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