On 6/4/07, James Paige <[EMAIL PROTECTED]> wrote:
> On Sun, Jun 03, 2007 at 07:24:51PM +1200, Ralph Versteegen wrote:
> > On 6/3/07, James Paige <[EMAIL PROTECTED]> wrote:
> > > On Sat, Jun 02, 2007 at 05:56:09PM +1200, Ralph Versteegen wrote:
> > > > I'm now regretting the behaviour of keypressing polling. Namely, that
> > > > it isn't possible to distinguish between a real new keypress and one
> > > > due to key repeat.
> > > >
> > > > Currently, for each key, there are 2 bits in the keyval array:
> > > > bit 0: key is currently held down
> > > > bit 1: new keypress/key repeat
> > > >
> > > > How about changing this, so that there's a 3rd bit which is on
> > > > exclusively for new key presses, while changing bit 2 to key repeat
> > > > only. Then existing uses "keyval(x) > 0" and "keyval(x) > 1" will be
> > > > perfectly fine, and you can use "keyval(x) > 3" if you don't want
> > > > repeating.
> > > >
> > > > I want to change this for scripts as well (actually the only reason),
> > > > though for extra safety, if anyone uses "keyval(x) = 3" or something,
> > > > current games could call a version of keyval which merges bits 1 and 2
> > > > together.
> > > > Objections?
> > > >
> > > > TMC
> > >
> > > While I see this as being desireable functionality, I am extremely wary
> > > of a change like this at this point in the release cycle.
> > >
> > > Don't check it in unless you test it extensively with every game on
> > > both:
> > > http://gilgamesh.hamsterrepublic.com/wiki/ohrrpgce/index.php/Games_with_unique_battle_systems
> > > and
> > > http://gilgamesh.hamsterrepublic.com/wiki/ohrrpgce/index.php/Side_scrolling_games
> > >
> > > ---
> > > James
> >
> > Well, that's not really a very extensive list: most script-heavy games
> > do not fit onto either the unique battle systems nor the sidescrolling
> > game pages. Pliptamer, for instance. I'd like some more general pages
> > on the wiki, but I don't know what to call them.
>
> What about just "Scripted Games" or "Heavily Scripted Games"? That seems
> generic enough.
>
> > Anyway, if , and keyval was remapped to a new opcode in plotscr.hsd,
> > then it would be impossible to break old games:
>
> Not necesaraly, because if I understand correctly, you are talking about
> changing the underlying allmodex implementation of keyval, not just the
> plotscripting wrapper for it.

Well, I meant, if the allmodex implementation were changed (buglessly)
so that it behaves the same if you OR the new bit onto bit 1.

> I just remember that it was really hard to get keyval working right
> originally in the FB port, and I am wary of breaking it.
>
> > the problem would be
> > with people recompiling their scripts. Which is why I'd like to
> > suggest a "Changes" section to the whatsnew: it'd be strictly for
> > things people should note when switching to a newer version for game
> > development, not to encourage breakages (like the FB changelog
> > *shudder*!).
> >
> > But keyval isn't a new-in-ubersetzung feature, so there's no real
> > reason not to leave it until voxhumana anyway.
>
> Yeah, I feel good about that.
>
> ---
> James Paige
_______________________________________________
ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org

Reply via email to