybe using a bogged #endgame command where you get health over 0 in the same frame, taking advantage of the "renamed .zzt world that coincides with another .zzt world that already has that same name" bug (ZZT Enyclopedia volume 3), or the more recently fabled 'board edges' ideas. Anything?
flags persisting through #endgame into playing again
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Re: flags persisting through #endgame into playing again
It's not proper flags, but you can use a glitch in #CHANGE. See https://museumofzzt.com/file/w/WUAUTD.zip
Other than that, I'm not aware of any glitches that do this! Most of a ZZT world gets reset when you play it again.
Other than that, I'm not aware of any glitches that do this! Most of a ZZT world gets reset when you play it again.
Re: flags persisting through #endgame into playing again
Am I wrong or do title screen changes persist over a playthrough? Maybe that could be exploited.
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Re: flags persisting through #endgame into playing again
For context, here's Lancer-X's method, relying on overwriting board edges (which persist throughout the execution of ZZT.EXE unless a new world is created): https://museumofzzt.com/file/s/SwapWorld.zip
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Re: flags persisting through #endgame into playing again
Alas that only persists until you hit "P" again.
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