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Thread: Discuss FF Combo Scripting Ideas HERE

  1. #21
    Robots in Disguise
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    Re: Discuss FF Combo Scripting Ideas HERE

    These are the new/planned additions to the script language command set:

    EXP - Sets arg1 to arg1! (ie. 3!=3x2x1)
    POWERR
    POWERV - Sets arg1 to arg1 to the arg2 power (arg1^arg2)
    IPOWERR
    IPOWERV - Sets arg1 to arg1 to the 1 over arg2 power (arg1^(1/arg2))
    NOT - Sets arg1 to the bitwise-not of arg1 (!arg1)
    ANDR
    ANDV - Sets arg1 to arg1 bitwise-and arg2 (arg1&arg2)
    ORR
    ORV - Sets arg1 to arg1 bitwise-or arg2 (arg1|arg2)
    XORR
    XORV - Sets arg1 to arg1 bitwise-exclusive-or arg2 ((arg1|arg2)&!(arg1&arg2))
    NANDR
    NANDV - Sets arg1 to arg1 bitwise-nand arg2 (!(arg1&arg2))
    NORR
    NORV - Sets arg1 to arg1 bitwise-nor arg2 (!(arg1|arg2))
    XNORR
    XNORV - Sets arg1 to arg1 bitwise-exclusive-or arg2 (!((arg1|arg2)&!(arg1&arg2)))
    LSHIFTR
    LSHIFTV - Bit-shifts arg1 left by arg2 positions (fills with zeroes) (arg1<<arg2)
    RSHIFTR
    RSHIFTV - Bit-shifts arg1 right by arg2 positions (fills with zeroes) (arg1>>arg2)
    LROTR
    LROTV - Bit-shifts arg1 left by arg2 positions (fills with shifted bits) (similar to arg1<<arg2)
    RROTR
    RROTV - Bit-shifts arg1 right by arg2 positions (fills with shifted bits) (similar to arg1>>arg2)
    PUSHR
    PUSHV - Pushes arg1 onto the internal stack (first in, last out)
    POP - Pops the top value from the internal stack and places it in arg1
    ENQUEUER
    ENQUEUEV - Adds arg1 to the internal queue (first in, first out)
    DEQUEUE - Removes the first value from the internal queue and places it in arg1

    These are the new arguments available:
    sd0-sd7 - Persistent screen data. These values hold their data assigned to them for the current screen, even after going to another screen and coming back.
    gd0-gd255 - Persistent global data. These can be set or read anywhere. So, you could set a global variable in one room then do something in another room based on that value.


    Thoughts?

  2. #22
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    Re: Discuss FF Combo Scripting Ideas HERE

    Quote Originally Posted by Dark Nation
    Thoughts?
    I'm at a loss to think of what FFC implementation would require so many binary operations. (I privately suspect that half of the reason why we're getting so many of them is because they're easy for the developers to implement.)

    Could we also have something that the non-computer scientists can understand? Like "SFX - commences playing one of the sounds in sfx.dat, with argument 1 being the ID of the sound, and argument 2 being the volume."

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    Re: Discuss FF Combo Scripting Ideas HERE

    Wait, so which of the following are possible with FFC scripting, just to get an idea of what you can do:

    -An object, such as a trap, that moves in a circle (without using billions of FF attribute change combos)?
    -A character that follows Link (such as a fairy)?
    -An object that continually circles Link?
    -An object that randomly roams around the screen with no predetermined path?
    -An object/character that moves opposite or away from Link?
    -An object that warps around the screen, disappearing & reappearing at random locations?
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    Re: Discuss FF Combo Scripting Ideas HERE

    Quote Originally Posted by idontknow
    Wait, so which of the following are possible with FFC scripting, just to get an idea of what you can do:

    -An object, such as a trap, that moves in a circle (without using billions of FF attribute change combos)?
    -A character that follows Link (such as a fairy)?
    -An object that continually circles Link?
    -An object that randomly roams around the screen with no predetermined path?
    -An object/character that moves opposite or away from Link?
    -An object that warps around the screen, disappearing & reappearing at random locations?
    All of the above :)
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

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    Re: Discuss FF Combo Scripting Ideas HERE

    If you want any specifically, I can probably write scripts for them once the new beta is out.
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    Re: Discuss FF Combo Scripting Ideas HERE

    Quote Originally Posted by idontknow
    -An object, such as a trap, that moves in a circle (without using billions of FF attribute change combos)?
    -A character that follows Link (such as a fairy)?
    -An object/character that moves opposite or away from Link?
    I have created all three of these in the example dungeon I mentioned in another topic.
    Quote Originally Posted by idontknow
    -An object that continually circles Link?
    It will become possible when the next beta introduces trigonometric functions.
    Quote Originally Posted by idontknow
    -An object that randomly roams around the screen with no predetermined path?
    -An object that warps around the screen, disappearing & reappearing at random locations?
    Not possible until the next beta introduces RNDV.

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    Re: Discuss FF Combo Scripting Ideas HERE

    Hmm...could it be possible to have an entire dungeon where a friend follows you around, except for when you need him to stand on certain triggers? This could make for a fun, Winder Waker-esque type dungeon.

    And L, in your example dungeon, you have an elevator at one point that Link can ride. However, you still need to press UP to use it. I'm wondering if its possible, or will be possible at any point, to have FFCs scripted to effect Link's movement. In other words, having moving platforms where once Link steps on them, he takes on the movement of whatever's in the script. So in your example, once he were to step on the elevator, he & the elevator would both rise automatically.
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    Re: Discuss FF Combo Scripting Ideas HERE

    Quote Originally Posted by idontknow
    Hmm...could it be possible to have an entire dungeon where a friend follows you around, except for when you need him to stand on certain triggers? This could make for a fun, Winder Waker-esque type dungeon.

    And L, in your example dungeon, you have an elevator at one point that Link can ride. However, you still need to press UP to use it. I'm wondering if its possible, or will be possible at any point, to have FFCs scripted to effect Link's movement. In other words, having moving platforms where once Link steps on them, he takes on the movement of whatever's in the script. So in your example, once he were to step on the elevator, he & the elevator would both rise automatically.
    Once again, all of that is tecnically possible. What we DO need though is a way to tell which way Link is facing at any given moment if we want to do something.
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

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    Re: Discuss FF Combo Scripting Ideas HERE

    LD variable? Link's direction. Sound good?

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    Re: Discuss FF Combo Scripting Ideas HERE

    How about a general bitmask of Link's various actions. For example, two bits for direction, 1 bit for whether he's swimming or not, 1 bit for whether e's attacking or not, etc.
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

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