User Tag List

Page 4 of 4 FirstFirst ... 2 3 4
Results 31 to 38 of 38

Thread: Zelda Classic 2.53.0 ( Beta 10 )

  1. #31
    Octorok
    Join Date
    Dec 2001
    Age
    33
    Posts
    128
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    915
    Level
    10
    vBActivity - Bars
    Lv. Percent
    51.53%
    Daily Activity
    0%
    Weekly Activity
    0.44%
    Monthly Activity
    2.26%
    Didn't I hear somewhere that Allegro 4.4 uses DirectX8?
    However, I installed DXGL (version 0.5.12) on this build and apparently it in fact ZC uses DirectX7 for the graphics, as it took the ddraw.dll, apparent when I set it to stretch mode.

  2. #32
    ZC Contirbutor ZoriaRPG's Avatar
    Join Date
    Oct 2006
    Location
    Prydon Academy
    Posts
    1,028
    Mentioned
    95 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    3,577
    Level
    19
    vBActivity - Bars
    Lv. Percent
    15.65%
    Daily Activity
    213.41%
    Weekly Activity
    30.94%
    Monthly Activity
    79%
    Quote Originally Posted by BFeely View Post
    Didn't I hear somewhere that Allegro 4.4 uses DirectX8?
    However, I installed DXGL (version 0.5.12) on this build and apparently it in fact ZC uses DirectX7 for the graphics, as it took the ddraw.dll, apparent when I set it to stretch mode.
    DirectDraw is indeed used, and it is in DX8.

    Why are you using DXGL?


    Featured Scripts & Headers: RPG.zh ( v. a0.97.1 ) ( RPG.zh Thread ) | Zelda 3 Thief's Town Treasure Chest Minigame (ffc) | Bobomb (enemy)
    ZScript & ZC-Related Pastebin | Quests and ZScript Repository | ZC Dev & Betas | Latest ZC 2.54 Beta | YouTube Channel
    All of the code that I create and publish here is free for use, modification and distribution under the GPL v2.0, or v3.0 where applicable..

  3. #33
    Octorok
    Join Date
    Dec 2001
    Age
    33
    Posts
    128
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    915
    Level
    10
    vBActivity - Bars
    Lv. Percent
    51.53%
    Daily Activity
    0%
    Weekly Activity
    0.44%
    Monthly Activity
    2.26%
    Quote Originally Posted by ZoriaRPG View Post
    DirectDraw is indeed used, and it is in DX8.

    Why are you using DXGL?
    I was using it for testing purposes. I guess Allegro 4.4 does use other DirectX APIs in version 8 though (DirectDraw was discontinued after version 7)?

    By the way, by turning on Aspect corrected stretch and setting aspect to 14:9 (or crop to aspect on 4:3 screens) it fixes the game to a perfect 4:3 aspect.
    Last edited by BFeely; 10-01-2017 at 04:38 PM.

  4. #34
    ZC Contirbutor ZoriaRPG's Avatar
    Join Date
    Oct 2006
    Location
    Prydon Academy
    Posts
    1,028
    Mentioned
    95 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    3,577
    Level
    19
    vBActivity - Bars
    Lv. Percent
    15.65%
    Daily Activity
    213.41%
    Weekly Activity
    30.94%
    Monthly Activity
    79%
    Quote Originally Posted by BFeely View Post
    I was using it for testing purposes. I guess Allegro 4.4 does use other DirectX APIs in version 8 though (DirectDraw was discontinued after version 7)?

    By the way, by turning on Aspect corrected stretch and setting aspect to 14:9 (or crop to aspect on 4:3 screens) it fixes the game to a perfect 4:3 aspect.


    DirectDraw was included in the DirectX SDK, Feb 2010. It was discontinued in the DirectX SDK, June 2010. Both of these were > DirectX 7. Whether ddraw changed at all during the time between 7 and 8, is another matter. (It would seem unlikely, at best, that Microsoft changed anything about it.)

    If you want to make a little tutorial for the userbase on DXGL, I would not object. It is not our preferred (internal) solution to all of these issues--although I am not opposed to it--but it is certainly something that would benefit a great number of users.


    --------------

    And now, for something you'll really like... - Rocket J. Squirrel

    Beta 10, Updated 2nd October, 2017 at 16:22GMT with --fixdrawint --fixgamecombo to include a reversion of the entire set of Game->Get/SetCombo* functions. This should un-break quests that rely on them.

    The patch also fixes the output of DrawInteger() with zero decimal places; and both the array size, and the permitted values of Game->LKeys[] and Game->LITems[]. The new array sizes are [512] and the assigned values have a valid range of 0 to 255.
    Last edited by ZoriaRPG; 10-02-2017 at 11:47 AM.


    Featured Scripts & Headers: RPG.zh ( v. a0.97.1 ) ( RPG.zh Thread ) | Zelda 3 Thief's Town Treasure Chest Minigame (ffc) | Bobomb (enemy)
    ZScript & ZC-Related Pastebin | Quests and ZScript Repository | ZC Dev & Betas | Latest ZC 2.54 Beta | YouTube Channel
    All of the code that I create and publish here is free for use, modification and distribution under the GPL v2.0, or v3.0 where applicable..

  5. #35
    Is this the end?
    ZC Developer
    Saffith's Avatar
    Join Date
    Jan 2001
    Age
    34
    Posts
    3,354
    Mentioned
    164 Post(s)
    Tagged
    6 Thread(s)
    vBActivity - Stats
    Points
    6,026
    Level
    24
    vBActivity - Bars
    Lv. Percent
    2.24%
    Daily Activity
    0%
    Weekly Activity
    0.44%
    Monthly Activity
    21.94%
    Proposed additions to std.zh:

    Code:
    bool HasKey(int level)
    bool HasKey()
     * Returns true if Link has any keys, either global or level-specific.
     * If level is not specified, the current level is used.
    
    int NumKeys(int level)
    int NumKeys()
     * Returns the total number of keys, both level-specific and global, Link has
     * in the given level.
     * If level is not specified, the current level is used.
    
    bool ConsumeKey(int level)
    bool ConsumeKey()
     * Removes a key if Link has any, preferring level-specific keys. Returns true
     * if a key was consumed, false if Link didn't have any keys.
     * If level is not specified, the current level is used.
    Code:
    bool HasKey(int level)
    {
        return Game->LKeys[level]>0 || Game->Counter[CR_KEYS]>0;
    }
    
    bool HasKey()
    {
        return HasKey(Game->GetCurLevel());
    }
    
    int NumKeys(int level)
    {
        return Game->LKeys[level]+Game->Counter[CR_KEYS];
    }
    
    int NumKeys()
    {
        return NumKeys(Game->GetCurLevel());
    }
    
    bool ConsumeKey(int level)
    {
        if(Game->LKeys[level]>0)
        {
            Game->LKeys[level]--;
            return true;
        }
        else if(Game->Counter[CR_KEYS]>0)
        {
            Game->Counter[CR_KEYS]--;
            return true;
        }
        else
            return false;
    }
    
    bool ConsumeKey()
    {
        return ConsumeKey(Game->GetCurLevel());
    }
    [téknolŕiz]

    ffcscript.zh 1.1.1 - Updated 2014-08-19
    ghost.zh 2.8.2 - Updated 2017-09-10
    tango.zh 1.3.0 - Updated 2017-09-10

  6. #36
    ZC Contirbutor ZoriaRPG's Avatar
    Join Date
    Oct 2006
    Location
    Prydon Academy
    Posts
    1,028
    Mentioned
    95 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    3,577
    Level
    19
    vBActivity - Bars
    Lv. Percent
    15.65%
    Daily Activity
    213.41%
    Weekly Activity
    30.94%
    Monthly Activity
    79%
    That all looks good. My only question:

    Why ConsumeKey() and not UseKey()?

    ( Did I have no levelkey functions in std.zh v2.0? I'll need to check. )

    Anyway, I'll add these to Beta 12.


    Featured Scripts & Headers: RPG.zh ( v. a0.97.1 ) ( RPG.zh Thread ) | Zelda 3 Thief's Town Treasure Chest Minigame (ffc) | Bobomb (enemy)
    ZScript & ZC-Related Pastebin | Quests and ZScript Repository | ZC Dev & Betas | Latest ZC 2.54 Beta | YouTube Channel
    All of the code that I create and publish here is free for use, modification and distribution under the GPL v2.0, or v3.0 where applicable..

  7. #37
    Is this the end?
    ZC Developer
    Saffith's Avatar
    Join Date
    Jan 2001
    Age
    34
    Posts
    3,354
    Mentioned
    164 Post(s)
    Tagged
    6 Thread(s)
    vBActivity - Stats
    Points
    6,026
    Level
    24
    vBActivity - Bars
    Lv. Percent
    2.24%
    Daily Activity
    0%
    Weekly Activity
    0.44%
    Monthly Activity
    21.94%
    Quote Originally Posted by ZoriaRPG View Post
    Why ConsumeKey() and not UseKey()?
    Just seemed a bit more logical to me; I tend to think "using" a key means doing something in addition to consuming one. Doesn't matter much, though.
    [téknolŕiz]

    ffcscript.zh 1.1.1 - Updated 2014-08-19
    ghost.zh 2.8.2 - Updated 2017-09-10
    tango.zh 1.3.0 - Updated 2017-09-10

  8. #38
    ZC Contirbutor ZoriaRPG's Avatar
    Join Date
    Oct 2006
    Location
    Prydon Academy
    Posts
    1,028
    Mentioned
    95 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    3,577
    Level
    19
    vBActivity - Bars
    Lv. Percent
    15.65%
    Daily Activity
    213.41%
    Weekly Activity
    30.94%
    Monthly Activity
    79%
    Quote Originally Posted by Saffith View Post
    Just seemed a bit more logical to me; I tend to think "using" a key means doing something in addition to consuming one. Doesn't matter much, though.
    I suppose it's fine. I don;t think most usersd would latch onto ConsimeKey as an identifier, simply because it is nonstandard language for hos the typical user would use the function. I remembered where I saw UseKey(): I thought it was from my work on std.zh, or on my lockblock scripts, but it was from link.cpp. :p

    I put the functions in std.zh as-is for now. I had previously added NumLevelKeys(), but that's unimportant, as that is in the 2.0 version of the header.

    I need to update this thread to beta 11, and the update will be in beta 12.

    One thing that I would like to do, before the release of 2.53, is to go through and optimise the std.zh functions. In particular, in any case where we can use ++n instead of n++, I want to change the syntax; purely for performance reasons. (++n is 33% faster.)

    If you have any ointerest in assisting with std.zh stuff, that would be fantastic. I'm going to clean up std.zh v2 in a few weeks, and we can all start debating that.


    Featured Scripts & Headers: RPG.zh ( v. a0.97.1 ) ( RPG.zh Thread ) | Zelda 3 Thief's Town Treasure Chest Minigame (ffc) | Bobomb (enemy)
    ZScript & ZC-Related Pastebin | Quests and ZScript Repository | ZC Dev & Betas | Latest ZC 2.54 Beta | YouTube Channel
    All of the code that I create and publish here is free for use, modification and distribution under the GPL v2.0, or v3.0 where applicable..

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
About us
Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
Social