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View Code? Open in Web Editor NEWDAAD interpreter created from scratch for MSX2/MSX2+ systems using the graphical capabilities of this machines.
License: Other
DAAD interpreter created from scratch for MSX2/MSX2+ systems using the graphical capabilities of this machines.
License: Other
It's the only condact not implemented at all.
Also adapt the condacts that can cancel the DOALL loop.
Must wait for a key?
Hello, Natalia.
I have in my DSF file two objects:
#define locGaveta 50 - The place 50 is the same number as object
/33 locGaveta 1 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Y AGENDA _
/50 NOTCREATED 20 Y _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Y GAVETA _
Agenda (notebook) is a regular object
Gaveta (drawer) is a container object
The agenda object is inside gaveta.
I implemented the command EXAMINE GAVETA:
EXAMINE GAVETA
PRESENT objGaveta
LISTAT locGaveta
DONE
It lists the objects inside the container object.
In the beginning of the game, the agenda object is inside the gaveta object.
I've implemented the GET and PUT inside the gaveta object.
; GET FROM
PEGUE _
TIRE _
NOUN2 GAVETA
AUTOT locGaveta
DONE
; PUT INTO
PONHA _
NOUN2 GAVETA
AUTOP locGaveta
DONE
When running the command: "TIRE AGENDA GAVETA" and it executes the AUTOT command. we receive the system message #52.
Thanks
I'm developing the game with the ZX Spectrum Next interpreter and seems to be fine.
The PUT function AUTOP seems to be working fine. I could put an object inside the container but cannot remove it after the first action.
precomp.php must support the non-standard Maluva EXTERN condacts with 3 parameters.
Which are the default current object flags values if undefined?
Flags affected: CONum, COLoc, COCon, COWr, COAttr, COAttr2
Given how much do these games rely on text, it would be great to support non-monospace fonts in the engine!
Cuando se describe una localidad con objetos presentes LISTOBJ (normalmente situado en el PROCESO 3) termina la frase con dos puntos. Por ejemplo: “También puedes ver una linterna..”
Probado en el código por defecto de DAAD Ready TEST.DSF y con el código de Rabenstein adaptado.
Check if AUTOLOAD could be implemented easily.
After a checkout I can't compile the code because of 2 reasons:
for the rest, awesome work! I love the way you created the libs with each function in it's own file!
Say we have this entry at PRO 5:
XYZZY _ MESSAGE "HEY HEY XYZZY!"
On running the game, typing "XYZZY" would output the message "HEY HEY XYZZY!" , which is OK... but it will be inmediaytely followed by a "No puedo hacer eso.", which is obvlously wrong (this very same code won't output "No puedo..." in any of the original DAAD terps).
At the very moment a condact is executed 'cause no condition has prevoiusly avoided it (in this case a MESSAGE condact) DAAD is aware that "something has been DONE" even when no DONE condact has been explicitly reached. That means the ISDONE condact at PRO 1 (right after we come back from PRO 5) equals to True, so REDO happens and the part of PRO 5 that invokes sysmess 8 ("No puedo...") is not reached.
This is not working in msax2daad, I mean, at least not the way it works in DAAD.
si no es:
"un" => "el"
"una" => "la"
"a " => "the"
no cambiar el nombre del objeto
How do original DAAD interpreters to store in COLoc, O2Loc flags (and in the objects table) that a object is inside a container and not in a real location?
Hi, I have a process to read the key pressed from the player. I'm using DAAD Ready and it works for the rest of 8-bit systems, but with MSX2 the game doesn't wait for the key press.
This is the code. After calling this Process, the value of the key pressed should be in "fTeclaPulsada". It doesn't wait and it returns 0
_ _ INKEY
SKIP 1
_ _ SKIP -2
_ _ COPYFF fInkeyKey1 fTeclaPulsada
Am I doing something wrong or is there another way to read the input?
Thanks
Al listar los objetos, ya sea los que hay en una localidad, o los que llevamos con nosotros, en ocasiones quedan comas o puntos huérfanos, es decir, ellos solos al inicio de una nueva línea:
También puedes ver una antorcha, una linterna, un escudo
, una armadura.
En MSX2DAAD parece que WHATO funciona diferente que en los intérpretes clásicos.
En los intérpretes clásicos WHATO busca el nombre de un objeto en la sentencia actual y si lo encuentra, guarda el nº del objeto referenciado en la variable 51.
En MSX2DAAD parece que solo se guarda el nombre del objeto si el objeto está presente (llevado, puesto, aquí), pero no si no lo está.
In the original DAAD, PAPER and INK condacts apply only for the currently selected window and are presumably stored somewhere. It seems not to be the case in msx2daad. If I change colours in window 2, for example, they'll still be active when I get back to window 1 (or any other window).
When and how we must update O2num, O2Con, O2Loc, O2Attr flags?
Is not Object2 in the sentence, which values must contain?
He observado que el intérprete de msx2, antes de imprimir un mensaje, hace un NEWLINE. Ocurre después de cualquier comando: INVE, COGER, etc
Establezco la bandera 48 a 10 segundos, pero el timeout no salta. Probado el mismo código en todos los intérpretes y funciona con normalidad.
At this time only a single sentence can be parsed each time, and you can't refer to a previous NOUN using a PRONOUN.
Con el intérprete para SC8, pongo la imagen LOADING.SC8 en el disquete y se queda colgado, sin ella todo bien.
Adjunto DSK de ejemplo
Every time I update the text in a 1 row window (for example, a status bar) the "more" message will appear at the wrong time, pausing the whole game till a key is pressed.
Actually, this also happens in the original DAAD terps if you update the status bar content with an ordinary MESSAGE condact, but can be avoided if you use MES instead (which i Usually do).
This does not happen in msx2daad, where MES also invokes the "more".
So perhaps in the original MESSAGE and MES work in a different way concerning the "more" count.
Si por ejemplo definimos un objeto como "la misteriosa llave", en lugar de "una misteriosa llave", el intérprete, a diferencia del intérprete clásico, no lo reconoce como femenino, y así, cuando la cogemos, por ejemplo, indica:
"Coges el misteriosa llave."
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