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Monster Media 1994 #1
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ZZTBUG.DOC
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1994-01-01
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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.