Overview
Comment: | Improve the file of comparison of MESH:Hero, and also add file comparing with PuzzleScript. |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA1: |
b2164c4f63d4d021e1765059e58c6bb9 |
User & Date: | user on 2023-08-28 04:25:39 |
Other Links: | manifest | tags |
Context
2023-08-28
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19:02 | Add the (Pc) block (counting pattern block). check-in: 51526b8cd6 user: user tags: trunk | |
04:25 | Improve the file of comparison of MESH:Hero, and also add file comparing with PuzzleScript. check-in: b2164c4f63 user: user tags: trunk | |
2023-08-27
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04:31 | Move meshhero.doc to another directory and add more details. check-in: 726126e196 user: user tags: trunk | |
Changes
Modified misc/compare/meshhero.doc from [6afac48c8f] to [d2fabbcb3d].
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12 13 14 15 16 17 18 19 20 21 22 23 24 25 | 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 | + + + + + + + + + + + + + + | Use the "mbtofhm" program to do conversion of the .MB files into a non-composite Free Hero Mesh puzzle set. A few things might need to be manually fixed in a converted puzzle set. See FAQ for details about some of these things. Note that you can speed up the game greatly by removing the Hero animations. === Limits === Description EKS MESH:Hero Free Hero Mesh ------------------------------------------------------------------ Classes 256 ? 16383 Pictures 512 32768 User messages 1004 16384 Level grid size 29x21 64x64 Levels 1024 32768 Inventory items 5 var. User sounds unknown ? 256 Images per class 32 128 === Game play === Mostly this is like the original MESH:Hero. However, there are some new features, such as: * You can view the internal status of any object; nothing is hidden. This |
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153 154 155 156 157 158 159 160 161 162 163 164 165 166 | 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 | + + + + + | * Animation timing is different. This usually is only visual, though, so the game will still run correctly. * Some additional structured flow controls are available (GOTO and GOSUB are still available too). The looping structures include "begin ... again", "begin ... while ... repeat", and "begin ... until". * Goto and CallSub are not restricted between messages and subroutines; you can branch from either kind to either kind. (In fact, there is really no difference, except that only messages are received from others, while labels are used only internally by the codes for the class they are in.) Some of the removed (and changed) commands and what to do instead: * AltImage: Removed because it can affect game behaviour. (In converted puzzle sets, this will always be zero.) Instead, you can use multiple picture variants of the same size and use the .altImage user setting to select them. |
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278 279 280 281 282 283 284 285 286 287 288 289 290 291 | 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + | * XStep and YStep: Tells the -1, 0, or +1 of the step amount for a specified direction in the specified axis. See class.doc for further details and many additional features too; they are too many to list in this document. === Changed names === In the below list, ? means anything matching. EKS MESH:Hero Free Hero Mesh ----------------------------------------- ANI_? ? BIT? bit? CallSub ,: CurImage Image Dir? ? ForEachObjAt for ... next goto =: Hard? ? Hard KEY_? '? IsPlayer Player LastDir Dir MSG_? ? MsgArg1 Arg1 MsgArg2 Arg2 MsgFrom From return ret SendMessage Send Shape? ? ShapeDir Sharp? ? Sharp SND_? ? Please see class.doc for details; the syntax does not quite match MESH:Hero and some other details are somewhat different as well. (For one thing, you can use , for objects other than Self in many cases, and = for assignment in many cases.) === Pictures === The pictures and sounds are stored in the ".xclass" file. Some of the features of pictures are: * The palette is extended with a few additional colours. (All of the |
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306 307 308 309 310 311 312 | 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 | - + + + + + + + + + + | used for objects that can be in four directions, you might only need to draw one of them and the others are made automatically. * Pictures are now stored compressed so they take up less disk space. * You can use the same picture for multiple classes (or multiple image numbers of the same class can also refer to the same picture), without |
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345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 | 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 | + + + + | * Code number: A number which has no inherent use and you can use it for your own use. The "Level" command in class codes can read this value (the other three numbers are not accessible to class codes at all). It need not be unique; multiple levels can have the same code number. * Version number: Used to mark solutions as invalid if changes are made. You do not normally need to touch this; it is handled automatically. One thing Free Hero Mesh does not have is border colours per level. You can define a global background colour for the entire puzzle set in the class definition file if desired, though. === Missing features === There are a few features not implemented yet, such as: * Background music. * Click to make several moves. * User names for solutions. (It is implemented but it is not currently displayed anywhere.) |
Added misc/compare/puzzlescript.doc version [f03e7b59e9].