Ashbad wrote:
Some remarks after finally going through the docs:
zmg.copySprite(): The fact it takes all data as 4-character hexadecimal digits is a bit... space killing. It'd be nice if you could add support for loading something like surfaces from rc files or have a feature for SC2.5 that has a Lua output in direct byte values for sprites in RGB565, and have a zmg.copySpriteC (C standing for Compressed) that took the compressed input equivalents (just a rough idea, of course this idea would have to be further thought out to come up with a way to make it work -- RC files sounds like the best path)
LuaFX just embeds the binary directly in the text file, which I don't think is a good idea. Base-64 encoding would help reduce some of the size.
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zmg.keyDirectPoll(): Perhaps before the execution of LuaZM programs, have this run twice to fill up the buffer with 0-bits, or even better just fill up the buffer with 0-bits directly, before execution?
It already does.
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zmg.keyDirect(): To be honest the current return values work, but it'd be nice if you had constants for them (0 == zmg.key_noEvent, 1 == zmg.key_Release, 2 == zmg.key_Tap, 3 == zmg.key_Held) -- since having magic numbers represent "polling periods" sounds alien to most people who don't get how the polling system works, but events like "just released", "just tapped", "been held down", and "no events" are a lot more explanatory.
Well, that is of course what it is, but I wanted to use more precise language. You're welcome to edit the Wiki as you see fit.
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Keycodes: Would be nice if you have constants for them (zmg.KEY_PRGM_MENU, zmg.KEY_PRGM_F1, etc.) since magic numbers aren't the most fun thing to work with and while figuring out the keycodes on the fly from their logical organization isn't hard, having constants would make it so much easier and efficient for programmers.
It would, but it would be quite slow. I'd prefer to leave it as constants for now; if TI-BASIC programmers can deal with it, Prizm LuaZM programmers can deal with it.
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On the inclusion of more useful routines for the zmg library: I'd love to help you convert some of them if you want the help.
Thanks! Which one(s) did you have in mind?
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On the console: agreed with Gbl08ma, would definitely benefit from having a blinking cursor, perhaps one that also showed the current alpha-case and whether or not shift is held down. Unless of course, this is PrizmIO's fault, in which case Juju should read and consider this.
I requested that weeks ago in the PrizmIO topic, but Juju has been busy.
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Don't see myself being able to use LuaZM for anything too serious at this point, but I'm sure that'll be a void statement in a month or two at the rate you're working this. Awesome stuff, coolest Prizm Project yet.
Many thanks; I look forward to see what people create! What do you currently see missing that's stopping you from using it for anything serious?