FirmWeave 2.7 is now stable!
Weave 3 » Devlog
No changes to FirmWeave 2.7, but it's stable enough that I feel comfortable promoting it out of beta.
Just for funsies, here is a complete list of all the changes between 2.6 and 2.7:
- 8/17/2022: FirmWeave 2.7n
- Improvements:
- * You can now define the character for the following elements:
- * pusher.char
- * spinninggun.char
- * object.char
- * line.char
- * transporter.char
- * counter.char
- * clockwise.char
- * star.char
- * duplicator.char
- 8/12/2022: FirmWeave 2.7m
- Improvements:
- * Elements that previously became E_EMPTY on touch now become the element of their .param3 value (still defaulting to E_EMPTY). These are:
- * ammo.param3
- * torch.param3
- * gem.param3
- * key.param3
- * door.param3
- * energizer.param3
- * forest.param3
- 8/9/2022: FirmWeave 2.7l
- Bugs Fixed:
- * #DUPLICATE was adding the object's X and Y position twice, confounding the result.
- * #DIE would cause the wrong color to appear underneath the object
- Improvements:
- * #PUT I no longer causes an error; instead, it places the given element and color underneath the object in question. (This will not cause a stat to be created.)
- 7/21/2022: FirmWeave 2.7k
- Added:
- * TICKSPEED builtin counter that returns the current tick speed, from 1 (fastest) to 5 (normal) to 9 (slowest).
- * Faster tick speeds (speed 3 and faster) will cycle bottom text every 2 ticks instead of every tick, matching normal speed cycling.
- * Loading the same file, or running the same function, multiple times in a row (or recursively) will not cause a file read each time; instead it will be stored in and load from conventional memory.
- * FirmWeave now reads accessibility rules and starting world from WEAVEZZT.CFG in order to eliminate conflicts with ZZT.CFG.
- * You can now pre-select game speed through WEAVEZZT.CFG by adding "SPEED #" after the "ACCESSIBLE" line in the CFG file.
- 7/2/2022: FirmWeave 2.7i
- Bugs Fixed:
- * Raising the flag limit caused some flags to be set with incorrect names.
- * Using #TAKE to reduce a counter by ARRAY would cause the counter to increase instead of decrease.
- * Using #BOARD would cause PlayerX, PlayerY, ThisX, and ThisY to be incorrect for the remainder of the cycle.
- 6/22/2022: FirmWeave 2.7g
- Added:
- * other.flaglength configuration option that lets you set a shorter maximum flag length, giving you a higher flag limit.
- 6/20/2022: FirmWeave 2.7f
- Fixed bugs:
- * Identifying text by char via #if color was not working.
- 6/12/2022: FirmWeave 2.7e
- Modified:
- * Numbers in labels no longer behave any differently than letters in labels.
- 6/8/2022: FirmWeave 2.7d
- Improved:
- * The /FIND direction is now substantially better at reaching its target, at the expense of being a little more chaotic.
- New Features:
- * You can now use SPACE to select or close text boxes.
- 6/8/2022: FirmWeave 2.7c
- Fixed Bugs:
- * The /FIND direction would struggle with wide open areas.
- 6/2/2022: FirmWeave 2.7b
- Fixed bugs:
- * Tiny hotfix for Weave. In rare circumstances, #set <counter> ARRAY would result in a large negative value.
- 5/29/2022: FirmWeave 2.7
- New Commands:
- * #AND, the exact opposite of #ELSE - runs when the last IF statement was TRUE.
- * #RUN <function>, runs the code in <function>.OBJ nonstop until the object either moves (#IDLE and /i count as movement) dies, or reaches an #END <response> command. #RUN functions can be called from within other #RUN functions, as a substitute for counter or other value, or as a conditional. Some examples:
- #RUN DEMO
- This will run the contents of DEMO.OBJ.
- #GIVE AMMO RUN DEMO
- This will run the contents of DEMO.OBJ and give ammo equal to the response value, passed by #END <value>.
- #IF RUN DEMO PUT N WATER
- This will run the contents of DEMO.OBJ and #PUT N WATER if it reaches an #END TRUE command or an #END <value> with any positive value. It will do nothing if it reaches an #END FALSE, an #END <value> with a 0 or negative value, or if it reaches any other stopping point, such as a /i.
- New Counters:
- * BOARDID is a read-only counter that delivers the current board id.
- * ARRAY is an object counter (like OBJ1, OBJ2 etc.) with a range of 0-127. It works in conjunction with the ^ character. If ^ is added to a #SEND label, the name of a counter, or the name of a file to be #LOAD-ed or #RUN, it will replace the ^ with whatever value is currently held in ARRAY. Some examples:
- #SET ARRAY 5
- #SET LOCAL^ 15
- This will set the LOCAL5 board counter to 15.
- #SET ARRAY 17
- #SEND OPTION^
- This will send the object to the :OPTION17 label, if it has one.
- #SET ARRAY 106
- #LOAD I EVENT^
- This will replace the object's code with the contents of EVENT106.OBJ.
- Improvements:
- * Keys and Doors now have a "param2" parameter, which will offset each key/door character by that number. It occurred to me that people may want accessibility or key variety without the heavy-handed approach taken in the .CFG file, so this replicates that functionality with a bit more control.
- * PSET can now set the object counters (obj1, obj2) of a given object, as well as set the CYCLE of any stat.
Get Weave 3
Weave 3
A utility for modding ZZT games.
Status | Released |
Category | Tool |
Author | Mean Girls Games |
Tags | DOS, gcs, Moddable, Text based, weavezzt, zzt |
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