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Thread: Zelda Classic 2.53.0 ( Beta 10 )

  1. #31
    Octorok
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    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
    The Timelord
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    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?

  3. #33
    Octorok
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    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
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    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.

  5. #35
    Is this the end?
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    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());
    }

  6. #36
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    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.

  7. #37
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    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.

  8. #38
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    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.

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