DSA question
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DSA question
First off I am pretty clueless with DSAs, but looking at the effects of them in Paul's demos has got me thinking. Could it be possible to...
1) Have an actuator that is triggered upon input of text? ie step on a pad, dialogue box appears (say with a question etc etc) message sent upon correct input of text?
2) Have an actutator that references a seperate sound the same way that the overlay one does with graphics?
If it is clear that what I am talking about is plain nonense, and impossible, please just answer with a 'no'!!!
1) Have an actuator that is triggered upon input of text? ie step on a pad, dialogue box appears (say with a question etc etc) message sent upon correct input of text?
2) Have an actutator that references a seperate sound the same way that the overlay one does with graphics?
If it is clear that what I am talking about is plain nonense, and impossible, please just answer with a 'no'!!!
- Paul Stevens
- CSBwin Guru
- Posts: 4318
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Wait until you see the effects of them in Zyx's hands!!!!looking at the effects of them in Paul's demos
2) Zyx and I have already decided that we will attempt this.
1) There is a &SAY that can be used to produce text. If we added
something like a &LISTEN command we would have to deal with several
questions as to how it would work.
- How could you examine the answer? In another project (DC or UAF) I
provided a 'grep-like' function to examine text. In that game I have
been able to write UltimaV-like scenarios:
"What is your name"? "Jason"
"Where is Blackbeard?" "On level 5. Northeast."
"What does Blackbeard want?" "He likes Solid Keys."
- Should the game halt while text is being entered?
- Do you really want a dialog box or should the dialog take place
in the text area of the screen.
- The PocketPC has no real keyboard....have to make the virtual one work.
- Will the DM-purists burn me at the stake for heresy?
- And probably other problems I have not thought of in these couple
of minutes.
-First off, thankyou for your two minutes...
-I think the DM purists would have already hunted you down and had your head paraded upon the battlements, to be honest
-Text area of the screen would be fine. I wasn't thinking of some huge interactive NPC AI type conversation, just a simple ,'please enter password' scenario. Entered text matched, message sent, door opens ie. Not a two may interface. Therefore no answers. Game could be paused until the 'enter' key is hit. I was thinking along the Black Crypt copy protection plaques or Wiz 6 'captain matey' scenarios.
-Pocket PC? First things first eh?
-I think the DM purists would have already hunted you down and had your head paraded upon the battlements, to be honest
-Text area of the screen would be fine. I wasn't thinking of some huge interactive NPC AI type conversation, just a simple ,'please enter password' scenario. Entered text matched, message sent, door opens ie. Not a two may interface. Therefore no answers. Game could be paused until the 'enter' key is hit. I was thinking along the Black Crypt copy protection plaques or Wiz 6 'captain matey' scenarios.
-Pocket PC? First things first eh?
- Paul Stevens
- CSBwin Guru
- Posts: 4318
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
The target of a DSA cannot remember the position: that is, it will always point north.
Also I had a strange problem:
here's the DSA code:
L4 L149640 LB OP8 &ADD
I'm trying to make sure the ADD will point to south
149640 means 18(04,08)south
Here's the trace:
LOAD INTEGER 4 (4)
LOAD BigInteger 149640 (4 149640)
LOAD Parameter B = 9828 (4 149640 9828)
OVERRIDE (4 149640 9828)
EQUAL (9828,149640) --> 0 (4 0)
&ADD
CSBwin crashes because of a stack underflow.
Why do I get an EQUAL operation?
EDIT: I just realized I should have put OP3. Still, there shouldn't be a EQUAL operation with an OP8.
Also I had a strange problem:
here's the DSA code:
L4 L149640 LB OP8 &ADD
I'm trying to make sure the ADD will point to south
149640 means 18(04,08)south
Here's the trace:
LOAD INTEGER 4 (4)
LOAD BigInteger 149640 (4 149640)
LOAD Parameter B = 9828 (4 149640 9828)
OVERRIDE (4 149640 9828)
EQUAL (9828,149640) --> 0 (4 0)
&ADD
CSBwin crashes because of a stack underflow.
Why do I get an EQUAL operation?
EDIT: I just realized I should have put OP3. Still, there shouldn't be a EQUAL operation with an OP8.
- Paul Stevens
- CSBwin Guru
- Posts: 4318
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Paul Stevens
- CSBwin Guru
- Posts: 4318
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Paul Stevens
- CSBwin Guru
- Posts: 4318
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Paul Stevens
- CSBwin Guru
- Posts: 4318
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
CSBuild177.rar and CSBwin98v40 are posted.
The noise when using reduced volume. When using 1/8 volume
you are subtracting 3 bits from the 8-bit samples. This only
leaves 5 bits of accuracy. I changed the code to round the
samples to the nearest integer in the hope that this would reduce
the noise content. If you think the problem is bigger than that
then we can do some digital recording and actually see what is
coming out the speaker.
The &ADD did use the 'posMsk' parameter but not correctly. I hope
it works now.
--------------------------------------------
--Round sound samples when reducing volume in an attempt to
reduce the noise content.
--Rewrite DirectSound interface from scratch to make it simpler,
to release sound buffers after they are played, and to make it
possible to turn DirectSound off and on repeatedly. I will be able
to support the DirectSound feature myself.
--Fix lost sounds.
--DSA - Implement &XOR
--DSA - Fix the position override function when illegal pos specified.
--DSA - Make &ADD use 'posMsk' parameter properly.
--Allow 'directx' on command line to use DirectSound by default
--Repair two problems with double shooters.
The noise when using reduced volume. When using 1/8 volume
you are subtracting 3 bits from the 8-bit samples. This only
leaves 5 bits of accuracy. I changed the code to round the
samples to the nearest integer in the hope that this would reduce
the noise content. If you think the problem is bigger than that
then we can do some digital recording and actually see what is
coming out the speaker.
The &ADD did use the 'posMsk' parameter but not correctly. I hope
it works now.
--------------------------------------------
--Round sound samples when reducing volume in an attempt to
reduce the noise content.
--Rewrite DirectSound interface from scratch to make it simpler,
to release sound buffers after they are played, and to make it
possible to turn DirectSound off and on repeatedly. I will be able
to support the DirectSound feature myself.
--Fix lost sounds.
--DSA - Implement &XOR
--DSA - Fix the position override function when illegal pos specified.
--DSA - Make &ADD use 'posMsk' parameter properly.
--Allow 'directx' on command line to use DirectSound by default
--Repair two problems with double shooters.