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> Mxm Wip Releases, Report bugs here
BenJeremy
post Jul 24 2004, 04:23 AM
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OK, WIP 1230 has been posted.

The image stuff, hopefully, is all working now. huh.gif Kludgy as hell, since the Xbox libs create textures differently, apparently, between blanks and loading from a file, though there is no way for the programmer to find out, since those interfaces are not exposed.

I've also incorporated preliminary games db dsupport. Go ahead and update your gamesdb.xml file (via ActionScript, since MXM will save out it's stored gamesdb when launching an app). It also tracks launchcount and launchtime. I will probably add those into the menu system when I get a chance.

In the future, you'll be able to sort on these falues as sortfields (I need to dig into the way I've been handling sortfields to make sure this happens).





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BenJeremy
post Jul 24 2004, 05:46 PM
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Hmmm.... Have to work on the GamesDB a bit. Those damn homebrew games screw things up a bit (most having ID of 0 or the author uses the same ID all the time), which is why I tie in the size, if possible.

I have to fix this small problem, then the homebrew stuff should be in decent shape - but otherwise, it works great.

Also, I may dig into "It's About Choice" and clean it up for the next release IT looks a bit hosed up on this WIP build.

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BenJeremy
post Jul 24 2004, 10:03 PM
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Well, WIP Build 1231 is now up.

Cleaned up some of the GamesDB stuff. Still not perfect yet, but getting there. This stuff should handle all that homebrew stuff using the same XBE IDs. Not much I can do about the Icons, but you should be able to specify "thumbnail" and "media" in your GamesDB entries, so if somebody writes an appropriate script to add these entries after downloading the content, it "should" work.
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geniusalz
post Jul 24 2004, 10:39 PM
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Good stuff. Images work fine now pop.gif

I could use a little draw command, called "ContinueDraw", or an additional parameter in begindraw, that doesn't clear the image. Don't really need it for tetris, but it will help me put in some cool effects.

*Polishing up tetris into an XSM file

As for the gamesDB, are you planning to update it through xbox-skins.net? Or are you going to include the whole DB with MXM, so it can automatically add info/live support/etc?

And for context scripts, a handle pointing to the appropriate gamesDB XML node would be cool. And a command to update the DB to go with that (or it could just update it whenever the script exits, if there are any changes)

This post has been edited by geniusalz: Jul 24 2004, 10:57 PM
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BenJeremy
post Jul 25 2004, 03:58 AM
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"UseCurrent" after the image handle in BeginDrawTarget doesn't work for that?

I was hoping to provide a decent sized version of the DB, to be updated though a site. As this is a fairly generic thing, UnleashX and others could also make use of it. wink.gif

As for pointing to the node, it should be a simple enough issue to use predefined ID and size variables in context. I also need to add the ability to fully update the values (i.e. the MD5, which requires scanning the XBE completely).
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geniusalz
post Jul 25 2004, 07:55 AM
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Usecurrent makes a new transparent image.

Without usecurrent, it makes a new black image.

I want another parameter to tell it to not blank the image, so it keeps the previous content.
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BenJeremy
post Jul 25 2004, 04:25 PM
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Hmm... programatically, BeginDraw and BeginDrawTarget put a black box as the first "ActionDraw command" in the list if there is no "usecurrent" option.

Otherwise, if "usecurrent" is there, it leaves the first command alone. I may double check here, to see if there's something clearing the display - but my intention was to allow you to overdraw the screen, originally.

As it stands, I need to fix something in BeginDrawTarget anyway (I forgot to adjust the size of the box to match the size of the target image.)
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geniusalz
post Jul 25 2004, 05:51 PM
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If you do remove the command to clear the image on 'begindrawtarget usecurrent', make sure there's still a way to clear the image (i.e. make it completely transparent)
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a weasel
post Jul 25 2004, 06:56 PM
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Where can you get the latest WIP? I looked on xbins they still have just .9n6?
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BenJeremy
post Jul 25 2004, 07:21 PM
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QUOTE (a weasel @ Jul 25 2004, 02:59 PM)
Where can you get the latest WIP? I looked on xbins they still have just .9n6?

Sorry, WIP builds are not available publically - the reasons can be found elsewhere in this forum. Those who are asked to participate in testing are typically MXM users who've shown a great deal of dedication and enthusiasm by producing skins, tools, or useful scripts. The WIPs are intended to get feedback and shake out any bugs (which means risk on their part, as well).

The current release is taking a while simply because there is so much going onto the new version; once the goals are met, and the bugs seem to be worked out, I will do a release. Hopefully, we are closing in on those targets; all I can ask is patience.
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flattspott
post Jul 25 2004, 07:55 PM
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Well guys it seems like I am way out of the loop since I last tried a WIP. Lots of new stuff.

smile.gif

Anywho between work and being tired/lazy I havent really been interested in scripting lately.

However I decided I will put some serious effort into perfecting all my scripts and finishing half-assed ones too.

First up is LightsOut. I want to replace the crappy solutions stuff with macros where you'll be able to watch the game solve itself.

Now I have some other ideas for XSM type scripts but I have no idea how I am suppose to call subscripts from the XSM module. As an example the Tetris one. How would I call the menu script ?
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BenJeremy
post Jul 25 2004, 08:02 PM
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QUOTE (flattspott @ Jul 25 2004, 03:58 PM)
Well guys it seems like I am way out of the loop since I last tried a WIP. Lots of new stuff.

smile.gif

Anywho between work and being tired/lazy I havent really been interested in scripting lately.

However I decided I will put some serious effort into perfecting all my scripts and finishing half-assed ones too.

First up is LightsOut. I want to replace the crappy solutions stuff with macros where you'll be able to watch the game solve itself.

Now I have some other ideas for XSM type scripts but I have no idea how I am suppose to call subscripts from the XSM module. As an example the Tetris one. How would I call the menu script ?

CODE

<XSM>
<Title>XSM Test</Title>
<MinimumBuild>1230</MinimumBuild>
<Description>This is a test of the XSM functionality</Description>
<GUID>{65BD716E-DC1A-4d07-9FCD-0C2FFE3B78FE}</GUID>
<Class>Popup</Class>
<Category>Test Procedure</Category>
<script>MsgBox "This was a Plug-n-Play test!"
CallScript TestSub
</Script>
<SubScripts>
<script name="TestSub">
MsgBox "SubScript Test Succeeded!"
</Script>
</SubScripts>
</XSM>


Here's an example.

Don't forget MinimumBuild now... or it won't get installed.
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flattspott
post Jul 25 2004, 08:07 PM
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oh yeah

Icon <Handle> <IconNumber>

Is the number part basically for the internal icon set?

And how would I use global variables in expressions between multiple scripts inside of one XSM module?
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flattspott
post Jul 25 2004, 08:12 PM
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Ok cool , so basically any CallScript will look inside the XSM module for the script among other things.

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flattspott
post Jul 25 2004, 08:46 PM
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I think I got it now

CODE
<XSM>
<Title>Align</Title>
<MinimumBuild>1231</MinimumBuild>
<Description>This is a test of the XSM functionality</Description>
<GUID>{0000716E-DC1A-4d17-9F11-0111FE3B78FE}</GUID>
<Class>Popup</Class>
<Category>Test Procedure</Category>
<script>
CallScript Alignment 5 5 20
MsgBox "ScreenX is %_ScreenCenterX% ScreenY is %_ScreenCenterY%"
CallScript Alignment 10 10 36
MsgBox "ScreenX is %_ScreenCenterX% ScreenY is %_ScreenCenterY%"
</Script>

<SubScripts>

<script Name="Alignment">
Set Columns %1%
Set Rows %2%
Set Size %3%
Set ScreenLeft 0
Set ScreenTop 0
Set ScreenWidth 640
Set ScreenHeight 480
Set _ScreenCenterX %((ScreenWidth-(Columns*Size))/2)%
Set _ScreenCenterY %((ScreenHeight-(Rows*Size))/2)%
</Script>

<script Name="Null">

</Script>

</SubScripts>

</XSM>


What I am doing is trying to simplifly aligning grid based games, Lightsout Concentration etc to be centered on screen.

Now I just have to use "CallScript Alignment 5 5 20" to get the screen centering done.

This I can drop this subscript into other Games too.
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