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A question

Posted: Fri Jan 30, 2004 1:33 pm
by 53
Can ZZT open files while midgame? example, .doc, .wav?

Posted: Fri Jan 30, 2004 1:54 pm
by 464
... no..

If you use kevedit you can import .txt and a few other types for code.
I think you can do it with ZZTAE too but I'm not certain. Other than that, no.

But who knows? I'm seem to be wrong about everything else.

Posted: Fri Jan 30, 2004 8:36 pm
by superbowl shuffle
You can view text files in a blue window without external editors. I don't remember how. That's it.

Posted: Fri Jan 30, 2004 10:39 pm
by Commodore
yes, you can use a ! to view text files mid game.

!file.txt; Open the file.

I think that's it.

Posted: Fri Jan 30, 2004 11:09 pm
by Dr. Dos
!-file.txt;

Posted: Sat Jan 31, 2004 2:11 am
by 464
as I thought.. I was WRONG.

It seems I also have much to learn

Posted: Sat Jan 31, 2004 3:32 am
by My Liver Hurtz
You can also open text files from hyperlinks in the text files. So HA, the encyclopedia was wrong.

Posted: Sat Jan 31, 2004 9:44 am
by MadTom
It'd be handy if you could keep programming in the text files to conserve that precious board space. BUT YOU CAN'T

Posted: Sat Jan 31, 2004 4:03 pm
by superbowl shuffle
I tried doing that. Now I have confirmation that it doesn't work.

Here's a question that I don't remember the answer to -- does #bind save space? I guess it makes the zzt file smaller, but once the #bind command runs, will the save file become big or what?

Posted: Sat Jan 31, 2004 7:04 pm
by 519
As far as I know, #bind x will make the object with the command run the program of object x. I noticed a decline in board file size after using it...

Posted: Sat Jan 31, 2004 8:53 pm
by My Liver Hurtz
oof oof oof wrote:I tried doing that. Now I have confirmation that it doesn't work.

Here's a question that I don't remember the answer to -- does #bind save space? I guess it makes the zzt file smaller, but once the #bind command runs, will the save file become big or what?
My guess is that it does save space, considering that when you #zap in a binded object, all objects that are binded to that are affected.

Posted: Sat Jan 31, 2004 10:47 pm
by 453
#bind does save space in the zzt file, the sav file, and during play.

in the zzt file you have your #bind command, then when you play the object's program is completely deleted and the pointer is set to point to the bound program, and in a savegame one object gets the program and all other objects with their pointer pointing to that same program have their program length words set to point to the object with the program.

Posted: Sun Feb 01, 2004 1:44 am
by MadTom
It would be neat if you could specify when you wanted a global #ZAP for all bound objects, or just that specific one, but since it directly copies the code for one object, I guess that's pretty much impossible.

Granted it does provide a bit more incentive to make things like object enemies more unique, since they have their own programs, but otherwise it's a waste of space.

Don't forget that you don't have to use #bind at the start of the program, though; you can #bind to another object at any time.

Posted: Sun Feb 01, 2004 4:06 pm
by superbowl shuffle
I certainly wouldn't mind if there was a way to have objects #bind and have different names. In fact, I might learn to enjoy that.

Posted: Sun Feb 01, 2004 4:22 pm
by 518
Well, for that, all you can do is create multiple objects with the same programming and change their names :\

And you can set a global zap or bind, by using flags, but in the case of bind, objects programming cannot be carried "overseas" or to another board, so you would have to have an object with the original programming on every board, unless you want to waste even more space with a composer's engine.