CSBuild 0.803 and CSBwin 9.6i - Champion Portrait
Moderator: Zyx
Forum rules
Please read the Forum rules and policies before posting. You may
to help finance the hosting costs of this forum.
Please read the Forum rules and policies before posting. You may

1) In the view timer dialog, when selecting a timer the info is not shown.
2) I have two and/or gates on the same tile. Number 1 sends a set message. Number 2 sends a close message. If they are triggered, the messages will take effect in this order:
Close (from number 2)
Set (from number 1)
AM I wrong or correct?
3) In case they receive several messages at the same time, it seems that portraits only handle the first message.
2) I have two and/or gates on the same tile. Number 1 sends a set message. Number 2 sends a close message. If they are triggered, the messages will take effect in this order:
Close (from number 2)
Set (from number 1)
AM I wrong or correct?
3) In case they receive several messages at the same time, it seems that portraits only handle the first message.
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
1) The timer editor has never been implemented.
It would require a lot of work and I have never had
anyone say that it would be of use.
2) You cannot rely on timers arriving in any
particular order if they arrive at the same tick
of the clock.
(((((very parenthetical......They are ordered by
time, then by type, then by byte 5, then by their
address in memory. This caused me no end of
grief because the Atari code did not always initialize
Byte 5 and therefore my runtime sometimes ran
differently than the emulated Atari.)))))
3) Portraits should respond to both messages even if
they arrive at the same tick of the clock. If you
can demonstrate otherwise, please be more specific
as to the effect you want to achieve and what
actually happens.
It would require a lot of work and I have never had
anyone say that it would be of use.
2) You cannot rely on timers arriving in any
particular order if they arrive at the same tick
of the clock.
(((((very parenthetical......They are ordered by
time, then by type, then by byte 5, then by their
address in memory. This caused me no end of
grief because the Atari code did not always initialize
Byte 5 and therefore my runtime sometimes ran
differently than the emulated Atari.)))))
3) Portraits should respond to both messages even if
they arrive at the same tick of the clock. If you
can demonstrate otherwise, please be more specific
as to the effect you want to achieve and what
actually happens.
2) So, for timers arriving at the same tick of the clock on the same tile (a wall), they are ordered by type, right? What would be this order?
3) I put a portrait, handling set messages as follow: toggle showportrait
Then I send two set messages at the same time.
It should be toggled twice, that is, no change.
What it really does: it is toggled.
3) I put a portrait, handling set messages as follow: toggle showportrait
Then I send two set messages at the same time.
It should be toggled twice, that is, no change.
What it really does: it is toggled.
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
2) The Timer Type is determined by the Cell Type to
which it is directed. Remember that discussion?
I could not explain why they did that. But I offered
a possible historic reason. So two timers directed to
a Wall Cell would have the same type.
3) Two timers directed at the same position within
the same wall at the same time.....impossible. When
a timer is put in the queue, the queu is searched to see
if another timer of the smae type, time, and position is
already there. If so, it is discarded. (A small dishonesty
here. It is really more complicated.....but that is why
your test failed.)
which it is directed. Remember that discussion?
I could not explain why they did that. But I offered
a possible historic reason. So two timers directed to
a Wall Cell would have the same type.
3) Two timers directed at the same position within
the same wall at the same time.....impossible. When
a timer is put in the queue, the queu is searched to see
if another timer of the smae type, time, and position is
already there. If so, it is discarded. (A small dishonesty
here. It is really more complicated.....but that is why
your test failed.)
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
I don't know much about it. Here is what I wrote
in the definition as I translated the code. It appears that
Byte 5 is not used for ordinary messages such are are
generated by switches, etc.
in the definition as I translated the code. It appears that
Byte 5 is not used for ordinary messages such are are
generated by switches, etc.
Code: Select all
ui8 timerUByte5;
// When sound is queued contains byte 4 of d.sound1772 entry
// (function 37) this came from monster descriptor byte 6
// (function 11) contains hero index.
// (function 12) hero index
// (function 13) hero index
// (function 72) hero index
// (function 75) hero index
- PicturesInTheDark
- Arch Master
- Posts: 1154
- Joined: Mon Aug 26, 2002 4:47 pm
- Location: Vienna, Austria
- PicturesInTheDark
- Arch Master
- Posts: 1154
- Joined: Mon Aug 26, 2002 4:47 pm
- Location: Vienna, Austria
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- PicturesInTheDark
- Arch Master
- Posts: 1154
- Joined: Mon Aug 26, 2002 4:47 pm
- Location: Vienna, Austria