Unless... you use the "?" key to open the cheat console, and type in "+DEBUG" as a command (in ZZT 3.1+, IIRC) - then it will let you open the worlds and edit them as-is.
418 karma · joined October 8, 2011
Unless... you use the "?" key to open the cheat console, and type in "+DEBUG" as a command (in ZZT 3.1+, IIRC) - then it will let you open the worlds and edit them as-is.
By the way - If you're a ZZT (or MegaZeux!) user from the 90s/early 00s and still have archives from that period of any kind - that is world collections, etc. - we'd love to hear more! A common misconception is that we have preserved almost all ZZT worlds ever released to the public. Unfortunately, that's not true; while it's getting better thanks to modern efforts (with hundreds of previously unknown worlds archived in the past two-three years), archives especially from the BBS and AOL-centric eras (1991-1998) remain particularly spotty.
The best way to play ZZT on the web currently is to use the dedicated Zeta emulator; it's integrated with the Museum of ZZT, as well as used by most ZZT-based games published on Itch.
Also, Zeta is a JavaScript/WebAssembly project in this regard (the C part of the codebase is compiled to WASM, but can also produce an SDL-based desktop variant) and developed as such; not just JS!
Based on interviews with Tim Sweeney, it is said that he would let other people playtest pre-release versions of ZZT. What wasn't clear from the context is if anyone else ever had their own copy of these pre-release versions, which have been for a long time - due to some features and traits present in some of the pack-in worlds which were not possible to achieve with the editor as released - a source of speculation in the community. Do you happen to have any recollection of that?
The term was "toolkits". While most probably followed the convention due to Alexis Janson's 1994 Super Tool Kit, or STK - which utilized hex editing to unlock far more color variants than the engine itself offered - there were actually earlier, based on using in-world interactions to get a more limited set of color variants - such as "Tim's Toolkit" from 1992.
- I'd love to give a more detailed explanation, but I've never managed to consistently operate a blog, so that might need to wait a while. - After getting some perspective, I may have overexaggerated the scale of the number of hours I had spent on this.
However, most of those were either commercial products or restricted the editing capabilities in some manner to free users. ZZT was shareware, but the registered version differed solely in the amount of official game worlds available (and the lack of a registration message on exit). The editor was fully-featured and no restrictions were put on usage. This is what I think makes it stand out from other game creation tools of the era and what made it a popular tool on BBSes.
None of the BBS releases for ZZT we found have such a statement; though I do think there exist some pieces of software which did.
Not to mention, it's not patchable without a hardware revision, so sharing it privately before sharing it publicly, while strongly hinting at that it's not patchable without a hardware revision (which has been done) has the same effect in practice for those wanting to escape Nintendo's jail, while letting those who use the Tegra in security-sensitive environments prepare adequately.
C++ does not automatically mean "very high-performance". A lot of users get worse framerates than with Minecraft (not everyone, though!), and the entity/"mob" code used to be insanely slow, at least a year ago.
As for modpacks, they add a lot of RAM usage especially to the whole thing. Minecraft 1.9 also made it possible (theoretically, that is it's possible in the code and probably used by Realms) to run multiple servers in the same Minecraft server instance, saving a lot of overhead on the block definitions, classes, JVMs, etc.
Update: I commented out most of the main page, but now at least the rest works. Yay. Needs caching. I'll add some when I come back home in four hours, nonetheless - this brave attempt at trying to resurrect the site's community made the whole thing collapse unexpectedly.
The site is back up, and I'll try to ensure that for the near future - the VPS it's on is fairly low-end.
Note: I am aware that the main page is by far the slowest part of the website.
Orthodoxy is one way to live life, but for a growing organism it might be more harmful than anything. I mean, at a young age, are they going to understand that they can't play with their friends because the software they're using is not available under a freedom-ensuring license? Or that they can't talk to them on propietary websites? Or are they, instead, going to rebel - and potentially develop a lifetime grudge against the whole idea of free software?