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Author Topic: Action Menus, Install Discs, And More...  (Read 1312 times)

BenJeremy

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« Reply #75 on: September 19, 2003, 05:02:00 PM »

OK, well, more stuff to play with in tonight's release....

and here's my example code embedded within MXM:

Box 20 20 100 100 Red White

Text 25 25 LEFT "Test Text" BLUE

On my system, it does display blue text, at x=25, y=25, left justified, over a Red box with a White border.

Press "A" in the Input Test item and you'll see the multiple lines of text work.

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flattspott

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« Reply #76 on: September 19, 2003, 05:53:00 PM »

I just tested it and I suppose it's working. The White Border doesn't look like it's there though. But that's probably my crappy tv.
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BenJeremy

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« Reply #77 on: September 19, 2003, 05:58:00 PM »

QUOTE (flattspott @ Sep 19 2003, 09:53 PM)
I just tested it and I suppose it's working. The White Border doesn't look like it's there though. But that's probably my crappy tv.

Yep... that's a bug. I just fixed the code (picking the same argument for both fill and border. Doh!)

It will work in the next update.

Come on, guys... tell me what you REALLY need to make these scripts happen, before I retire tonight. I'd like to try this out tomorrow morning.
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flattspott

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« Reply #78 on: September 19, 2003, 06:17:00 PM »

How about this. A sort of "Else If" function for all remaining buttons that aren't defined in the script. That way only the button that's denifing to exit the script will exit the script rather then all the  remaining buttons. If you get what I mean.
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BenJeremy

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« Reply #79 on: September 19, 2003, 06:28:00 PM »

QUOTE (flattspott @ Sep 19 2003, 10:17 PM)
How about this. A sort of "Else If" function for all remaining buttons that aren't defined in the script. That way only the button that's denifing to exit the script will exit the script rather then all the  remaining buttons. If you get what I mean.

Well, it's possible, if lengthy, to do it "manually" - that's something I probably won't change, as I'm trying to keep ActionScripts as simple as possible. It would be a bit of a pain to make it work, anyway....  blink.gif
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flattspott

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« Reply #80 on: September 19, 2003, 06:38:00 PM »

Don't worry about it then cause I figured that would be how I could do it. Lengthiness isn't too big of deal really.

For another idea how about the is one(if theres not a way to do it all ready)

You have a something like EEPROMScript.xas

Inside it you could have way of calling specific things only. Like

MessageBox 1 "Backed Up"
and or
MessageBox 2 "Saved to C:"

This way even thought both are using the EEPROMBackup we can call the predefined MessageBox if one is prefered over the other without using a multline MessageBox and &eol&. I guess it is kind of pointless but may come in handy.
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BenJeremy

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« Reply #81 on: September 19, 2003, 07:00:00 PM »

QUOTE (DBZRacer @ Sep 19 2003, 10:51 PM)
I DL'd the latest WIP and I'm still having problems with the $eol$ commands. Even the initial  "This is a WIP Release$eol$Do not distribute" display box only shows line one for me on startup... I'll play with the scripts again tomorrow when I get back...

Hmmm.... you are correct. I didn't notice that.

Strange, but as it's reproducable, I should be able to figure this one out.
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flattspott

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« Reply #82 on: September 19, 2003, 07:05:00 PM »

Haha, I thought I was doing something wrong. This is happening to me as well.

Also BJ, on your Input Test menu, I press A then the script starts, I push A again and the red box appears and the message back says A Pressed. Then if I press A again the messagebox changes to;
Something Line 1 (I forget)
Second Line
Third <line>

However if I press any other button when the red box is visible and the messagebox says A Pressed it goes to the appropriate button pressed messagebox. This only happens with the A Button. I know it's only a test script but still, I thought you'd like to know.
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BenJeremy

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« Reply #83 on: September 19, 2003, 07:13:00 PM »

QUOTE (BenJeremy @ Sep 19 2003, 11:00 PM)
QUOTE (DBZRacer @ Sep 19 2003, 10:51 PM)
I DL'd the latest WIP and I'm still having problems with the $eol$ commands. Even the initial  "This is a WIP Release$eol$Do not distribute" display box only shows line one for me on startup... I'll play with the scripts again tomorrow when I get back...

Hmmm.... you are correct. I didn't notice that.

Strange, but as it's reproducable, I should be able to figure this one out.

Doh! Hmmm... that was my fault. I updated the Internal.xml, but I didn't process it with the app that converts it into binary loadable formed CPP and H files.  blink.gif
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flattspott

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« Reply #84 on: September 19, 2003, 07:17:00 PM »

wink.gif
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theultimatechuff

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« Reply #85 on: September 20, 2003, 01:49:00 AM »

Sounds great, looking forward to a public release. Every time I come and read something here I think of an idea only to read on a bit more and see that its been recommended/implemented already. GJ
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DBZRacer

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« Reply #86 on: September 20, 2003, 09:26:00 AM »

QUOTE (BenJeremy @ Sep 19 2003, 08:13 PM)
QUOTE (BenJeremy @ Sep 19 2003, 11:00 PM)
QUOTE (DBZRacer @ Sep 19 2003, 10:51 PM)
I DL'd the latest WIP and I'm still having problems with the $eol$ commands. Even the initialĀ  "This is a WIP Release$eol$Do not distribute" display box only shows line one for me on startup... I'll play with the scripts again tomorrow when I get back...

Hmmm.... you are correct. I didn't notice that.

Strange, but as it's reproducable, I should be able to figure this one out.

Doh! Hmmm... that was my fault. I updated the Internal.xml, but I didn't process it with the app that converts it into binary loadable formed CPP and H files.  blink.gif

sweet!  beerchug.gif glad it's been fixed already. talk about quick turn around time!  beerchug.gif
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BenJeremy

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« Reply #87 on: September 21, 2003, 08:49:00 PM »

Note about scripts and XML....

When defining a script in XML, be aware that the symbols < and > have special meaning, and should be "escaped" with &lt; and &gt;  or the ActionScript escape sequence, $lt$ and $gt$

Kinda screwed up my latest scripts  blink.gif
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geniusalz

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« Reply #88 on: September 21, 2003, 11:59:00 PM »

Up down left right to move, A to exit

CODE

SET YY 100
SET XX 100

BLAH:
Input

If %_GP_D_LF% == "1" GOTO LF
If %_GP_D_UP% == "1" GOTO UP
If %_GP_D_DN% == "1" GOTO DN
If %_GP_D_RT% == "1" GOTO RT
If %_GP_A% == "1" GOTO EXIT

UP:
SUB YY 5
DN:
ADD YY 5
LF:
SUB XX 5
RT:
ADD XX 5


BEGINDRAW
BOX XX YY 10 10 0xFF0000FF 0xFFFFFFFF
ENDDRAW
GOTO BLAH

EXIT:
QUIT


Question is:
Will this work?
Especially the BOX XX YY part (if the BOX command accepts variable names as arguments) (cant test it myself coz my xbox is with my bro)
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BenJeremy

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« Reply #89 on: September 22, 2003, 03:18:00 AM »

QUOTE (geniusalz @ Sep 22 2003, 03:59 AM)
Up down left right to move, A to exit

CODE

SET YY 100
SET XX 100

BLAH:
Input

If %_GP_D_LF% == "1" GOTO LF
If %_GP_D_UP% == "1" GOTO UP
If %_GP_D_DN% == "1" GOTO DN
If %_GP_D_RT% == "1" GOTO RT
If %_GP_A% == "1" GOTO EXIT

UP:
SUB YY 5
DN:
ADD YY 5
LF:
SUB XX 5
RT:
ADD XX 5


BEGINDRAW
BOX XX YY 10 10 0xFF0000FF 0xFFFFFFFF
ENDDRAW
GOTO BLAH

EXIT:
QUIT


Question is:
Will this work?
Especially the BOX XX YY part (if the BOX command accepts variable names as arguments) (cant test it myself coz my xbox is with my bro)

The labels are wrong.... the colon comes first, and you'd need to jump to the drawing part, after performing the location adjustment for each direction:

CODE

SET YY 100
SET XX 100

:BLAH
Input

If %_GP_D_LF% == "1" GOTO LF
If %_GP_D_UP% == "1" GOTO UP
If %_GP_D_DN% == "1" GOTO DN
If %_GP_D_RT% == "1" GOTO RT
If %_GP_A% == "1" GOTO EXIT

:UP
SUB YY 5
GOTO DRAWIT
:DN
ADD YY 5
GOTO DRAWIT
:LF
SUB XX 5
GOTO DRAWIT
:RT
ADD XX 5

:DRAWIT
BEGINDRAW
BOX XX YY 10 10 0xFF0000FF 0xFFFFFFFF
ENDDRAW
GOTO BLAH

EXIT:
QUIT

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