zztpp-progress Mailing List for zzt++
Status: Pre-Alpha
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From: W. B. <wbo...@an...> - 2000-03-21 07:28:45
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hi, a first attempt towards a linux port for zzt++ is now available from the download area on sourceforge.net. hm sent me a very preliminary version of xzzt++ which looks very cool i must say. this first step towards a linux port is a very good example of where i would like zzt++ to go. whether i am making it myself, or someone else is doing the honors. the details about the immediate future of xzzt++ aren't clear yet, but i'm very excited about it and intend to support it all the way. thanks hm. wep |
From: W. B. <wbo...@an...> - 2000-03-13 13:03:15
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i thought it was time for your regular zzt++ update, so here goes. Sound code ================================================= first i want to thank Jacob (yes, again) for submitting the code necessary for playing zzt sound effects. it's a pretty cool piece of code and i am especially pleased with the fact that it was tested and compiled before i received the code! jacob is now an official zzt++ developer and his code has been incorporated into zzt++. jacob, you are free to become a zzt++ developer on sourceforge if you want...no strings of course. Source Forge CVS repository ================================================= also in the news today...my cvs repository on sourceforge. it's finally taken the form i wanted it to be from the beginning. it's taken some doing, but good things come to those who wait. the code to zzt++ is now easily available online, along with some of the current documentation. thank you for shopping with us. please come again! wep |
From: Wouter B. <wb...@wx...> - 2000-03-04 14:45:41
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I have just released zzt++ version 0.8.44. Download it from one of the following sites: http://www.planetzztp.com http://www.sourceforge.net zzt++ now supports sound! wep |
From: W. B. <wbo...@an...> - 2000-03-03 09:01:23
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Hi, before long zzt++ version 0.8.44 will be released on planetzztpp as well as on sourceforge. most exciting fact is that the new version will include speaker sound! after stabalizing the timer routines, writing the sound code became easy. i wrote the base for it in one night. right now the music string interpreter is in the making. it will translate strings like "q-c#d+f#ah.e" into notes that will be played automatically. simply by calling the method SM.PlayTune(string), the tune will be played over the speaker. also based on the the timer routines an internal profiler will be included in version 0.8.45. the profiler will tell me how much time is spent in zzt++'s functions. something tells me that most of the time will be spent 'busy waiting'. check out www.planetzztpp.com for the news! wep |
From: W. B. <wbo...@an...> - 2000-02-22 10:06:54
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This weekend zzt++ has taken another small step towards completion, although it's not quite there yet. Here's a short run down of the current state of affairs: BM.DrawChar() interface The entire zzt++ application can now 'talk' to the BoardManager in terms of zzt codes. Basically it means that BM now takes care of all translation from zzt coded characters to ascii code before printing them on the screen. BM also keeps a record of the actual zzt codes in a special zzt code buffer somewhere in memory. A funny fact is that zzt knows no codes for stuff like spaces (ascii code 0x20) or special characters like the arrows. There were a number of empty slots in the translation table which i was able to use. Special characters like the double lines and such are not translated. Timing Right..back and forth it goes with the timing issue. I'm now back at running zzt++ at a rate of 36 updates per second so that I'll be able to play 32nd notes in the future. I'm working on getting the time measurement routines right. There is a space in the BIOS area where the number of clock pulses since midnight are stored, which I was reading. It appears that this area is only updates by BIOS when INT0x1a,0 is called. Now it's down to measuring the amount of time passed and figuring out how to wait at the end of the game loop. Low level stuff, but fun to do! Planned work Oh well, the plans keep changing, but the main focus is the GameEngine and interpreting objects. But first I want to be able to compress a board in-memory so that the player can safely walk from board to board. Also, menu handling is an item on the to do list.... Oh and welcome to the mailing list. wep http://www.planetzztpp.com |