Lyon

Discuss how totally awesome Bang! is here.

Moderator: Terryn

User avatar
Saxxon
the Gargoyle.
Posts: 608
Joined: Tue Jul 25, 2006 10:02 am
Contact:

Re: Lyon

Post by Saxxon »

Haev cookys.

Contains the fix for #put pusher, the timer and the restart on zap bugs.
Attachments
Lyon.zip
(103.16 KiB) Downloaded 170 times
Lyon-src.zip
(125.94 KiB) Downloaded 184 times
User avatar
Commodore
fgsdfs
Posts: 2471
Joined: Wed Mar 12, 2003 5:44 pm
Location: :noitacoL
Contact:

Re: Lyon

Post 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.
*POW* *CLANK* *PING*
User avatar
Saxxon
the Gargoyle.
Posts: 608
Joined: Tue Jul 25, 2006 10:02 am
Contact:

Re: Lyon

Post 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.
Attachments
Lyon-src.zip
(125.96 KiB) Downloaded 173 times
Lyon.zip
(103.5 KiB) Downloaded 182 times
User avatar
Saxxon
the Gargoyle.
Posts: 608
Joined: Tue Jul 25, 2006 10:02 am
Contact:

Re: Lyon

Post 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*
User avatar
Smilymzx
I hope she made lotsa spaghetti!
Posts: 182
Joined: Sat May 20, 2006 2:58 am
Location: LocacoLocacoL :LoL!

Re: Lyon

Post by Smilymzx »

Me and Commodore have been downloading it, mainly finding bugs.

Commodore usually finds and post bugs before me though...
User avatar
Saxxon
the Gargoyle.
Posts: 608
Joined: Tue Jul 25, 2006 10:02 am
Contact:

Re: Lyon

Post 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)
User avatar
Smilymzx
I hope she made lotsa spaghetti!
Posts: 182
Joined: Sat May 20, 2006 2:58 am
Location: LocacoLocacoL :LoL!

Re: Lyon

Post 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,
User avatar
Saxxon
the Gargoyle.
Posts: 608
Joined: Tue Jul 25, 2006 10:02 am
Contact:

Re: Lyon

Post 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).
User avatar
Smilymzx
I hope she made lotsa spaghetti!
Posts: 182
Joined: Sat May 20, 2006 2:58 am
Location: LocacoLocacoL :LoL!

Re: Lyon

Post by Smilymzx »

Darn, Super ZZT format is not working on the current build, Gives a Stack Trace loop.
User avatar
Saxxon
the Gargoyle.
Posts: 608
Joined: Tue Jul 25, 2006 10:02 am
Contact:

Re: Lyon

Post 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?
User avatar
Smilymzx
I hope she made lotsa spaghetti!
Posts: 182
Joined: Sat May 20, 2006 2:58 am
Location: LocacoLocacoL :LoL!

Re: Lyon

Post 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!
User avatar
Aplsos
ill make a meal of you
Posts: 429
Joined: Fri Jan 23, 2004 3:06 pm
Location: beautiful downtown joelville
Contact:

Re: Lyon

Post by Aplsos »

could it not automatically maximize the game window when loading? it makes things ugly as hell
r
User avatar
bitbot
Official Clamp School Defender
Posts: 328
Joined: Thu Mar 01, 2012 3:00 am
Location: earthbound
Contact:

Re: Lyon

Post 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!
User avatar
Saxxon
the Gargoyle.
Posts: 608
Joined: Tue Jul 25, 2006 10:02 am
Contact:

Re: Lyon

Post 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.
User avatar
Aplsos
ill make a meal of you
Posts: 429
Joined: Fri Jan 23, 2004 3:06 pm
Location: beautiful downtown joelville
Contact:

Re: Lyon

Post 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.
r
Post Reply