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- ---Zztbug.Doc
- ---
- ---Known Bugs, Undocumented Features, and Limits of ZZT and Super ZZT
- ---
- ---Copyright 1993 (C) Software Visions,
- ---All Rights Reserved.
- ---ZZT and Super ZZT are Copyrights of Epic Megagames
-
-
- There are a lot of undocumented editing keys in ZZT (and Super ZZT) They are
- listed here for your convenience.
-
- Key ZZT or Super ZZT Does
- --- ---------------- ----
- Shift-Cursor ZZT Draws while moving
- Shift-Cursor Super ZZT Moves one screen length in direction
- ` or ~ Both Redraw screen
- H Super ZZT Input a help file name (at the upper
- left corner of the screen) No known
- use and it only works once.
- F7 Super ZZT Puts a text char (in current color)
- Must input two-byte hex code, IE:
- 41 for A, 7F for an energizer pic.
- Acts like true text.
- ? Both Just like the cheat mode; Seems to
- remember what you entered and run it
- upon play; EG: If you typed HEALTH,
- you'd start out with 150 health
- instead of 100 health. (see CHEAT.DOC)
- ! Both Input a .HLP filename, then edit with
- the ZZT editor. If the file already
- exists, load it up. For some reason,
- sometimes it won't save the file when
- you press ESC and instead will create
- a 0 byte file. If the file already
- existed, it seems to always work.
- This is a good, easy way to create
- simple hint files or keep notes.
-
- There are three undocumented "things"- LINE, BULLET, and STAR can be used to
- represent these in a #change, #put, or #become.
-
- There are limits to what you can do in ZZT and Super ZZT:
-
- Game Flag Limit On-Screen Objects Board Limit Board Size Limit
- ---- ---------- ----------------- ----------- ----------------
- ZZT Nine 101 100 20K
- Super ZZT Fifteen 89 36 ??K (assume 20)
-
- Note that Flag Limit is the max that can be #set at any one time- If one is
- #clear'ed, another can then be #set in it's place. On-Screen Objects includes
- enemies, bombs, and anything else that is updated or animated constantly. It
- also includes passages.
-
- The easiest way to get a runtime error in ZZT (or Super ZZT) is to overlay
- water with a duplicator. There are other, more creative <G> ways to get
- runtime errors, but be forewarned about this one.
-
- The 'X' (fill) command has slightly erratic function. Sometimes it will not
- REPLACE something, but OVERLAY it. Then you find yourself with an object on
- top of a gem, or something similar. This can cause "black holes" which the
- player jumps through...Very strange, although no runtime errors from this
- have been detected. Also note that fill on Super ZZT does not always fill
- all the way, and that sometimes the square the cursor is on is not filled.
-
- The #play command has a few bugs, as well. Using triplets ('3') with
- sixteenth or thirtysecond notes ('T' or 'S') will result in VERY long, drawn
- out notes. Also, using a flat ('!') with C notes results in very high pitches.
- Although this can be used to an advantage for certain sound effects, it can
- also ruin a good song if forgotten.
-
- Be careful when handing out score (with #give score) because it is possible
- to overflow the maximum of 32,768. Then it becomes negative. Be forewarned.
-
- The #restore command does not "unzap" just one label; It restores all
- occurances of that label. So:
-
- #zap label
- #zap label
- #restore label
-
- would not end up with one label still zapped; They are ALL restored.
-