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ZC [2.future] Logs, Changes, To-Do, and Wishlists (2.55/2.60)

2.55 2.60 zscript parser zelda classic zc development open source updates

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#1 Timelord

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Posted 20 February 2016 - 11:11 AM

Just a friendly reminder with all the buzz about zc3: ZC 2.x is not dead and we are still continuing development on this, although the team members are slightly different, and subject to change.
 
As such, we're keeping separate logs, the To-Do lists, changtes (complete, and incomplete), general information, related to ZC [2.future]; and such over on AGN, for those interested in 2.55/2.60/2.future:
 
ZC (2.future) Plans (To-Do) and General Information
 
ZC (2.future) Change Log
 
ZC (2.future) Feature Requests
 
Something important: We plan to ensure that 2.x quests through 2.50.2 work properly in 2.future, and that older quests will also run. We plan t ensure that ZScript remains as compatible as possible, with out additions. In short what we add should not prevent 2.50 ZScript from compiling/working as normal; however we do not plan to ensure that quests made in 2.future will run in 2.50. That would be entirely absurd, so 2.55 will be required to run 2.55 quests, and so forth.

 

Likewise, 2.5x quests should run in 2.60, and so on, and further for additional updates. This equates to parallel development, and each engine (2.xx and 3.xx) will have its own benefits, and drawbacks.The biggest difference is that ZScript will remain fully supported, and expanded.

 

Until we have a proper repo for 2.x up, I'm privately hosting the changes here, along with docs, and such:
 
Temporary Home of ZC Changes & New Docs : The docs are unfinished/incomplete, and still very much a work-in-progress, but still more than you've had to date, and may enlighten some of you into how quirky the ZScript compiler is.

 

The updated ZC rfiles are still compatible with zc3 (current), but we have no way to ensure that will last. We do have some hope of modifying ZQuest's ZScript compiler to output AngelScript (similar to how it can not export ZASM) at some point. Absolutely no promises on this one: It depends heavily on how zc3's AngelScript interface develops over the next few years.
 
You may also view the WIP std.zh update for ZC (2.future) that we're developing, although this has mostly fallen to me to execute, with the other members of the 2.future group suggesting additions that I try to incorporate. As we add new ZScript features, we'll update std.zh to reflect them.
 
Please note that as with all ZC versions, we have no idea when the next version will be ready, but if you want a sneak-peek at things we;ve done, and things we are either planning to do, or considering; or if you want to add a feature request you should do so on AGN. If you can't do that, for whatever reason, of course, you may respond to this thread with your comments, questions, and such.
 
At some point, we'll probably have a dedicated board here for this, but that's up to LTM and the site hosts. Until then, feel free to discuss this here.
 
Remember, while zc3 may be a few years off, there will still be 2.x releases, and support for them in the future. We'll need to determine a LTS scheme for it, and it may turn out that some of this helps make zc3 better, in the process.

 

Anyone with an interest in working on ZC (2.future) may apply here, or by PM, and detail what you believe that you can contribute to our team.


Edited by ZoriaRPG, 20 February 2016 - 11:30 AM.

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#2 Deedee

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Posted 20 February 2016 - 09:55 PM

Perhaps a list of team members? I don't see one in the post, and it'd be helpful for people to know who is working on this.

 

Anyways, I'll apply if I haven't already been added to the team. I want to add features that improve unscripted ZC, as well as add some stuff to zscript. I have good knowledge of C, and in turn, C++, and I'm the only person I know in the Skype group who hasn't been confused by the wizzrobe source code (minus 1 or 2 variables that weren't declared inside the file: turns out they were timers).



#3 Timelord

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Posted 21 February 2016 - 01:32 AM

Perhaps a list of team members? I don't see one in the post, and it'd be helpful for people to know who is working on this.

 

Anyways, I'll apply if I haven't already been added to the team. I want to add features that improve unscripted ZC, as well as add some stuff to zscript. I have good knowledge of C, and in turn, C++, and I'm the only person I know in the Skype group who hasn't been confused by the wizzrobe source code (minus 1 or 2 variables that weren't declared inside the file: turns out they were timers).

 

As far as I'm aware, you have the Gleeok Seal of Approval, or Genuine Suckers Award, as I do in this. :D

 

I'm only going to list people involved, if they wish to be listed. Primarily, to ensure that they aren't spammed into oblivion.

 

Also, not being confused, and not being sickened, are two very different things. :P

 

I will admit that you got more out of it, faster, than anyone I've seen to date.

 

If anyone cares, the list of suckers who are doing anything with 2.5, is presumably:

Dimentio

grayswandir

ZoriaRPG

 

I have no clue if Gleeok or Saffith will be involved, but I presume that will pass//reject things at their discretion, unless they are fully handing over creative control to us madmen.

 

My focus is ZScript, and the parser; plus some ZQ things, as well as Link attributes, and soem other 'missing elements' that were planned for 2.5.

 

...while grayswandir has expressed interest in expanding the ZScript language to handle more things, but this far has not directly committed to being part of the team full-time. He pretty mush said: 'If I get these things to work, great. If not, it was worth a try.'

 

Dimentio wants to work on advanced / evolved string control codes, and enemy properties, and other things I'm sure he can list.

 

The to-do list includes most of the things we have discussed, but I did not flag it with who would/might be handling each task; as that can rapidly change, or involve more than one of us. Once we start adding things, and making them work, we'll post our logs.

 

I would like to see weekly builds for people to try become a regular thing, as well. We will also be happy to allow other contributors, and keep the 2.5 trunk open-source, so that we do not lose valuable contribs, but ultimately, what we include in canon builds will become a matter of policies that we have not solidified.

 

Allegro 5 conversion, is not part of our plan at present. The sheer amount of work involved precludes this as any sort of initial goal. This is a pure 2.5 evolution, and will carry on the tradition of ensuring that older quests still work. We may even fix some of the concerns that people had about 2.50.2, in ome way, or another.

 

All of this means changing the quest format though, so quests made with 2.future will require 2.future (whatever version in which they were generated, or later) to work. This differs from the 2.50.x policies, which have already been breached due to some engine fixes, making some quests either unplayable, or different tot he authors' original intent.

 

This may not be handled by QRs though, but rather, by a version detection scheme. That means, if a quest was made in 2.50.1, the version in which it was generated will dictate some of its properties. otherwise, we will require a much larger, and more robust quest rules system. (We may do this in the further-along-future, for 2.60/2.65/whatever.)

 

For all interested, remember that we've had access to the code for 6 months, or less; depending on the member involved. I have a slight advantage, in that I've had the 2.50.1 (hybrid) code since late July, or August of 2015; but admittedly, I was primarily focused on the parser, so most of what I've read/done pertains to that; and the documentation that I've been writing.

 

I have skeleton versions of some docs, plus around 60% of the parsing / language docs complete. This is more complex than it sounds on the surface, as I'm making user docs that explain not only what functions/ZScript things are, but also how they work, how to use them, and live examples; plus some tutorials that will be incorporated into the docs as a whole.

 

Anyone who has interest in contributing to that, is welcome to apply to me,directly, as the docs are pretty much my job, and have been for over six months. I could have been done with them if I did absolutely nothing other than those docs for two months, straight, with no pauses, or breaks; but life (and sanity) get in the way.

 

Gleeok will ultimately make the 2.50.2/3 trunk on Git, so that everyone can look through it, and we will support community involvement.



#4 Matthew Bluefox

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Posted 28 February 2016 - 01:37 PM

Something for "To Do" maybe: There is a bug with the infinite bomb bag. It works that when you have the "Super Bombs Also" NOT ticked that super bombs won't be infinite ... however, there still is an "A" number that suggests super bombs are unlimited. I tried this out and bought a super bomb, used it and my inventory of super bombs was empty. So this is a visual display bug only, but a very irritating one.



#5 Timelord

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Posted 03 March 2016 - 12:42 AM

Something for "To Do" maybe: There is a bug with the infinite bomb bag. It works that when you have the "Super Bombs Also" NOT ticked that super bombs won't be infinite ... however, there still is an "A" number that suggests super bombs are unlimited. I tried this out and bought a super bomb, used it and my inventory of super bombs was empty. So this is a visual display bug only, but a very irritating one.


Bug-fixes have their own board, actually. I'll note it, and look into the cause.

#6 Matthew Bluefox

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Posted 05 March 2016 - 01:44 PM

Surrey about that, thanks for taking note.



#7 Cukeman

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Posted 13 March 2016 - 11:08 AM

Are there plans to allow the display of the bottom 8 pixels? This has alway been a major flaw of ZC in my eyes, because not displaying the bottom 8 pixels was a television compatibilty issue, not an NES limitation.


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#8 Shoelace

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Posted 13 March 2016 - 01:00 PM

I don't know if this place to put a ZC 2.x suggestion, but it does say Wishlist. lol

 

The big thing that I want to get added to ZC 2.x is more than 255 pages of tiles...  So, to make it 512 if possible. 

 

In my latest game, I am nearing the end of my tilespace, and I know I will have to cut a bunch, because I don't think they I am going to have any room for my tiles.  I don't know how complex that is, but it may actually affect my game.  But again, I can just plan on cutting a bunch out, but... it would suck. >_< 



#9 Local_Droog

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Posted 30 April 2018 - 05:55 PM

Is there anyway we could add making a custom or edited Credits? Since we can edit the end text it would be a nice little thing or make it as long as you want Ala Zelda alttp I think less Midi use and more MP3/Wav use would be nice. Im honestly getting a bit sick of midis. 



#10 EnnonFenom

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Posted 30 April 2018 - 10:25 PM

Is there anyway we could add making a custom or edited Credits? Since we can edit the end text it would be a nice little thing or make it as long as you want Ala Zelda alttp I think less Midi use and more MP3/Wav use would be nice. Im honestly getting a bit sick of midis. 

Um all that is possible the the current offical release. Might I suggest searching in zquest help thread, and or quest design thread.

 

And they have moved on to a different progect, I believe. The 2.future is writen in c++, and was buggy from what I have heard.

 

And now are on the 2.53 for beta's found pinned in this thread. Along with the current.

 

Or the 2.54 for the alpha builds current is on the timelord page

http://timelord.inso...in_Alpha_30.zip


Edited by EnnonFenom, 30 April 2018 - 10:26 PM.

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#11 Local_Droog

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Posted 01 May 2018 - 09:02 AM

Um all that is possible the the current offical release. Might I suggest searching in zquest help thread, and or quest design thread.

 

And they have moved on to a different progect, I believe. The 2.future is writen in c++, and was buggy from what I have heard.

 

And now are on the 2.53 for beta's found pinned in this thread. Along with the current.

 

Or the 2.54 for the alpha builds current is on the timelord page

http://timelord.inso...in_Alpha_30.zip

 

 

 

Oh Wow I will definily look into that. Then can I ask if its possible to expand the Item/Emeny editor? I def want Ice Emenies and Items  and make it possible to stack types such as a Sword that shoots candle fire.



#12 EnnonFenom

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Posted 01 May 2018 - 09:54 AM

 

Oh Wow I will definily look into that. Then can I ask if its possible to expand the Item/Emeny editor? I def want Ice Emenies and Items  and make it possible to stack types such as a Sword that shoots candle fire.

You, sure can.  to an extstent. Try playing around with the option's. So stuff will need scripting. But alot of thing's do not. Ice, does I believe.

The most important thing is to have fun.



#13 Timelord

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Posted 24 May 2018 - 04:14 AM

Ice is partly done in main ZC 2.54/2.55. The 2.future stuff wasn't buggy because it's C++ (all ZC versions starting with 2.11 are C++), it's because it's built on a hybrid allegro lib,and because of some wacky compiler issues. (That is a C++ thing.)

It's also a dodo, fully replaced by proper ZC 2.54/2.55.

Remember, at the time that I started working on this, there wasn't going to be a ZC 2.5x/2.6x. There was a lot of talk on ZC 3.x as a rewrite. That's no longer the case, and there's no purpose for these builds. I support crossing quests made in them to 2.54, but I won't be releasing 2.future in this context.

Maybe 2.experimental.:P

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#14 P-Tux7

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Posted 25 May 2018 - 08:58 PM

Ice is partly done in main ZC 2.54/2.55. The 2.future stuff wasn't buggy because it's C++ (all ZC versions starting with 2.11 are C++), it's because it's built on a hybrid allegro lib,and because of some wacky compiler issues. (That is a C++ thing.)

It's also a dodo, fully replaced by proper ZC 2.54/2.55.

Remember, at the time that I started working on this, there wasn't going to be a ZC 2.5x/2.6x. There was a lot of talk on ZC 3.x as a rewrite. That's no longer the case, and there's no purpose for these builds. I support crossing quests made in them to 2.54, but I won't be releasing 2.future in this context.

Maybe 2.experimental. :P

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What happened, exactly? Was it decided that the codebase wasn't bad enough to work with or something?





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