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MegaZeux 2.51s3 release.

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1 parent de721af commit 9389bc72b589ba2dc2acbf8e1fd9bad625ce28ae @ajs1984 committed Aug 11, 2008
Showing with 729 additions and 1,371 deletions.
  1. +17 −1 CHANGELOG
  2. +10 −1 README.1ST
  3. +2 −2 counter.cpp
  4. +7 −7 data.h
  5. +16 −3 edit.cpp
  6. +3 −0 ezboard.cpp
  7. +33 −11 game.cpp
  8. +20 −6 help.doc
  9. +0 −1,202 idput.asm
  10. +471 −0 idput.cpp
  11. +11 −5 idput.h
  12. +0 −6 idput.inc
  13. +4 −3 main.cpp
  14. +111 −111 runrobo2.cpp
  15. +11 −5 saveload.cpp
  16. +12 −7 scrdump.cpp
  17. +1 −1 scrdump.h
View
@@ -1,9 +1,25 @@
+2.51s3 release:
+
++ Fixed bug involving savegame name being overwritten by mod name
++ Fixed overlay transparency weirdness. Now, background of lower layer will
+ ALWAYS show through if background of overlay is 0
++ Added in kev's refresh screen support. Press alt+w on the title screen or
+ editor screen, and = in the game(don't ask, has to do with mzx's keybard
+ handler). Use this if your charset gets corrupted in windows.
++ Screen shot saving rotates file name (starts with screen0.pcx)
++ Fixed bug involving incorrect loading of max_health and others
+
2.51s2final release:
+ Deleted cpu checking code, was unnecesary and caused errors.
+ Fixed bug involving mod * settings being lost when loading
+ Should have fixed ems problems some were reporting, if not, just
- try to get more conventional memory.
+ try to get more conventional memory. Enclosed document (convmem.txt)
+ should help you.
++ Fixed a bug involving direction checking.
++ Pressing ']' at most any time will now save a screenshot to screen.pcx
++ Pressing alt+8 in the editor will set the current mod to *. Trust me.
+
2.5.1s2beta release:
View
@@ -1,6 +1,6 @@
IMPORTANT NOTICE:
- PLEASE READ THIS FILE BEFORE TRYING TO USE MZX 2.51S2! YOU ALREADY DID,
+ PLEASE READ THIS FILE BEFORE TRYING TO USE MZX 2.51S3! YOU ALREADY DID,
DIDN'T YOU? YOU RAN THE PROGRAM AND IT DIDN'T WORK AND NOW YOU'RE ALL
UPSET AND YOU THINK IT'S OUR FAULT, DON'T YOU? HA HA HA! SEE IF I HELP
YOU OUT! I'M GUESSING THE SOUND DOESN'T WORK, RIGHT? TOO BAD! MAYBE
@@ -32,6 +32,15 @@ IMPORTANT NOTICE:
except by making mzx easier to look at and nicer, read whatsnew.251 for
details
+ Also, changes from s2 to s3:
+ No more bug with the savegame name being the playing mod
+ Overlay transparentcy works now, ie, the background color of the base layer
+ will show through if the background of the overlay is 0
+ Screenshot save name rotates
+ Can refresh screen in editor or title screen with alt+w. during the game,
+ due to strangeness of code, press =. This reload shte char set in case
+ it gets corrupted by windows
+
In accordance with the GNU GPL, the full source for this program is
available. The download page of zeux.org should have the source, and any
number of other places will as well.
View
@@ -221,11 +221,11 @@ void set_counter(char far *name,int value,unsigned char id) {
//Invinco
if(!str_cmp(name,"INVINCO")) {
if(!get_counter("INVINCO",0))
- saved_pl_color=player_color;
+ saved_pl_color=*player_color;
else if(value==0) {
clear_sfx_queue();
play_sfx(18);
- player_color=saved_pl_color;
+ *player_color=saved_pl_color;
}
}
//Now search counter structs
View
14 data.h
@@ -29,14 +29,14 @@
/* This first section is from IDPUT.ASM */
extern unsigned char id_chars[455];
-extern unsigned char id_dmg[128];
+extern unsigned char *id_dmg; /* was [128] */
extern unsigned char def_id_chars[455];
-extern unsigned char player_color;
-extern unsigned char player_char[4];
-extern unsigned char bullet_color[3];
-extern unsigned char missile_color;
-extern unsigned char bullet_char[12];
-
+extern unsigned char *player_color;
+extern unsigned char *player_char; /* was [4]*/
+extern unsigned char bullet_color[3]; /* was [3]*/
+extern unsigned char *missile_color;
+/*extern unsigned char bullet_char[12];*/
+extern unsigned char *bullet_char;
extern char refresh_mod_playing;
extern char mesg_edges;
extern unsigned int saved_mouse_x;
View
@@ -63,7 +63,8 @@
#include "roballoc.h"
#include "saveload.h"
#include <stdio.h>
-
+#include "blink.h"
+#include "cursor.h"
/* Edit menu- (w/box ends on sides) Current menu name is highlighted. The
bottom section zooms to show a list of options for the current menu,
although all keys are available at all times. PGUP/PGDN changes menu.
@@ -124,6 +125,7 @@ End: LR corner
Home: UL corner
ESC: Cancel mode/overlay mode if active (otherwise exit)
Backspace: Delete (move left one in text)
+Alt+W: redraw screen
*/
/* Editing data */
@@ -707,6 +709,17 @@ void edit_world(void) {
sfx_edit();
changed=1;
break;
+ case -17://AltW
+ //Re-init screen
+ vga_16p_mode();
+ ega_14p_mode();
+ cursor_off();
+ blink_off();
+ ec_update_set();
+ update_palette(0);
+ changed=1;
+ update_menu=1;
+ break;
case 'F'://F
//Fill
//Just, well, fill! Fill function takes care of all
@@ -3214,8 +3227,8 @@ void edit_world(void) {
if(mod_playing[0]!=0) end_mod();
//...else new module
str_cpy(mod_playing,"*");
- changed=1;
- break;
+ changed=1;
+ break;
case -38://AltL
if(draw_mode&128) break;
//Sample
View
@@ -267,6 +267,9 @@ void clear_world(char clear_curr_file) {
robots[GLOBAL_ROBOT].used=1;
//Clear all other global parameters
mem_cpy((char far *)id_chars,(char far *)def_id_chars,455);
+ bullet_color[0] = 15;
+ bullet_color[1] = 15;
+ bullet_color[2] = 15;
first_board=clear_on_exit=endgame_x=endgame_y=death_x=
death_y=only_from_swap=protection_method=password[0]=
enemy_hurt_enemy=0;
View
@@ -64,6 +64,8 @@
#include "game2.h"
#include "timer.h"
#include "scrdump.h"
+#include "blink.h"
+#include "cursor.h"
char far *main_menu= "F1/H - Help\n"
"Enter- Menu\n"
@@ -113,6 +115,7 @@ void title_screen(void) {
int key=0,t1;
FILE *fp;
char temp[FILENAME_SIZE];
+ char temp2[FILENAME_SIZE];
#ifdef PROFILE
char profiling=0;
@@ -182,6 +185,15 @@ void title_screen(void) {
case ']'://Screen .PCX dump
dump_screen("SCREEN.PCX");
break;
+ case -17://AltW
+ //Re-init screen
+ vga_16p_mode();
+ ega_14p_mode();
+ cursor_off();
+ blink_off();
+ ec_update_set();
+ update_palette(0);
+ break;
case 'E'://E
case -66://F8
//Editor
@@ -335,8 +347,8 @@ void title_screen(void) {
if(board_where[curr_board]!=W_NOWHERE)
select_current(curr_board);
else select_current(0);
- str_cpy(temp,mod_playing);
- load_mod(temp);
+ str_cpy(temp2,mod_playing);
+ load_mod(temp2);
send_robot_def(0,10);
//Copy filename
@@ -432,8 +444,8 @@ void title_screen(void) {
if(board_where[curr_board]!=W_NOWHERE)
select_current(curr_board);
else select_current(0);
- str_cpy(temp,mod_playing);
- load_mod(temp);
+ str_cpy(temp2,mod_playing);
+ load_mod(temp2);
send_robot_def(0,10);
dead=0;
@@ -560,13 +572,13 @@ void update_variables(char slowed) {
set_counter("INVINCO");
clear_sfx_queue();
play_sfx(18);
- player_color=saved_pl_color;
+ *player_color=saved_pl_color;
}
else {
//Decrease
set_counter("INVINCO",t1-1);
play_sfx(17);
- player_color=random_num()&255;
+ *player_color=random_num()&255;
}
}
//Lazerwall start- cycle 0 to 7 then -7 to -1
@@ -851,6 +863,7 @@ void play_game(char fadein) {
int t1,key;
FILE *fp;
char temp[FILENAME_SIZE];
+ char temp2[FILENAME_SIZE];
char keylbl[5]="KEY?";
enter_func("play_game");
@@ -1020,8 +1033,8 @@ void play_game(char fadein) {
if(board_where[curr_board]!=W_NOWHERE)
select_current(curr_board);
else select_current(0);
- str_cpy(temp,mod_playing);
- load_mod(temp);
+ str_cpy(temp2,mod_playing);
+ load_mod(temp2);
send_robot_def(0,10);
//Copy filename
@@ -1120,6 +1133,15 @@ void play_game(char fadein) {
if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
}
break;
+ case '='://AltW
+ //Re-init screen
+ vga_16p_mode();
+ ega_14p_mode();
+ cursor_off();
+ blink_off();
+ ec_update_set();
+ update_palette(0);
+ break;
case -68://F10
//Quickload
if(cheats_active>1) break;
@@ -1143,8 +1165,8 @@ void play_game(char fadein) {
select_current(curr_board);
else select_current(0);
- str_cpy(temp,mod_playing);
- load_mod(temp);
+ str_cpy(temp2,mod_playing);
+ load_mod(temp2);
send_robot_def(0,10);
dead=0;
@@ -2015,7 +2037,7 @@ char update(char game,char &fadein) {
draw_viewport();
//Draw screen
if(!game) {
- player_color=0;
+ *player_color=0;
player_char[0]=player_char[1]=player_char[2]=player_char[3]=32;
}
//Figure out x/y of top
View
@@ -34,7 +34,7 @@ $~A
>#MEGAZEUX.HLP:1st:MegaZeux Limitations
>#IFYOUFIN.HLP:1st:If You Find a Bug...
>Please:Registration Info- MegaZeux is Not Free
->#NEWINVER.HLP:1st:NEW in Version 2.51! (Changes Since Version 1.03)
+>#NEWINVER.HLP:1st:NEW in Version 2.51s3! (Changes Since Version 1.03)
$** Credits and Acknowledgments **
@@ -147,7 +147,7 @@ $~EWelcome to MegaZeux! Use the arrow keys to Scroll
$~Ethis text, and ESC when you are done reading.
$~BPress END to learn about the NEW FEATURES in
-$~BMegaZeux 2.51s2!
+$~BMegaZeux 2.51s3!
As you may already know, MegaZeux is a game system which
allows you to play almost limitless worlds in EGA graphics
@@ -181,7 +181,7 @@ ESC now to exit to the game.
>#CONTROLS.HLP:091:Controls
>#THEWORLD.HLP:1st:The World Editor
->#NEWINVER.HLP:1st:WHAT'S NEW in version 2.51s2!
+>#NEWINVER.HLP:1st:WHAT'S NEW in version 2.51s3!
#CONTROLS.HLP
:091:Controls
@@ -5895,7 +5895,7 @@ Formatting' section for more advanced programming.
#NEWINVER.HLP
:1st:NEW in Version 2.51! (Changes Since Version 1.03)
-For information on mzx s2, read readme.1st.
+For information on mzx s3, read readme.1st.
$~ENEW in version 2.51- ALL NEW music/sound code! 32-channels;
$~Ebug-free; support for stereo, 16-bit, GUS, and PAS-16;
@@ -5912,7 +5912,21 @@ Note- This is a direct translation from the file WHATSNEW.251,
included with MegaZeux. If you haven't used version 1.03 or
before, you probably won't understand much of this list.
-~E2.51s2final release:
+~E2.51s3 release:
+
+ + Fixed bug involving savegame name being overwritten by mod
+ name
+ + Fixed overlay transparency weirdness. Now, background of
+ lower layer will ALWAYS show through if background of
+ overlay is 0
+ + Added in kev's refresh screen support. Press alt+w on the
+ title screen or editor screen, and = in the game(don't ask,
+ has to do with mzx's keybard handler). Use this if your
+ charset gets corrupted in windows.
+ + Screen shot saving rotates file name(starts with screen0.pcx)
+ + Fixed bug involving incorrect loading of mzx health etc.
+
+~E2.51s3final release:
+ Fixed bug involving mod * settings being lost when loading
+ Should have fixed ems problems some were reporting, if not,
@@ -6467,5 +6481,5 @@ before, you probably won't understand much of this list.
* Robot commands- DIVIDE, MULTIPLY, MODULO.
* Different player pics per direction.
->#NEWINVER.HLP:1st:New in versions 2.01 to 2.51
+>#NEWINVER.HLP:1st:New in versions 2.01 to 2.51s3
>#MAIN.HLP:072:Table of Contents
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