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OG Xbox Forums => Official MediaXMenu (MXM) Forum => Dashboard Forums => MXM WIP Beta forum => Topic started by: BenJeremy on December 31, 2003, 05:11:00 PM

Title: Mxm Wip Releases
Post by: BenJeremy on December 31, 2003, 05:11:00 PM
wink.gif

Happy New Years (Work progresses on Virtual Keyboard & File Manager)
Title: Mxm Wip Releases
Post by: Yuyu on January 01, 2004, 08:56:00 AM
Not sure what the GUI for the Virtual Keyboard is going to look like, but if yo have ever played ESPN NBA Basketball, the Virtual Keyboard in that game is flawless *too bad I can't say the same for the game itself*, but none the less, my point being it may be a very good model to follow..... Or not... just dropping off my two cents.....
Title: Mxm Wip Releases
Post by: koldfuzion on January 01, 2004, 12:11:00 PM
* picks up YuYu's 2 cents and leaves an IOU in its place.
Title: Mxm Wip Releases
Post by: BenJeremy on January 01, 2004, 04:51:00 PM
I'm getting things in place right now. The VK will follow M$'s UI recommendations, with a few improvements, including the ability to support a mouse (and virtual mouse) in the near future.

Some of the logic was a bit funky, but I think I've got it covered.

I may not be supporting accented characters, and I KNOW I won't be supporting Asian character sets, but everything else will work like M$ has spent millions of dollars determining to be correct.
Title: Mxm Wip Releases
Post by: BenJeremy on January 02, 2004, 03:31:00 PM
OK, Build 1014 is now up for "WIP" testers.

What's new? Some misc. things cleaned up, but mostly the new Virtual Keyboard. It's not polished yet, so expect rough edges, but it's usable from ActionScripts (reference the Internal.xml test script for an example)


  • New ActionScript stuff for input handler:
    --functions:
    -- IQGetMsgID  [<ID>]
    -- IQPeekMsgID
    -- IQPeekStrength
    -- IQPeekShiftStrength
    -- IQPeekCtrlStrength
    -- IQPeekAltStrength
    -- IQGetMsgCount
    --Commands:
    -- MOD <Var> <Value>
    -- AND <Var> <Value>
    -- OR <Var> <Value>
    -- XOR <Var> <Value>
    -- IQClear
    -- IQTable <name>
    -- IQPushMsg <ID> <Str> <ShftStr> <CtrlStr> <AltStr>
    -- IQWaitMsg [<MsgID> [...<MsgID>]]
    -- VIRTKEYBOARD [SINGLE|MULTI|DISABLE|ON|OFF]
    -- STRINGINPUT <VAR> <SINGLE|MULTI|IP> <Prompt>

    --Specials:
    -- rand (Returns 32-bit random number)
  • Added Virtual Keyboard. Default activation with "SHIFT-Y"
  • Using dual-draw stacks for ActionScripts to minimize "flicker"
  • Cleaned up default pathing for XML files in ActionScripts.
  • Title: Mxm Wip Releases
    Post by: geniusalz on January 02, 2004, 03:57:00 PM
    wink.gif
    Title: Mxm Wip Releases
    Post by: BenJeremy on January 02, 2004, 04:14:00 PM
    QUOTE (geniusalz @ Jan 2 2004, 07:57 PM)
    Second time a WIP is "NOT available"  for testers wink.gif

    Doh!

    I'll have to edit. I'm terrible with typos (I'm actually a preti gud spelar)
    Title: Mxm Wip Releases
    Post by: jlm5151 on January 02, 2004, 09:05:00 PM
    Are you changing the build numbers in the actual xbe, the last two WIP's have still shown Dec. 28th build 1013. The sizes of the xbes are changing so I know they are new.......
    Title: Mxm Wip Releases
    Post by: BenJeremy on January 03, 2004, 05:15:00 AM
    QUOTE (jlm5151 @ Jan 3 2004, 01:05 AM)
    Are you changing the build numbers in the actual xbe, the last two WIP's have still shown Dec. 28th build 1013. The sizes of the xbes are changing so I know they are new.......

    Yeah, it's a problem with the way macros are now implemented in VS.NET.... I wrote a macro to generate build information, but I have to run it before it's "active" - the older versions of VisualStudio used to handle macros as add-ins. sad.gif
    Title: Mxm Wip Releases
    Post by: BenJeremy on January 03, 2004, 09:18:00 AM
    OK, a new "WIP" binaries update (Build 1032) is up.

  • New ActionScript stuff for input handler:
    --Commands:
    -- VIRTKEYBOARD [SINGLE|MULTI|DISABLE|ON|OFF]
    -- STRINGINPUT <VAR> <SINGLE|MULTI|IP> <Prompt>
    -- SetState <MENU|SAVER|INFO|HELP|GAMEHELP>
    -- LINE <X1> <Y1> <X2> <Y2> <Color>

    --Specials:
    -- rand (Returns 32-bit random number)
  • Added Virtual Keyboard. Default activation with "SHIFT-Y"
  • Using dual-draw stacks for ActionScripts to minimize "flicker"
  • Cleaned up default pathing for XML files in ActionScripts.
  • Added the ability to embed variables inside of variables... Usage:
    -- SET SomeVar "This is an embedded variable within a variable: %AnotherVar[Index]%"


    Fixed the VIRTKEYBOARD command. Still more tweaking to do on the Virtual Keyboard.
  • Title: Mxm Wip Releases
    Post by: BenJeremy on January 03, 2004, 08:58:00 PM
    Well, the "WIP" binaries have been updated (Build 1057).

    The input stuff has been cleaned up. Significant change: "Shifted" DPAD no longer sends the UI code. To get the Shifted DPAD keys in ActionScripts, use the "KEY_UP"/"KEY_DN"/etc... Why? Because I wanted a shorthand way to cursor in the input box. Likewise, Shift BLACK and Shift WHITE toggle the Virtual keyboard "Shift" and "Symbols/Alpha"

    When using the keyboard with the Virtual Keyboard online, use shifted cursor keys to navigate the input box. I'm still working through some of the issues there...
    Title: Mxm Wip Releases
    Post by: ub312g0d on January 16, 2004, 07:26:00 PM
    When ftp'ing large files over, If I turn on the debugserver, my ftp speeds go down to ~700 k/s from 2.8mb/s.  It goes back up the seond I turn of the debug server. This is happening with today's wip, may have been happening prior, this is the first time I've tried both.
    Title: Mxm Wip Releases
    Post by: BenJeremy on January 25, 2004, 07:21:00 PM
    OK, the "WIP" binaries have been posted....

  • New ActionScript stuff for input handler:
    --Commands:
    -- MsgBox <Message>
    --Specials:
    -- rand (Returns 32-bit random number)
  • Added the ability to embed variables inside of variables... Usage:
    -- SET SomeVar "This is an embedded variable within a variable: %AnotherVar{Index}%"
  • Added "ZPoints" to MenuX style menu, Images and Text elements. These allow 3-D coordinates and texture coordinates to be used to place elements.
  • Added a "Tweener" modifier to warp ZPoint coordinates when scrolling (or other periodic events).
  • Added new skin section "Periods" and "menuscroll" value to adjust tweener "menuscroll" source timing.
  • New Gadget Strings:
    - env
    -- Global Environment string
    - helptitle
    -- Help Title (N/A yet)
    - helpdesc
    -- Help Description (N/A yet)
    - cghelptitle
    -- Current Game Help Title (N/A yet)
    - cghelpdesc
    -- Current Game Help Description (N/A yet)
    - RawDrvCSize
    -- Raw Drive Sizes
    - RawDrvESize
    - RawDrvFSize
    - RawDrvGSize
    - RawDrvCFree
    -- Raw Drive "free"
    - RawDrvEFree
    - RawDrvFFree
    - RawDrvGFree
    - ScreenWidth
    -- Actual Screen Width (Added to support HDTV in future)
    - ScreenHeight
    -- Actual Screen Height (Added to support HDTV in future)


    Note the use of CURLY BRACES for embedded variables. I haven't tested it yet, but BOTH square and curly braces should work - FOR NOW. The "[]" used will go away to be used for something else, so please migrate whatever scripts you've created to use the new format.


    Mostly, a lot of underlying stuff has been updated... the SystemUI inches closer to getting done. If you notice any wierdness, or for that matter, things work great... LET ME KNOW!!

    Lastly, no, I haven't figured out all the wierdness with Z-Points and changing text elements. I have an idea what is going on though....
  • Title: Mxm Wip Releases
    Post by: geniusalz on January 29, 2004, 11:47:00 AM
    Nothing looks weird.

    FTP is still acting up (ALWAYS stops working within 5 mins of rebooting)
    FTP was working fine pre-0.9n.6
    Bad in 0.9n.6
    Good in most WIPs after n.6
    Bad in recent WIPs (with the new menu stuff)

    There's nothing I've changed in my network settings, and replacing the xbe with the old ones fixes the FTP problem.

    Gets stuck on:
    150 Opening BINARY mode data connection for file transfer.

    Or something else if passive is on.  I've tried with different FTP priorities too.
    Title: Mxm Wip Releases
    Post by: Yuyu on January 29, 2004, 04:21:00 PM
    See now thats weird because FTP for me works just great in 0.9n6, acted up all the time with WIP's, now with this latest WIP it works fine....
    Title: Mxm Wip Releases
    Post by: flattspott on January 29, 2004, 04:29:00 PM
    Mxm 0.9n.6  times out a lot  for me if Connect to my Xbox, upload a Script,  test it, then edit the script and try to send it back to the Xbox. Not always but sometimes. Usually if I have to FlashFXP connected for like 10 minutes or more.  With the WIP releases I never get that.
    Title: Mxm Wip Releases
    Post by: Kthulu on January 29, 2004, 05:32:00 PM
    no biggie, but ...

    i updated my WIP last night.  since then, my word-wrapped newsfeed has some kind of control character at the end of each line.  here's a screencap...
    user posted image
    Title: Mxm Wip Releases
    Post by: Kthulu on January 29, 2004, 05:38:00 PM
    oh yeah, btw...

    notice the Dashboards...

    i have no idea why that's showing up.  i don't use menu_cache.  here are my mxm.xml, menu.xml, and pref.xml files (with passwords, usernames, etc edited out)...
    mxm.xml
    menu.xml
    pref.xml
    Title: Mxm Wip Releases
    Post by: Kthulu on January 29, 2004, 06:33:00 PM
    QUOTE
    Progress looks great Kthulu
    thanks!...but what are you referring to? smile.gif
    QUOTE
    Lots of possibilities with the word wrap there.
    As far as the double dashboards, did you turn off the dashboards in the "Y" auto menu settings as well?

    yes, i turned off auto-add dashboards in system menu.

    the only way i can get rid of the Dashboards... is to turn ON 'remove invalid entries'.  i don't why that works tho, because the stuff it puts in Dashboards... are legitimate xbes (on root of C:)

    i posted my xml files above, but they don't seem to come up right in IE...i think you have to save them first and then open them with notepad or something.
    Title: Mxm Wip Releases
    Post by: geniusalz on January 29, 2004, 07:14:00 PM
    BJ: any ideas on the FTP? Or putting in debug messages?
    Title: Mxm Wip Releases
    Post by: BenJeremy on January 29, 2004, 07:18:00 PM
    QUOTE (geniusalz @ Jan 29 2004, 11:14 PM)
    BJ: any ideas on the FTP? Or putting in debug messages?

    I just increased some of the allocated net resources in my "WIP" - but I was working on the structured stuff, and it will be at least tomorrow before I have an update uploaded.

    That might help.

    Title: Mxm Wip Releases
    Post by: BenJeremy on January 29, 2004, 08:00:00 PM
    wink.gif

    I updated new "WIP" binaries. Currently, the speed TO the Xbox seems OK, but not stellar, and the FTP speed FROM the Xbox seems horrible on my test machine, but the connection was solid.

    Keep in mind, my dev Xbox HD is dying, so that might explain a few things.

    Test it as an app and let me know if this is worse or better - thanks.
    Title: Mxm Wip Releases
    Post by: geniusalz on January 30, 2004, 01:59:00 PM
    Latest WIP:
    Upload to the xbox is slow (around 4 MB/s)
    Download from the xbox is fast (around 13MB/s)
    'Times out' in > 5 mins (didn't really time it, it was gone after half an hour)

    WIP before that:
    Upload to the xbox is slow (around 4.5 MB/s)
    Download from the xbox is fast (around 13 MB/s)
    'Times out' within 5 mins
    Title: Mxm Wip Releases
    Post by: BenJeremy on January 30, 2004, 02:27:00 PM
    sad.gif

    Well, before final release, I'll tackle it. Tonight, if I can get rid of uninvited houseguests, I'll be working on the structured ActionScript items and Dialog controls.
    Title: Mxm Wip Releases
    Post by: Kthulu on January 30, 2004, 05:42:00 PM
    QUOTE
    no biggie, but ...

    i updated my WIP last night. since then, my word-wrapped newsfeed has some kind of control character at the end of each line.

    figured out this has something to do with a font (xpr) i was using.  the wasn't a problem with the font before my last WIP update, but i stopped using the font.
    Title: Mxm Wip Releases
    Post by: BenJeremy on January 30, 2004, 07:29:00 PM
    OK, new "WIP" is up... ActionScripters get another set of goodies:
    Title: Mxm Wip Releases
    Post by: BenJeremy on January 31, 2004, 04:19:00 AM
    ohmy.gif
    Title: Mxm Wip Releases
    Post by: flattspott on January 31, 2004, 08:48:00 AM
    Looks awesome man.
    Title: Mxm Wip Releases
    Post by: geniusalz on January 31, 2004, 10:08:00 AM
    QUOTE (BenJeremy @ Jan 31 2004, 09:19 AM)
    ...and here I thought geniusalz would have been excited to try out the new statements....   ohmy.gif

    Well, 12:30 AM isn't exactly early. smile.gif
    Even though I sleep way after that, but I didn't feel like it at that time.
    Title: Mxm Wip Releases
    Post by: BenJeremy on January 31, 2004, 10:40:00 AM
    QUOTE (geniusalz @ Jan 31 2004, 02:08 PM)
    QUOTE (BenJeremy @ Jan 31 2004, 09:19 AM)
    ...and here I thought geniusalz would have been excited to try out the new statements....   ohmy.gif

    Well, 12:30 AM isn't exactly early. smile.gif
    Even though I sleep way after that, but I didn't feel like it at that time.

    Interesting.... you are an HOUR LATER than EDT....

    You live in New Brunswick, or something?  huh.gif
    Title: Mxm Wip Releases
    Post by: geniusalz on January 31, 2004, 10:44:00 AM
    Now is 3:50 , so its eastern time, no?
    And I'm in ontario
    Title: Mxm Wip Releases
    Post by: BenJeremy on January 31, 2004, 10:46:00 AM
    QUOTE (geniusalz @ Jan 31 2004, 02:44 PM)
    Now is 3:50 , so its eastern time, no?
    And I'm in ontario

    Doh! You are right.... my prefs must be off. sad.gif

    Probably the upgrade, I guess.


    :::waves to geniusalz across the great lakes from Michigan:::

    Title: Mxm Wip Releases
    Post by: BenJeremy on January 31, 2004, 10:48:00 AM
    Oh.... and don't forget to put the new stuff through a stress test. Any scripts that appear to bomb, let me know (message logger should display a trace now, BTW)
    Title: Mxm Wip Releases
    Post by: geniusalz on January 31, 2004, 12:12:00 PM
    ::waves back::

    Will do that, and convert tetris too, for {}'s and new IF's
    Title: Mxm Wip Releases
    Post by: BenJeremy on January 31, 2004, 06:04:00 PM
    OK, I updated the "WIP" Binaries again.

    Nothing obvious to add to the features list, except there is now a "Blank" application state - when running ActionScripts, you can:

    SETSTATE BLANK

    To get a black background - this means the app will not be rendering video during the actionscript, probably saving a lot of bandwidth.

    Also, I built TWO versions of MXM - one with debug, one without (naming should be obvious). I'll probably package these separately when it goes public (one as a developer's pack). You can trace scripts using the category "SCR", type "INFO" and level 0. Be aware, you may want to enable/disable this on each end of your script, as it can generate a LOT of traffic.

    geniusalz - try the non-debug version and see if it helps the situation with the FTP. My hard drive performance is too crappy to tell what's going on speedwise, but the FTP remains solid.

    One more thing, I included the latest version of Test Skin, a skin using ZPoints for text and thumbnails. It should give you a good idea of things you can do with the new technology. I'd love to see a skin that looks AND ACTS like the M$ Dash - it should be possible now.
    Title: Mxm Wip Releases
    Post by: flattspott on January 31, 2004, 07:15:00 PM
    I just picked up the new WIP. The skin is badass even though it's pretty bland.

    However you may be interested to this. I had the debugsever running and the mxmdebug.xbe too, everything worked as it should. Then I ran tetris and the debug server went into a neverending loop, even after I quit tetris.

    It keeps on say this over and over, like I said, even after you quit tetris.

    00:02:40.746 I0 ACT 201: (xmlgetvalue) XMLGetValue board toDraw !.%x%.%y%

    00:02:40.747 I0 ACT 202: (if#) IF# %toDraw% == 1 GOTO DrawThis1

    00:02:40.747 I0 ACT 203: (goto) GOTO DontDraw1

    00:02:40.747 I0 ACT 214: (next) NEXT
    Title: Mxm Wip Releases
    Post by: flattspott on January 31, 2004, 07:19:00 PM
    or maybe this was the last part it repeated.

    00:02:40.930 I0 ACT 33: (if#) IF# %falling% == 1 GOTO TimeUp

    00:02:40.930 I0 ACT 34: (if#) IF# %pieceExists% == 0 GOSUB MakePiece

    00:02:40.930 I0 ACT 35: (if#) IF# %paused% == 1 GOTO BeginLoopPaused

    00:02:40.930 I0 ACT 36: (setfunc) SETFUNC MSG_ID1 IQPeekMsgID

    00:02:40.932 I0 ACT 37: (if) IF %MSG_ID1% GOSUB ExecuteInput

    00:02:40.932 I0 ACT 38: (if#) IF# %changed% == 1 GOSUB DrawBoard

    00:02:40.932 I0 ACT 39: (if#) IF# %endTime% < $timer$ GOTO TimeUp

    00:02:40.932 I0 ACT 40: (goto) GOTO BeginLoop

    All I know is that the debugserver spit out almost 3000 lines in just a few seconds
    Title: Mxm Wip Releases
    Post by: BenJeremy on January 31, 2004, 07:36:00 PM
    QUOTE (flattspott @ Feb 1 2004, 12:19 AM)
    or maybe this was the last part it repeated.

    00:02:40.930 I0 ACT 33: (if#) IF# %falling% == 1 GOTO TimeUp

    00:02:40.930 I0 ACT 34: (if#) IF# %pieceExists% == 0 GOSUB MakePiece

    00:02:40.930 I0 ACT 35: (if#) IF# %paused% == 1 GOTO BeginLoopPaused

    00:02:40.930 I0 ACT 36: (setfunc) SETFUNC MSG_ID1 IQPeekMsgID

    00:02:40.932 I0 ACT 37: (if) IF %MSG_ID1% GOSUB ExecuteInput

    00:02:40.932 I0 ACT 38: (if#) IF# %changed% == 1 GOSUB DrawBoard

    00:02:40.932 I0 ACT 39: (if#) IF# %endTime% < $timer$ GOTO TimeUp

    00:02:40.932 I0 ACT 40: (goto) GOTO BeginLoop

    All I know is that the debugserver spit out almost 3000 lines in just a few seconds

    Yes, this is why you'd want to disable the trace for some apps. The ActionScript is executing so much code with Tetris, that it floods the network connection.

    I'll make sure the Script Trace is defaulted to disabled in the next release.
    Title: Mxm Wip Releases
    Post by: geniusalz on January 31, 2004, 10:36:00 PM
    QUOTE (BenJeremy @ Jan 31 2004, 11:04 PM)
    geniusalz - try the non-debug version and see if it helps the situation with the FTP. My hard drive performance is too crappy to tell what's going on speedwise, but the FTP remains solid.

    One more thing, I included the latest version of Test Skin, a skin using ZPoints for text and thumbnails. It should give you a good idea of things you can do with the new technology. I'd love to see a skin that looks AND ACTS like the M$ Dash - it should be possible now.

    30 mins and FTP is still going, good sign smile.gif
    I think I'll leave it on overnight
    Maybe you should try that too

    As for the test skin and thumbnails, I'm doing something similar with cirkular 2

    SITE SIZE no longer works.  Size is displayed in the directory listing though.  Wouldn't it be more useful (but technically incorrect) to display space remaining instead?
    Title: Mxm Wip Releases
    Post by: BenJeremy on February 01, 2004, 04:15:00 AM
    QUOTE (geniusalz @ Feb 1 2004, 03:36 AM)
    QUOTE (BenJeremy @ Jan 31 2004, 11:04 PM)
    geniusalz - try the non-debug version and see if it helps the situation with the FTP. My hard drive performance is too crappy to tell what's going on speedwise, but the FTP remains solid.

    One more thing, I included the latest version of Test Skin, a skin using ZPoints for text and thumbnails. It should give you a good idea of things you can do with the new technology. I'd love to see a skin that looks AND ACTS like the M$ Dash - it should be possible now.

    30 mins and FTP is still going, good sign smile.gif
    I think I'll leave it on overnight
    Maybe you should try that too

    As for the test skin and thumbnails, I'm doing something similar with cirkular 2

    SITE SIZE no longer works.  Size is displayed in the directory listing though.  Wouldn't it be more useful (but technically incorrect) to display space remaining instead?

    Hmmm... I'll look into the SITE SIZE issue. I didn't change anything there, that I can recall.


    Title: Mxm Wip Releases
    Post by: geniusalz on February 01, 2004, 06:08:00 AM
    FTP in the default.xbe looks solid (survived the night)

    I'll check the FTP in mxmdebug.xbe later
    Title: Mxm Wip Releases
    Post by: BenJeremy on February 01, 2004, 06:11:00 AM
    QUOTE (geniusalz @ Feb 1 2004, 11:08 AM)
    FTP in the default.xbe looks solid (survived the night)

    I'll check the FTP in mxmdebug.xbe later

    How was the speed?

    I fear M$ has done something in newer net libraries to hose up our dash developments....
    Title: Mxm Wip Releases
    Post by: geniusalz on February 01, 2004, 06:40:00 AM
    Speed seems good at 10.5MB/s average (that's almost the same as what I'm getting with the older MXM right now)
    Title: Mxm Wip Releases
    Post by: chilin_dude on February 01, 2004, 06:51:00 AM
    Will be trying the latest wip with my ftp tonight as when i changed from 0.9n.4 to the last wip i lost a lot of speed...
    Title: Mxm Wip Releases
    Post by: flattspott on February 01, 2004, 08:15:00 AM
    Perahps you could add the mxmdebug into the safemode. And have it launch from the $actualpath$. This way, you could have MXM boot the normal version all the time but when you want to use the debug version you just go into safemode and pick that option.
    Title: Mxm Wip Releases
    Post by: BenJeremy on February 01, 2004, 08:17:00 AM
    QUOTE (flattspott @ Feb 1 2004, 01:15 PM)
    Perahps you could add the mxmdebug into the safemode. And have it launch from the $actualpath$. This way, you could have MXM boot the normal version all the time but when you want to use the debug version you just go into safemode and pick that option.

    That's a good idea.

    I'll have to have it check to see if it's there, and launch it if the user requests it from the SafeMode menu.

    Still, I'll probably package it separately and label the release "developer's edition" or something.
    Title: Mxm Wip Releases
    Post by: flattspott on February 01, 2004, 08:31:00 AM
    Sounds good to me.

    Normal Version = mxmdash.xbe only \\ no mxmdebug.xbe or safemode option
    Developer Version = mxmdash.xbe \\ mxmdebug.xbe and safemode option

    Interesting...I just noticed you don't need the double \
    Title: Mxm Wip Releases
    Post by: geniusalz on February 01, 2004, 05:28:00 PM
    QUOTE (flattspott @ Feb 1 2004, 01:31 PM)
    Interesting...I just noticed you don't need the double \

    finally! smile.gif  
    \
    \\
    \\\
    \\\\
    testing...
    Title: Mxm Wip Releases
    Post by: Yuyu on February 01, 2004, 06:54:00 PM
    I thought you needed the double slashes this way:
    /
    //
    ////
    //////

    Oh well just a test I guess...
    Title: Mxm Wip Releases
    Post by: BenJeremy on February 02, 2004, 07:15:00 PM
    Hmmmm... new "WIP" Binaries uploaded. I added the "Circle" tag to ZPoints (See the TestSkin for details), also, trace should be de-activated in the debug version by default (Activate it in your scripts, SCR is the category)

    Added MD5 function to SETFUNC
    Title: Mxm Wip Releases
    Post by: Kthulu on February 03, 2004, 07:13:00 AM
    QUOTE
    when running ActionScripts, you can:

    SETSTATE BLANK

    To get a black background

    is that BLANK state like MENU, TITLE, or WAIT?

    meaning, can you skin the BLANK state? (in mxm_skin.xml or anywhere else)
    Title: Mxm Wip Releases
    Post by: BenJeremy on February 03, 2004, 07:17:00 AM
    QUOTE (Kthulu @ Feb 3 2004, 12:13 PM)
    QUOTE
    when running ActionScripts, you can:

    SETSTATE BLANK

    To get a black background

    is that BLANK state like MENU, TITLE, or WAIT?

    meaning, can you skin the BLANK state? (in mxm_skin.xml or anywhere else)

    No, Blank is not skinnable for very good reasons wink.gif

    For example: When changing skins (wink, wink, nudge, nudge) or playing Tetris.

    Think of it as a clean background for ActionScripts. I might make it color assignable (perhaps allow four corners to be assigned colors) - but that's it.

    Did you like the test menu?  biggrin.gif
    Title: Mxm Wip Releases
    Post by: Kthulu on February 03, 2004, 07:33:00 AM
    QUOTE
    For example: When changing skins (wink, wink, nudge, nudge) or playing Tetris

    sorry if i missed the answer to this somewhere, but can skins be changed without rebooting now? and can they be changed through an actionscript?
    i'm just trying to figure out what the wink, wink, nudge, nudge is about.. blink.gif

    QUOTE
    Did you like the test menu?

    i looked at it briefly.  the Zpoints stuff is very cool.
    Title: Mxm Wip Releases
    Post by: BenJeremy on February 03, 2004, 07:53:00 AM
    QUOTE (Kthulu @ Feb 3 2004, 12:33 PM)
    QUOTE
    For example: When changing skins (wink, wink, nudge, nudge) or playing Tetris

    sorry if i missed the answer to this somewhere, but can skins be changed without rebooting now? and can they be changed through an actionscript?
    i'm just trying to figure out what the wink, wink, nudge, nudge is about.. blink.gif

    QUOTE
    Did you like the test menu?

    i looked at it briefly.  the Zpoints stuff is very cool.

    I hope to have the ability to change skins without rebooting - that's partially what it's about.

    When I had the dying 30GB drive, there were also some sever performance issues running any preview videos on screen, which hindered performance of ActionScripts.



    As for the ZPoints, I expect to play around a bit more after I get some other stuff done. Currently, I'm adding ONERROR, fixing the EXEC with path bug and a few other things.


    Also, the version will be bumped to 0.9o for the next release, so the next update should reflect that.
    Title: Mxm Wip Releases
    Post by: flattspott on February 03, 2004, 10:20:00 AM
    QUOTE
    Added MD5 function to SETFUNC


    Cool, so this can be used to get the MD5 for any file now or am I misunderstanding something?
    Title: Mxm Wip Releases
    Post by: flattspott on February 03, 2004, 10:45:00 AM
    wink.gif

    I was just looking through the ActionScriptReadMe.txt and I didn't see the MD5 stuff in there. Did you forget to update it?
    Title: Mxm Wip Releases
    Post by: geniusalz on February 03, 2004, 02:19:00 PM
    SETFUNC MD5 is for variables, not files.

    SETFUNC thisisthehash MD5 "PASSW"

    e.g. For a password changer script, you could get input from the user, MD5 it, and then put that into the menu.xml

    Yay! Skin switching!
    Title: Mxm Wip Releases
    Post by: flattspott on February 03, 2004, 02:50:00 PM
    Well I guess it's time to update my Entry Maker Script.
    Title: Mxm Wip Releases
    Post by: BenJeremy on February 03, 2004, 05:01:00 PM
    I will probably add MD5 for files, I thought about it after the fact.

    Still a bit of work behind the scenes to tweak ActionScripts as a proper vehicle for dialogs. If done right, I will be able to drive a lot of stuff with scripts. This is part of the mechanics that allow ONERROR processing. I have to be careful though, as the scripts and UI stuff "live" in different threads... so UI events must be pushed onto a protected stack and signal the ActionScript to resume processing - except that the ActionScript will actually jump to a handler as in a GOSUB, then return to waiting for more events to happen.

    In short, you'll be able to handle all dialog/control events, and process menus. This will make ActionScripts VERY powerful - and as I said, I want to drive a lot fo the changes using ActionScripts when practical.
    Title: Mxm Wip Releases
    Post by: geniusalz on February 03, 2004, 05:56:00 PM
    Cool.  So you mean there will be a main loop, and events will be treated as GOSUBs from the main loop?

    Can you also add timers as controls?
    Title: Mxm Wip Releases
    Post by: BenJeremy on February 03, 2004, 06:16:00 PM
    QUOTE (geniusalz @ Feb 3 2004, 10:56 PM)
    Cool.  So you mean there will be a main loop, and events will be treated as GOSUBs from the main loop?

    Can you also add timers as controls?

    Yes, Events will be handled a lot like gosubs.

    Scripters will call

    CreateMenu <HandleName> <XMLHandle> or CreateDialog <HandleName> <XMLHandle>

    then somewhere else call

    ExecuteUIObject <HandleName>  <Label>


    ActionScript will not execute any more commands until an event occurs. At that point, it will perform something similar to a GOSUB to the Label given, filling in event details into the local variable space. RETURN will pause ActionScript execution until the next event.

    Events will be pumped into an event queue, so you shouldn't lose any events.

    When the dialog or menu goes away, the script will resume where the ExecuteUIObject call was made - so you could, for example, call CloseUIOBject <HandleName> in your event handler to dispose of the dialog - the next Return would jump to the line following the original ExecuteUIObject call.

    I have to take care, because a UI event can (and should) be able to create and execute new UI objects, so the return to execution of a cleared dialog, for example, should then pop the stack to the previous exeution thread.

    Anyway.... I'm sorting all that out.


    As for timers, sure.... shouldn't be a problem. I also have to consider the issue of modeless dialogs (no event handler, per se, but AS will manipulate them, such as a progress dialog, and perhaps read events from the queue)
    Title: Mxm Wip Releases
    Post by: BenJeremy on February 04, 2004, 03:06:00 AM
    QUOTE (flattspott @ Feb 4 2004, 07:50 AM)
    Don't know if it's possible, but how an FTP only feature for safe mode. It could use a seperate xml file that has just FTP info in it.

    Once dialogs are "in the system" - perhaps there will be an easy way to set up an emergency FTP session.

    Let's see when all this starts to gel.
    Title: Mxm Wip Releases
    Post by: flattspott on February 04, 2004, 04:48:00 AM
    That's why I mentioned it.
    Title: Mxm Wip Releases
    Post by: Jezz_X on February 05, 2004, 01:05:00 PM
    Well I still have the problem I mentions pages ago about the ftp server multiple drives and no memory card

    Just as a thought why not keep the ftp the same as the current one and then auto mount everything from G and above
    Title: Mxm Wip Releases
    Post by: BenJeremy on February 05, 2004, 04:00:00 PM
    QUOTE (Jezz_X @ Feb 5 2004, 06:05 PM)
    Well I still have the problem I mentions pages ago about the ftp server multiple drives and no memory card

    Just as a thought why not keep the ftp the same as the current one and then auto mount everything from G and above

    But that isn't a "bug" - it's a "feature"

    There are many technical reasons for the memory card issue, and the "extra" drives are there as a result of the way MXM works. The fact of the matter is that MXM's FTP now gives a clean representation of the drive mappings, and the same code will provide utility for the File Manager as well.
    Title: Mxm Wip Releases
    Post by: Jezz_X on February 05, 2004, 06:35:00 PM
    QUOTE (BenJeremy @ Feb 6 2004, 02:00 AM)
    There are many technical reasons for the memory card issue, and the "extra" drives are there as a result of the way MXM works. The fact of the matter is that MXM's FTP now gives a clean representation of the drive mappings, and the same code will provide utility for the File Manager as well.

    Ok I never said it was a bug in that post just I forsee it as a problem.

    Then might I point out that for non savy users that will probably never need access to anything but c,d,e,f,g and memory cards that you make an option not to auto path the drives like STUV etc or at least give them more friendly names like tdata udata etc etc

    Also can someone tell me how to see the virtual keyboard I know its shift-y and it seams shift is right trigger but I cant get it to work
    Title: Mxm Wip Releases
    Post by: geniusalz on February 05, 2004, 11:18:00 PM
    CODE
    VIRTKEYBOARD ON
    Title: Mxm Wip Releases
    Post by: BenJeremy on February 11, 2004, 04:10:00 PM
    wink.gif
    Title: Mxm Wip Releases
    Post by: Yuyu on February 11, 2004, 04:37:00 PM
    biggrin.gif
    Title: Mxm Wip Releases
    Post by: geniusalz on February 11, 2004, 04:43:00 PM
    mad.gif
    Title: Mxm Wip Releases
    Post by: BenJeremy on February 12, 2004, 02:11:00 PM
    OK, another "WIP" binaries update, just to clean up a few things - fixed SWITCH and some of the control behavior.
    Title: Mxm Wip Releases
    Post by: BenJeremy on February 14, 2004, 06:29:00 PM
    Well, a new "WIP" update is available to testers. System UI stuff... see the ActionScript Read me for details. Also, the System UI White Paper has been updated.

    Primarily, some support for modeless operation has been included, Timers in dialogs, ReconfigUIObject will refresh the dialog and controls using the XML used to configure it originally, and setting values with the XML commands will also do this automatically.

    The TestDialog.xml and Test Script will demonstrate some of this goodness by updating static text controls.
    Title: Mxm Wip Releases
    Post by: chilin_dude on February 15, 2004, 01:20:00 AM
    The new WIP looks good, the only thing i may have spotted is that now when you try to run the 'launch game script' (this worked before the new WIP) the dvd drive just opens and closes about 8 times very fast.

    The onscreen keyboard and the and the test script is looking good.
    Title: Mxm Wip Releases
    Post by: BenJeremy on February 15, 2004, 04:39:00 AM
    QUOTE (chilin_dude @ Feb 15 2004, 06:20 AM)
    The new WIP looks good, the only thing i may have spotted is that now when you try to run the 'launch game script' (this worked before the new WIP) the dvd drive just opens and closes about 8 times very fast.

    The onscreen keyboard and the and the test script is looking good.

    Weird.... I guess I'll have to check that out.
    Title: Mxm Wip Releases
    Post by: Jezz_X on February 15, 2004, 07:54:00 AM
    QUOTE

    BeginDraw UseCurrent
      MessageBox "Sample"
    EndDraw
    Input
      If %_GP_A% == "1" GOTO Example
    QUIT

    :Example
    StringInput test SINGLE "testing"
    QUIT


    the A button push will get passed onto the virtual keyboard and automatically click the Done button before I even get a chance to change it
    Title: Mxm Wip Releases
    Post by: BenJeremy on February 15, 2004, 09:28:00 AM
    QUOTE (Jezz_X @ Feb 15 2004, 12:54 PM)
    Well i seem to be haveing a problem with the virtual keyboard and scripting if I use somthing like this

    QUOTE

    BeginDraw UseCurrent
      MessageBox "Sample"
    EndDraw
    Input
      If %_GP_A% == "1" GOTO Example
    QUIT

    :Example
    StringInput test SINGLE "testing"
    QUIT


    the A button push will get passed onto the virtual keyboard and automatically click the Done button before I even get a chance to change it

    Don't use input anymore.

    That's the "old" way, and is no longer really useful (kept only for compatibility). By doing things that way, you left a gamepad "A" press in the input queue, which is what the virtual keyboard uses.

    Of course, an IQClear would also solve the problem there, but it's much better to use the queue messages anyway.

    Oh.... and don't forget, there's now a MsgBox command.
    Title: Mxm Wip Releases
    Post by: BenJeremy on February 15, 2004, 02:40:00 PM
    The new "WIP" Binaries have been updated.

    Testers: Please take a look at everything.... some of the basic routines have changed. You will notice some things are a bit "cleaner" Let me know your thoughts.
    Title: Mxm Wip Releases
    Post by: flattspott on May 04, 2004, 06:32:00 PM
    When I was living with some friends who had DSL, it was great.
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 06, 2004, 06:36:00 PM
    OK, WIP 1200 is now posted.

    Should fix the HTTP 404 issue, might fix the close handles issue (recoded some of that). Floating points routines added. Scripts should run faster, too.... compare results from benchmark.xas between 1200 and earlier builds.


    PnP White Paper is more "fleshed out" - please give me feedback on it.

    Title: Mxm Wip Releases
    Post by: flattspott on May 06, 2004, 07:22:00 PM
    CODE
    IF "%@MyDialog.Control?CtrlID=106.Item:{UIParam1}.image%" == "true" then
    SET @MyDialog.Control?CtrlID=110.ImagePath "%@MyDialog.Control?CtrlID=106.Item:{UIParam1}.fullpath%"

    in the internal xml. However now the image control stays the same (::SkyTile) I browsed to several formats, xbx, jpg, png and bmp. It didn't notice any of them.
    Title: Mxm Wip Releases
    Post by: flattspott on May 06, 2004, 07:59:00 PM
    Hey you didn't update any of the readmes with the new $pi$ thingy.
    I just tested it and it works. Cool
    Title: Mxm Wip Releases
    Post by: flattspott on May 06, 2004, 10:27:00 PM
    CODE
    Set Num 100
    Div Num 5
    MsgBox "Num: %Num%"


    Get you 100 instead of 20
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 07, 2004, 01:49:00 AM
    OK, I'll have to load up the Lights Out script tonight and see what is happening.

    I'll also look at some of the other things, too (DIV).

    I didn't have time to incorporate your internal.xml changes yet. I'll bring that with me to work and take a look.
    Title: Mxm Wip Releases
    Post by: flattspott on May 07, 2004, 08:12:00 AM
    I'm gonna whip up a script to test several things. I'll let you know if I find any more problems.
    Title: Mxm Wip Releases
    Post by: flattspott on May 07, 2004, 09:21:00 AM
    CODE
    Set Num 100
    Div Num 5
    MsgBox "100 divided by 5$eol$Num started as 100$eol$Num should be 20: %Num%"

    Set Num 100
    Sub Num 20
    MsgBox "100 minus 20$eol$Num started as 100$eol$Num should be 80: %Num%"

    Set Num 100
    Add Num 50
    MsgBox "100 plus 50$eol$Num started as 100$eol$Num should be 150: %Num%"

    Set Num 20
    Mult Num 5
    MsgBox "20 times 5$eol$Num started as 20$eol$Num should be 100: %Num%"

    Set Test 1

    If# %Test% == 0 Then
      MsgBox "Test is spose to be 1 and it is not$eol$This is what is for Test when it's zero"
    Else
      MsgBox "Test is spose to be 1 and it is"
    EndIf

    Set Random1 $rand$
    MsgBox "Random1 is %Random1%"

    :Again
    Set Random2 $rand$
    Mod Random2 5
    If# %Random2% <= 0 Goto Again
    MsgBox "Random2 is spose to be less then 5: %Random2%"

    For I = 0 To 20
      MsgBox "I is %I%" 0 200
    Next

    Set Num 20
    FDiv Num 0.50
    MsgBox "20 divided by 0.50$eol$Num started as 20$eol$Num should be 40: %Num%"

    Set Num 100
    FSub Num 5.15
    MsgBox "100 minus 5.15$eol$Num started as 100$eol$Num should be 94.85: %Num%"

    Set Num 5.3
    FAdd Num 67
    MsgBox "5.1 plus 67$eol$Num started as 5.3$eol$Num should be 72.3: %Num%"

    Set Num 20
    FMult Num 2.58
    MsgBox "20 times 5$eol$Num started as 20$eol$Num should be 51.6: %Num%"


    All seem to work cept for DIV and FDIV.

    As for the lights out game, I just checked it and I don't use division anywhere in it. So thats not the issue.  My guess is that it has something to do with your interperater tweaking.

    Cause my ColorGen script is messed up too. When you dont specify any args the sliders and values are spose to get set to the middle. Which they did in the last build,  With the 1200 one though they start at the 0 value positions.
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 07, 2004, 04:43:00 PM
    OK, some quick fixes to get scripts working again. Give WIP 1202 a whirl.

    I changed DIV and FDIV slightly, but they should work fine anyway; give them a try.

    Performance will probably drop a notch, until I have time to hammer it a bit, but still faster than versions previous to 1200.

    Flattspott: I will get the new internal.xml into the build next time around (maybe tomorrow)
    Title: Mxm Wip Releases
    Post by: koldfuzion on May 07, 2004, 05:15:00 PM
    smile.gif

    content script  just updated with some improvements from flattspott and a little better flow logic/error handling.

    Title: Mxm Wip Releases
    Post by: flattspott on May 07, 2004, 05:57:00 PM
    QUOTE (koldfuzion @ May 7 2004, 05:15 PM)
    works fine BJ, thanks.  Im sure flattspott is running through all his scripts right now smile.gif

    content script  just updated with some improvements from flattspott and a little better flow logic/error handling.

    Not yet, busy getting my ass kicked at Ninja Gaiden. As soon as I get to a save point though, I'll put the 1202 build through my onslaught of test scripts.
    Title: Mxm Wip Releases
    Post by: flattspott on May 07, 2004, 06:16:00 PM
    Interesting how you made it autoadd any scripts in ActualPath to the action menu now
    Edit, nevemind I must of be hallucinating or something.


    Okay I just tested my LightsOut and ColorGen scripts. They both work again, well kinda, I was fiddeling around with the Skin enabling part of LightsOut and it.

    Before it would let me close the image handle and then rename the file,  the it would restart and see the image was missing sort of and be in skinless mode. I'm gonna look into the that part some more though to see if it not an error on my part before jumping to conclusing.
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 07, 2004, 06:41:00 PM
    wink.gif

    I'll add the capability shortly (I was thinking about it), though.
    Title: Mxm Wip Releases
    Post by: flattspott on May 07, 2004, 07:25:00 PM
    smile.gif
    Title: Mxm Wip Releases
    Post by: koldfuzion on May 08, 2004, 09:53:00 AM
    SETFUNC HexID CvtToBase 16 -1 %nDEC%

    Changing the padding doesnt change anything, values would still return unpadded

    leaving it off will lock the box.

    face008 is always returned for XBMC  instead of the needed 0face008
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 08, 2004, 10:12:00 AM
    QUOTE (koldfuzion @ May 8 2004, 01:53 PM)
    SETFUNC HexID CvtToBase 16 -1 %nDEC%

    Changing the padding doesnt change anything, values would still return unpadded

    leaving it off will lock the box.

    face008 is always returned for XBMC  instead of the needed 0face008

    OK, I'll try and look at it a little later (got to head into work for a few hours)
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 08, 2004, 03:40:00 PM
    Strange.... I just used this:


    SETFUNC TestVal CvtToBase 16 8 1234
    MsgBox "Result was converting 1234 to 0x%TestVal%"

    and I got "000004d2" for TestVal.

    I didn't change anything.... just stepped into the code.

    Padding is supposed to be total digits. Use 0 to disable padding.
    Title: Mxm Wip Releases
    Post by: flattspott on May 08, 2004, 03:47:00 PM
    I'm confused. Is this a good thing or a bad thing?
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 08, 2004, 04:07:00 PM
    QUOTE (flattspott @ May 8 2004, 07:47 PM)
    I'm confused. Is this a good thing or a bad thing?

    Well, KF said there was a problem, but I'm unable to recreate it.

    BTW: Leaving off an argument is bad for functions - there are no "optional" arguments for functions (since they can be used in IF statements)
    Title: Mxm Wip Releases
    Post by: flattspott on May 08, 2004, 04:55:00 PM
    I assume the last part is in regards to KF saying - leaving it off will lock the box.
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 08, 2004, 05:03:00 PM
    QUOTE (flattspott @ May 8 2004, 08:55 PM)
    I assume the last part is in regards to KF saying - leaving it off will lock the box.

    Correct. I did not test this.... but regardless, it would be a syntax error.
    Title: Mxm Wip Releases
    Post by: koldfuzion on May 08, 2004, 06:11:00 PM
    smile.gif
    Title: Mxm Wip Releases
    Post by: koldfuzion on May 08, 2004, 06:26:00 PM
    EDIT:


    "(Padding is zero padding, can be set to -1 or 0 to disable)"

    dammitjim,  i was treating it that using -1 or 0 would turn off "automatic" padding.

    but its not a on/off value but the number of digits you want to pad to..   why didnt someone just say that?
    Title: Mxm Wip Releases
    Post by: Yuyu on May 08, 2004, 08:13:00 PM
    EDIT: Merged Topics Fixed
    Title: Mxm Wip Releases
    Post by: Yuyu on May 08, 2004, 08:18:00 PM
    1202 WIP locks up after the WIP message on start

    WIP 1197:
    -'hanging' menu icons: if theres no icon for an entry, mxm shows the icon of the previous menuentry
    -ftp: error 'unrecognized command' with leechftp

    SITE shutdown (I think) is case sensitive

    1205 WIP:
    -Something's going on with the Context stuff now.
    When you try to go to About for a game or what-have-you it'll lock up the Xbox.
    -Something got broke. The Benchmark.xas will lock up your Xbox. Using the Concept.B skin or MXM Tivo skin since they both have semi-transparent system and message box colors, you can see the "Please wait" messagebox behind the results MsgBox. Then when you press a button to close the results box the please wait one stay and locks up the Xbox
    -internal HTTP test script (using an invalid url) returns 404 error fine, but locks the box.

    Merging with WIP release Topic...
    Title: Mxm Wip Releases
    Post by: koldfuzion on May 08, 2004, 09:31:00 PM
    QUOTE

    OpenRar COMPVIDRAR z:\MAME.rar
    GetRarInfo COMPVIDRAR 0
    msgbox "Name:%ZipEntryName% Index:%ZipEntryIndex%  Type:%ZipEntryType% uSize:%ZipEntryUncompSize% cSize:%ZipEntryCompSize%"
    UnRarFile COMPVIDRAR 0 z:\test.wmv
    CloseRar COMPVIDRAR



    its a single file rar.  filename inside is Preview.wmv and the msgbox line reports everything perfectly.

    the rar'd file doesnt extract and when it hits CloseRar it locks the box.

    so i tried a mutlifile rar, 3 to be exact and
    1.getvid.xas
    2. test.xas
    3. actrionscriptreadme.txt

    1 and 2 get reported, locks on the 3rd GetRarInfo

    QUOTE

    OpenRar COMPVIDRAR z:\MAME.rar

    GetRarInfo COMPVIDRAR 0

    msgbox "Name:%ZipEntryName% Index:%ZipEntryIndex%  Type:%ZipEntryType% uSize:%ZipEntryUncompSize% cSize:%ZipEntryCompSize%"
    UnRarFile COMPVIDRAR 0 z:\test.wmv

    GetRarInfo COMPVIDRAR 1
    msgbox "Name:%ZipEntryName% Index:%ZipEntryIndex%  Type:%
    ZipEntryType% uSize:%ZipEntryUncompSize% cSize:%ZipEntryCompSize%"
    UnRarFile COMPVIDRAR 1 z:\test1.wmv

    GetRarInfo COMPVIDRAR 2
    msgbox "Name:%ZipEntryName% Index:%ZipEntryIndex%  Type:%ZipEntryType% uSize:%ZipEntryUncompSize% cSize:%ZipEntryCompSize%"
    UnRarFile COMPVIDRAR 2 z:\test2.wmv

    CloseRar COMPVIDRAR


    *no blank lines between these, just seperated for easier reading
    Title: Mxm Wip Releases
    Post by: firefucker on May 09, 2004, 03:55:00 AM
    WIP 1197:
    -'hanging' menu icons: if theres no icon for an entry, mxm shows the icon of the previous menuentry
    -ftp: error 'unrecognized command' with leechftp
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 09, 2004, 05:58:00 AM
    sad.gif

    Title: Mxm Wip Releases
    Post by: BenJeremy on May 09, 2004, 05:59:00 AM
    QUOTE (firefucker @ May 9 2004, 07:55 AM)
    WIP 1197:
    -'hanging' menu icons: if theres no icon for an entry, mxm shows the icon of the previous menuentry
    -ftp: error 'unrecognized command' with leechftp

    Do you know what command LeechFTP was attempting to use when it gave the error?
    Title: Mxm Wip Releases
    Post by: firefucker on May 09, 2004, 08:06:00 AM
    I think directory listing directly after connect.
    I will check it again tomorrow.
    Title: Mxm Wip Releases
    Post by: geniusalz on May 09, 2004, 04:26:00 PM
    More like an annoyance:
    SITE shutdown (I think) is case sensitive
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 09, 2004, 04:40:00 PM
    QUOTE (geniusalz @ May 9 2004, 08:26 PM)
    More like an annoyance:
    SITE shutdown (I think) is case sensitive

    Shouldn't be at all... but I'll look into it.
    Title: Mxm Wip Releases
    Post by: koldfuzion on May 09, 2004, 06:10:00 PM
    1202 WIP locks up after the WIP message on start.  

    I dont know if it applied to earlier versions because i always overrode the _autoexec with the datefix script.

    Title: Mxm Wip Releases
    Post by: flattspott on May 09, 2004, 06:26:00 PM
    I override mine too with a skinswitching script. However my script always pops a MsgBox just fine. 1202 included.
    Title: Mxm Wip Releases
    Post by: koldfuzion on May 09, 2004, 06:29:00 PM
    it pops up the WIP msgbox?   then you arent overriding it.

    or you talking a msgbox for the skin switcher?  if this is the case,  rename your _autoexec in the mxm.xml to something else and check it without an override.
    Title: Mxm Wip Releases
    Post by: flattspott on May 09, 2004, 06:33:00 PM
    A MsgBox for my script.

    MsgBox "When you reboot your skin willl be %Skin%" 0 1500

    I'll rename it though to see.
    Title: Mxm Wip Releases
    Post by: flattspott on May 09, 2004, 06:40:00 PM
    Works fine for me.
    Title: Mxm Wip Releases
    Post by: koldfuzion on May 09, 2004, 06:43:00 PM
    smile.gif
    Title: Mxm Wip Releases
    Post by: flattspott on May 09, 2004, 06:46:00 PM
    QUOTE
    btw flattspot, we need a xbmc config script

    For what?

    My bad I thought it said we need your. Meaning XboxMediaCenter.xml.


    So you want to be able to set up XBMC from MXM?
    Title: Mxm Wip Releases
    Post by: koldfuzion on May 09, 2004, 07:06:00 PM
    smile.gif

    I dont get it then.  I been sitting here trying different things and i can make it lock every time if i remove the autoexec override.

    removed network check code in getvid.xas, still locked
    removed context menu, still locked
    renamed mxm.xml to mxm2.xml and it will boot fine.

    i been using this mxm.xml forever and a day and never had it do that.  i only checked it because Kthulu said his was locking at the WIP msg and was shocked when mine did too.

    Title: Mxm Wip Releases
    Post by: flattspott on May 09, 2004, 07:13:00 PM
    CODE

    MSGLOG SETLEVEL NET 5
    MSGLOG SETFILTER NET INFO ALL ON
    MSGLOG SETFILTER NET WARNING ALL ON
    MSGLOG SETFILTER NET ERROR ALL ON
    MSGLOG SETFILTER NET CRITERROR ALL ON
    ; Default script traces to off
    MSGLOG SETFILTER NET INFO SCR OFF
    MSGLOG SETOUTPUT NET 1.1.1.1
    MSGLOG SETLEVEL NET 0
    MSGLOG ENABLE NET ON
    IF $MXMVersion$ !#^ "WIP" GOTO DONE
    ; Set SecCount $timer$
    ; Add SecCount 10000
    MsgBox "This is a WIP Release$eol$Do not distribute" 0 10000
    ; :TIMELOOP
    ; SET _GP_ANYBUTTON ""
    ; SETFUNC MSG_ID IQGetMsgID ANY
    ; input nowait
    ; IF %_GP_ANYBUTTON% GOTO SKIPTIMERTEST
    ; IF %MSG_ID% GOTO SKIPTIMERTEST
    ; IF# %SecCount% > $timer$ GOTO TIMELOOP
    ; :SKIPTIMERTEST
    ; CallScript _ClearDisplay
    :DONE
    CallScript _CheckPrep


    Nothing looks changed to me.
    Title: Mxm Wip Releases
    Post by: flattspott on May 09, 2004, 07:16:00 PM
    smile.gif
    Title: Mxm Wip Releases
    Post by: koldfuzion on May 09, 2004, 07:24:00 PM
    smile.gif.
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 09, 2004, 07:40:00 PM
    Very strange indeed, however, I did clean up a few more things in the code involved with ActionDraw lists, so hopefully the next WIP will clean things up.
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 12, 2004, 04:44:00 PM
    WIP 1205 is now up.

    Nothing much new, outwardly. See if this cleans up the issues you've been having, though.

    I've started integrating the XSM/RSM/ZSM plug-n-play stuff. The current routine is having a brainfart over RSM (rar) modules, but picks up XSM and ZSM modules so far. It reads the XSM (unzipping to a temporary directory, for ZSM and RSM) and gets the important information out of it. If it unarchived anything, it removes the temporary directory from Z:

    This version will also automatically "install" any XAS files in the MXM directory.



    In the future, users will dump modules into a plug-n-play directory, and when MXM reboots, it will "install" all new modules, and prompt for the dispensation of any existing modules that have already been installed (an upgraded module, for example). The Plugins directory will then be ceaned of any "installed" modules, which will be moved into a PnP Repository. They each get their own directory, based on their GUID, with all files from the module unzipped into their repository home directory.

    Users will then be able to select if they wish a particular plugin to be "active" by selecting in a dialog (they can also delete the module out of the system, too).

    The XSM file is an XML format file, containing information about the module, scripts required, and even data nodes for dialogs and other stuff. It will also tell MXM what files may be used from the archive (required or optional). RSM and ZSM modules are Rar'd or Zipped archives. The base name of the module is expected to be the base name of the XSM archived in that file.



    Once I have it in place, skins modules will work in a similar fashion.


    Title: Mxm Wip Releases
    Post by: koldfuzion on May 12, 2004, 04:53:00 PM
    wow, its going to take me a little bit to digest all that,  cool as hell, but i think like a 8086.
    Title: Mxm Wip Releases
    Post by: koldfuzion on May 12, 2004, 05:48:00 PM
    1205

    WIP Message Bug seems fixed,  I let mine close itself, and also pressed a button to escape it and it never locked.  This is without any autoexec running too.
    Title: Mxm Wip Releases
    Post by: koldfuzion on May 12, 2004, 06:18:00 PM
    1205

    internal HTTP test script (using an invalid url) returns 404 error fine, but locks the box.

    just a FYI for testing,  im not sure if its the bad url, or the result code that might be messing it up.  Im not using any result vars, but rather checking for existance and downloaded filesize in the Content Download script,  so it might be the use of the result var.
    Title: Mxm Wip Releases
    Post by: flattspott on May 12, 2004, 08:21:00 PM
    Do this mean I should re-read the Script whitepaper so I can brush up on the XSM stuff?
    Title: Mxm Wip Releases
    Post by: flattspott on May 12, 2004, 08:49:00 PM
    Edit: forgot we had a new WIP Bug specific forum.
    Title: Mxm Wip Releases
    Post by: flattspott on May 12, 2004, 08:52:00 PM
    smile.gif
    Title: Mxm Wip Releases
    Post by: flattspott on May 12, 2004, 08:58:00 PM
    1205:

    Something got broke. The Benchmark.xas will lock up your Xbox. Using the Concept.B skin or MXM Tivo skin since they both have semi-transparent system and message box colors, you can see the "Please wait" messagebox behind the results MsgBox. Then when you press a button to close the results box the please wait one stay and locks up the Xbox
    Title: Mxm Wip Releases
    Post by: flattspott on May 12, 2004, 09:20:00 PM
    1205:

    Something's going on with the Context stuff now.
    When you try to go to About for a game or what-have-you it'll lock up the Xbox.
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 13, 2004, 02:44:00 AM
    QUOTE (flattspott @ May 13 2004, 12:21 AM)
    Do this mean I should re-read the Script whitepaper so I can brush up on the XSM stuff?

    It's a start.... I haven't finalized it, and I have asked for further input from you guys.

    I will also look into the Benchmark.xas issue not working.
    Title: Mxm Wip Releases
    Post by: flattspott on May 13, 2004, 08:14:00 AM
    QUOTE
    I will also look into the Benchmark.xas issue not working


    I just found out that it's not just the Benchmark.xas. The TestScript.xas does the same thing too, and now my demo script freezes at the end as well.
    Title: Mxm Wip Releases
    Post by: flattspott on May 14, 2004, 10:58:00 AM
    The XSM stuff doesn't seem to work at all. I put the XSMTest.XSM file in both $ActualPath$XSMTest.XSM and $ActualPath$\Scripts\XSMTest.XSM
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 14, 2004, 03:42:00 PM
    Well, the XSM stuff isn't finished....  some of the stuff to intsall it is present in the latest release, while more is present in the version I'm working on.


    Sometimes it's all baby steps. I have to make sure the installation is done right. XSM's are a collection of script(s) and data (and files). The script that gets executed will be named by the XSM's attributes. I haven't worked out all the fine details yet, but they are rapidly forming, as I creep through each step (for example, working out the way the archived files get unzipped and placed, as well as how the "repository" works.)

    Once I have the installation nailed, I'll worry about running them.

    Title: Mxm Wip Releases
    Post by: BenJeremy on May 14, 2004, 06:56:00 PM
    OK, WIP 1207 is up, seems to run fairly stable.

    LightOut (at least the version I'm running) complains about reusing Overlay on the second round. Not sure what that's all about, and I didn't have time to look at the script.

    At any rate, I ran it in Release mode with Tetris, Demo, LightsOut, Concentration, Benchmark, and ColorSelector.

    I modified the way I deleted the handles at the end of the script.


    More done towards "installing" XSM files to the repository. If it finds files in <MXMPath>\Plugins it will attempt to create a repository directory in U:\XSM\

    For some reason, it isn't saving the repository index XML file yet.  Tomorrow I expect to have time to figure out the last of the XSM/ZSM/RSM install problems and will have a functional install procedure in place, then the fun stuff begins - working out the actual execution of XSM scripts!
    Title: Mxm Wip Releases
    Post by: koldfuzion on May 14, 2004, 07:48:00 PM
    as if i wasnt confused enough.  BJ starts speaking in a foreign language.. anyone get that?   I know it was something along the lines of " this is gonna be bad ass, just give me a little more time" but i didnt get the jist of it all.
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 14, 2004, 08:25:00 PM
    QUOTE (koldfuzion @ May 14 2004, 11:48 PM)
    as if i wasnt confused enough.  BJ starts speaking in a foreign language.. anyone get that?   I know it was something along the lines of " this is gonna be bad ass, just give me a little more time" but i didnt get the jist of it all.

    Heh heh....

    Well, in English, when you drop in a plug-n-play module, MXM will take that module, at start up, out of the plugins directory, and create a special directory in MXM's own save games directory.

    It will do something similar with skins when I get a chance.

    So from the user's perspective, they'll just upload the files into a single directory, and when they restart, the new plugins will magically appear for them (and be removed from the plugins directory)

    From a script developer's perspective, it means you'll have a "home directory" where the files you've specified are guaranteed to be, already unzipped.

    Most of the complexity will be hidden by MXM.
    Title: Mxm Wip Releases
    Post by: flattspott on May 14, 2004, 08:38:00 PM
    QUOTE
    LightOut (at least the version I'm running) complains about reusing Overlay on the second round


    I am aware of this and I believe I have it fixed in the version in got. I'll check.
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 14, 2004, 08:49:00 PM
    QUOTE (flattspott @ May 15 2004, 12:38 AM)
    Neato. A suggestion though. Make it so you can disable plugin searching altogether for those people that complain MXM takes too long to start up.



    I am aware of this and I believe I have it fixed in the version in got. I'll check.

    Sounds like a plan - "Disable Plug-and-Play Installation"


    Let me know how 1207 works, guys.
    Title: Mxm Wip Releases
    Post by: flattspott on May 14, 2004, 09:13:00 PM
    Working good so far. Except the Benchmark speed went back up to around 4500.
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 15, 2004, 03:15:00 AM
    QUOTE (flattspott @ May 15 2004, 01:13 AM)
    Working good so far. Except the Benchmark speed went back up to around 4500.

    Hmmm.... the non-message logging version was at around 2880 when I tested.

    At any rate, I can play with that later.  Besides a few errands today, I should have most of the day to work on things here.
    Title: Mxm Wip Releases
    Post by: flattspott on May 15, 2004, 07:26:00 AM
    Forgot to mention that the Context stuff isn't locking the Xbox anymore either.
    Title: Mxm Wip Releases
    Post by: flattspott on May 15, 2004, 01:48:00 PM
    CODE


    Test Script - Entry
    MsgBox "Entry Script Worked"



    Reset the cache and when I rebooted it showed up in the Dashboards Submenu.

    I quess you can stop working on the XSM stuff now. Just kidding.
    Title: Mxm Wip Releases
    Post by: flattspott on May 16, 2004, 05:19:00 PM
    Ok BJ here's an interesting bug/glitch I happened to come across.

    I was making a script (using UltraEdit so I could track any error to the right line) and the total line count was about 351. This was without and empty lines too. In the script I only had one XMLClose and that was at the top at around line 100.

    For some reason when I ran the script it said something like so "Error Line(352) XMLClose...".

    Obviously there was no line 352, not even an empty one and like I said the XMLClose line wasn't even close to that.
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 16, 2004, 05:30:00 PM
    QUOTE (flattspott @ May 16 2004, 09:19 PM)
    Ok BJ here's an interesting bug/glitch I happened to come across.

    I was making a script (using UltraEdit so I could track any error to the right line) and the total line count was about 351. This was without and empty lines too. In the script I only had one XMLClose and that was at the top at around line 100.

    For some reason when I ran the script it said something like so "Error Line(352) XMLClose...".

    Obviously there was no line 352, not even an empty one and like I said the XMLClose line wasn't even close to that.

    Strange, it should be fine - I had to tweak the line numbering a bit, because of the way the interpretor is, but it looked correct when I was testing things.

    Title: Mxm Wip Releases
    Post by: geniusalz on May 17, 2004, 02:50:00 AM
    Just a guess: maybe the error's with the automatic xml closing at the end of the script, hence line 352.
    Title: Mxm Wip Releases
    Post by: flattspott on May 17, 2004, 07:36:00 AM
    Interestesting.

    So does this mean we shouldn't use XMLClose anymore if MXM is gonna go and do it itself at the end of the script?
    Title: Mxm Wip Releases
    Post by: BenJeremy on May 17, 2004, 02:38:00 PM
    Well, good form is to make sure you clean up.... as for the error, I still don't know what is happening, as it doesn't execute an XMLClose, as much as it runs a single routine that cleans up all of the opened handles. There certainly is no way for a syntax error to occur, either.

    Title: Mxm Wip Releases
    Post by: flattspott on May 17, 2004, 04:13:00 PM
    I'm stupid. I just noticed I had XMLCose. Maybe that was the culprit.
    Title: Mxm Wip Releases
    Post by: koldfuzion on May 17, 2004, 04:41:00 PM
    rotfl.gif

    it happens to all of us, i think.
    Title: Mxm Wip Releases
    Post by: BenJeremy on June 02, 2004, 04:34:00 PM
    OK, 1210 is now posted. Inside, you'll find BufferTest.xas, which should demostrate the new buffer-related commands.

    I've got most of the internet connection stuff coded up. Look for that in the next WIP release, as well as all new file handling code (here's to hoping it doesn't break anything). The only remaining steps are to implement them as part of the "handle" system.

    When that's finished, you'll be able to send binary data over the internet or to/from files. I may also introduce read/write random-access file routines. This should make things pretty easy for parsing out XBEs, for example, to change the contents.
    Title: Mxm Wip Releases
    Post by: geniusalz on June 02, 2004, 05:04:00 PM
    biggrin.gif .
    Title: Mxm Wip Releases
    Post by: flattspott on June 02, 2004, 07:10:00 PM
    Cool. I got a question though, is file size something to worry about with this new buffer stuff?

    The reason I ask is cause it'd be cool if we could hack halo cache files right from within MXM.
    Title: Mxm Wip Releases
    Post by: BenJeremy on June 02, 2004, 07:33:00 PM
    QUOTE (geniusalz @ Jun 2 2004, 09:04 PM)
    Cool.  I was thinking of putting in atleast a basic expression parser/calculator in scripting.  Will make so many things less tedious.  All those add's, mult's, sub's, and sets getting on my nerve.

    Square brackets could be used to indicate expressions.
    [%a%+1/%b%*(5+1)]

    I'll take a look at the code to see if I can do it myself biggrin.gif .

    I think I reserved the () for expression stuff.... maybe?
    Title: Mxm Wip Releases
    Post by: BenJeremy on June 02, 2004, 07:38:00 PM
    QUOTE (flattspott @ Jun 2 2004, 11:10 PM)
    Cool. I got a question though, is file size something to worry about with this new buffer stuff?

    The reason I ask is cause it'd be cool if we could hack halo cache files right from within MXM.

    Well, I need to include some more file routines... including a position indicator and file size (should be easily supported shortly)

    I basically am re-writing the underlying file stuff, to use the same basic interface as the internet connections. This will provide more consistent handling with strings, data values, etc... I've already added support for EOF, file size and file position in the class. It's just a matter of weeding out all of the file-related routines and replacing them with the new classes, which will "live" with the other handles in a common map (currently, files get their own "map" - the internal database that keys a handle to a given name).

    You should be able to create a spiffy little raw binary viewer-editor with MXM ActionScript, as well as one-off editors for various files like Halo's cache files.
    Title: Mxm Wip Releases
    Post by: koldfuzion on June 02, 2004, 08:02:00 PM
    QUOTE
    I basically am re-writing the underlying file stuff, to use the same basic interface as the internet connections.


    and that will replace the current file handling commands... or supplement?  do we need to put a hold on any script that will use file handling?
    Title: Mxm Wip Releases
    Post by: flattspott on June 02, 2004, 09:48:00 PM
    CODE
    Set COLOR RED

    OpenRead InFile Z:\default.xbe
    OpenWrite OutFile Z:\defaultpatch.xbe

    CreateBuffer PATCH 2670592
    ReadToBuffer InFile PATCH

    Goto %COLOR%

    :BLUE
    SetBufferByte PATCH 1977788 0x32
    SetBufferByte PATCH 1977789 0x58

    Goto Done

    :RED
    SetBufferByte PATCH 1977788 0x31
    SetBufferByte PATCH 1977789 0x33

    :Done

    WriteFromBuffer OutFile PATCH

    CloseHandle PATCH
    CloseFile InFile
    CloseFile OutFile


    Works nicely
    Title: Mxm Wip Releases
    Post by: BenJeremy on June 03, 2004, 02:34:00 AM
    QUOTE (koldfuzion @ Jun 3 2004, 12:02 AM)

    and that will replace the current file handling commands... or supplement?  do we need to put a hold on any script that will use file handling?

    No, it won't affect the scripts.... I'm just consolidating operations, since both internet connections and disk files have the same sorts of operations performed on them. As usual, I'm maintaining backward compatability.

    I'm just offering up the warning that when I switch over to the new routines, things "might" break until they get debugged. I'll expand my buffer test to also perform some file tests too.... BufferTest.xas helped me figure out a couple of lurking issues in the buffer routines.
    Title: Mxm Wip Releases
    Post by: BenJeremy on June 03, 2004, 02:35:00 AM
    QUOTE (flattspott @ Jun 3 2004, 01:48 AM)
    Check this out. The beginings of MXM Patcher in xas form.

    CODE
    Set COLOR RED

    OpenRead InFile Z:\default.xbe
    OpenWrite OutFile Z:\defaultpatch.xbe

    CreateBuffer PATCH 2670592
    ReadToBuffer InFile PATCH

    Goto %COLOR%

    :BLUE
    SetBufferByte PATCH 1977788 0x32
    SetBufferByte PATCH 1977789 0x58

    Goto Done

    :RED
    SetBufferByte PATCH 1977788 0x31
    SetBufferByte PATCH 1977789 0x33

    :Done

    WriteFromBuffer OutFile PATCH

    CloseHandle PATCH
    CloseFile InFile
    CloseFile OutFile


    Works nicely

    Nice.

    I may need to add "search and replace" functionality in the buffer stuff as well.
    Title: Mxm Wip Releases
    Post by: geniusalz on June 03, 2004, 04:16:00 AM
    Won't this patching business have to stop, because of automatic updates?

    Or maybe MXM needs to 'unpatch' itself before updating, and then repatch the new version.

    Or maybe it should just ignore any patches applied.
    Title: Mxm Wip Releases
    Post by: koldfuzion on June 03, 2004, 03:32:00 PM
    1207 Unrarfile worked fine.  1210 ..it locks the box.
    Title: Mxm Wip Releases
    Post by: BenJeremy on June 03, 2004, 03:37:00 PM
    Hmmm... didn't touch anything there, I believe.

    I was about to do a release tonight with "untested" internet connection ability and the new core file routines (and geniusalz {} {} fix)
    Title: Mxm Wip Releases
    Post by: koldfuzion on June 03, 2004, 03:44:00 PM
    QUOTE

    OK 1210: OPENRAR COMPVIDRAR z:\%HexID%.rar

    OK 1210: GETRARINFO COMPVIDRAR 0

    OK 1210: MSGBOX "%ZipEntryIndex% - %ZipEntryCompSize% - %ZipEntryUncompSize% - %ZipEntryName% - %ZipEntryType%"

    OK 1210: SETFUNC RARLEN LENGTH %ZipEntryName%

    OK 1210: IF# %RARLEN% < 42 THEN
    MSGBOX "%ZipEntryName%"

    OK 1210: IF "%ZipEntryType%" == "file" THEN
    MSGBOX "%ZipEntryType%"

    OK 1210: IF# %ZipEntryUncompSize% != 0 THEN
    MSGBOX "%ZipEntryIndex%"

    LOCK 1210: UNRARFILE COMPVIDRAR 0 Z:\

    OK 1207: MSGBOX "Uncompressed"

    OK 1207: IF "%ZipEntryName%" #^ "MXM_SS.WMV" THEN
    OK 1207: COPY z:\%ZipEntryName% %_GameDir%
    OK 1207: DELETE z:\%ZipEntryName%
    OK 1207: ELSE
    OK 1207: COPY z:\%ZipEntryName% %_GameDir%\MXM_SS.WMV
    OK 1207: DELETE z:\%ZipEntryName%
    OK 1207: ENDIF

    OK 1207: XMLSetValue ContentDialog !.Control:0.text "$eol$Video Downloaded"
    OK 1207: ENDIF

    OK 1207: ELSE
    OK 1207: XMLSetValue ContentDialog !.Control:0.text "$eol$File does not contain a video."
    OK 1207: ENDIF

    OK 1207: ELSE
    OK 1207: XMLSetValue ContentDialog !.Control:0.text "$eol$Video Name exceeds  the filename limit. Unable to extract."
    OK 1207: ENDIF
    Title: Mxm Wip Releases
    Post by: BenJeremy on June 03, 2004, 03:47:00 PM
    OK, I'll dump a rar file out thee and give it a whack.
    Title: Mxm Wip Releases
    Post by: BenJeremy on June 03, 2004, 03:59:00 PM
    OK, I found the culprit... stack overflow.

    In short, the rar library is as ugly as sin... it allocates TONS of crap from the stack, a single operation (before I first tackled it) could allocate 100k from the stack - a HUGE no-no. In this case, I "missed" a spot where I made the allocation use the heap.
    Title: Mxm Wip Releases
    Post by: koldfuzion on June 03, 2004, 04:58:00 PM
    smile.gif
    Title: Mxm Wip Releases
    Post by: BenJeremy on June 03, 2004, 05:21:00 PM
    wink.gif

    Includes OpenConnection, which should let you use Actionscript to talk to Telnet servers (or any similar stream-oriented service you can connect to)
    Title: Mxm Wip Releases
    Post by: flattspott on June 03, 2004, 05:30:00 PM
    Now all we need is ShoutCast support....
    Title: Mxm Wip Releases
    Post by: geniusalz on June 03, 2004, 06:03:00 PM
    biggrin.gif )
    Title: Mxm Wip Releases
    Post by: flattspott on June 03, 2004, 06:22:00 PM
    QUOTE
    I was about to do a release tonight with "untested" internet connection ability and the new core file routines (and geniusalz {} {} fix)


    Explain the last part.

    Do this mean I can now use variables like so:

    %{List}Item{X}%

    Or am I way off?
    Title: Mxm Wip Releases
    Post by: BenJeremy on June 03, 2004, 06:24:00 PM
    QUOTE (flattspott @ Jun 3 2004, 10:22 PM)

    Explain the last part.

    Do this mean I can now use variables like so:

    %{List}Item{X}%

    Or am I way off?

    You are correct.

    That should work (but I didn't test it.... maybe I better check it out while I'm running it here)

    EDIT: Just tested it... it works. biggrin.gif
    Title: Mxm Wip Releases
    Post by: flattspott on June 03, 2004, 06:45:00 PM
    Cool now I can get ride of all the dual operations in the FileManager in regards to setting list varibales.
    Title: Mxm Wip Releases
    Post by: geniusalz on June 03, 2004, 06:51:00 PM
    huh.gif
    Title: Mxm Wip Releases
    Post by: BenJeremy on June 03, 2004, 07:10:00 PM
    QUOTE (geniusalz @ Jun 3 2004, 10:51 PM)
    Doesn't work for %@xmlname.{x}.{y}% huh.gif

    OK, I missed that routine, I guess. I'll take a look tomorrow.
    Title: Mxm Wip Releases
    Post by: flattspott on June 03, 2004, 07:26:00 PM
    Hey I thought of a neat idea. SMS messaging from you xbox to you cellphone.

    SMS Servers

    Maybe with this new Internet stuff we can do this. Be kinda cool, you go out with your cellphone and if you're little brother tried to play your xbox you'll get a message then you can go back and bust him in the mouth.
    Title: Mxm Wip Releases
    Post by: flattspott on June 03, 2004, 08:57:00 PM
    Just saw these:

    -- FilePos <Handle>
    .....Gets position in disk based files (will not work on internet connection "files")
    -- FileEOF <Handle>
    ....."1" or "0" if disk based OpenRead file - "1" for EOF condition (will not work on internet connection "files")

    Explain the first one a little more please.
    Title: Mxm Wip Releases
    Post by: geniusalz on June 04, 2004, 12:43:00 AM
    QUOTE (flattspott @ Jun 3 2004, 11:26 PM)
    Hey I thought of a neat idea. SMS messaging from you xbox to you cellphone.

    SMS Servers

    Maybe with this new Internet stuff we can do this. Be kinda cool, you go out with your cellphone and if you're little brother tried to play your xbox you'll get a message then you can go back and bust him in the mouth.

     laugh.gif
    Title: Mxm Wip Releases
    Post by: BenJeremy on June 04, 2004, 01:50:00 AM
    QUOTE (flattspott @ Jun 4 2004, 12:57 AM)
    Just saw these:

    -- FilePos <Handle>
    .....Gets position in disk based files (will not work on internet connection "files")
    -- FileEOF <Handle>
    ....."1" or "0" if disk based OpenRead file - "1" for EOF condition (will not work on internet connection "files")

    Explain the first one a little more please.

    FilePos tells you where in the file you are.... if you've read 800 bytes out of a file, FilePos will report "800" - this is analogous to "ftell()" in standard c.

    FileEOF is used in read only (and in the future with read-write files) to tell you when you are at the end of the file.

    Title: Mxm Wip Releases
    Post by: BenJeremy on June 04, 2004, 04:05:00 PM
    sad.gif
    Title: Mxm Wip Releases
    Post by: flattspott on June 04, 2004, 04:10:00 PM
    What made you realize this, afte looking at the Super readme.?

    I asked you about it back in the day when I first started redoing the readme and saw it in the internal xml, but I guess you didn't notice it.
    Title: Mxm Wip Releases
    Post by: BenJeremy on June 04, 2004, 04:20:00 PM
    QUOTE (flattspott @ Jun 4 2004, 08:10 PM)
    What made you realize this, afte looking at the Super readme.?

    I asked you about it back in the day when I first started redoing the readme and saw it in the internal xml, but I guess you didn't notice it.

    Sorry about that.... yeah, reviewing your "super readme" got me thinking about it.

    Perhaps expressions will atisfy some of this, if I can figure out a clean way of handling the functions.
    Title: Mxm Wip Releases
    Post by: geniusalz on June 04, 2004, 05:21:00 PM
    QUOTE (flattspott @ Jun 4 2004, 08:10 PM)
    What made you realize this, afte looking at the Super readme.?

    I asked you about it back in the day when I first started redoing the readme and saw it in the internal xml, but I guess you didn't notice it.

    What's this talk of super readme's and whatnot?
    Title: Mxm Wip Releases
    Post by: flattspott on June 04, 2004, 05:43:00 PM
    Basically it's a revamped ActionScript Readme. Almost everything is comment. It contain almost eveything XAS related I could find. Changelog, Forums, etc.

    Now it has pretty much every thing you'll every need in one file. Did A little reoranizing too.
    Title: Mxm Wip Releases
    Post by: geniusalz on June 05, 2004, 09:47:00 AM
    Cool.  When do we get to see it?
    Title: Mxm Wip Releases
    Post by: flattspott on June 05, 2004, 01:22:00 PM
    unsure.gif
    Title: Mxm Wip Releases
    Post by: BenJeremy on June 05, 2004, 01:24:00 PM
    QUOTE (flattspott @ Jun 5 2004, 05:22 PM)
    My guess would be whenever BJ decides to start using it...  unsure.gif

    I'll include it in the next WIP. wink.gif


    I'm thinking it could use a nice treatment as a formatted document - PDF, HTML or WORD. Imagine that... a programming manual for a dashboard LOL...

    Title: Mxm Wip Releases
    Post by: koldfuzion on June 05, 2004, 01:35:00 PM
    smile.gif
    Title: Mxm Wip Releases
    Post by: geniusalz on June 05, 2004, 02:23:00 PM
    QUOTE (koldfuzion @ Jun 5 2004, 05:35 PM)
    send it to me dangit smile.gif

    yeah, me too
    Title: Mxm Wip Releases
    Post by: flattspott on June 06, 2004, 06:09:00 AM
    Well I would but since BJ 'is' gonna use it. everyone might as well just wait for the next WIP.

    He said he was gonna check it and fill in anything I missed etc.
    Title: Mxm Wip Releases
    Post by: BenJeremy on June 06, 2004, 06:43:00 AM
    Linky

    I would appreciate if somebody could format this into a regular document (as I mentioned before, HTML, PDF, or WORD) and help maintain it.

    Thanks to flattspott for the nice compilation.
    Title: Mxm Wip Releases
    Post by: chilin_dude on June 06, 2004, 06:46:00 AM
    mad.gif
    Title: Mxm Wip Releases
    Post by: geniusalz on June 06, 2004, 07:18:00 AM
    It could replace the AS reference that I put up.

    Edit: Not yet... when MXM is released.
    Title: Mxm Wip Releases
    Post by: flattspott on June 06, 2004, 07:52:00 AM
    QUOTE
    I would appreciate if somebody could format this into a regular document (as I mentioned before, HTML, PDF, or WORD) and help maintain it.


    My guess is koldfuzion is gonna take care of the HTML version. (Hint, hint)

    I'll try doing a Word version too.
    Title: Mxm Wip Releases
    Post by: koldfuzion on June 06, 2004, 09:20:00 AM
    smile.gif   hehe well, the pdf/doc anyway.
    Title: Mxm Wip Releases
    Post by: geniusalz on June 06, 2004, 12:29:00 PM
    laugh.gif
    Title: Mxm Wip Releases
    Post by: BenJeremy on June 06, 2004, 01:30:00 PM
    CODE


    XSM Test
    This is a test of the XSM functionality
    {65BD716E-DC1A-4d07-9FCD-0C2FFE3B78FE}
    Popup
    Test Procedure





    This file, placed into the "Plugins" subdirectory from where MXM executes will get moved into it's own unique directory in MXM's E:\UDATA directory. Because I'm testing, I'm not "cleaning up" the original plugins directory item, so MXM always "updates" the plugin.

    Popups are currently auto-added to the Action sub menu, since they are (for testing purposes) always marked as "active" in the repository index:

    CODE



     1
     1
     Test Procedure
     XSM Test
     U:\XSM\XSM65BD716E-DC1A-4d07-9FCD-0C2FFE3B78FE
     XSMTest.XSM


     1
     2
     Test Procedure
     ZSM Test
     U:\XSM\XSM65BD716F-DC1A-4d07-9FCD-0C2FFE3B78FE
     ZSMTest.xsm




    It's slow going here, because so much is interdependent. I'm going to slog through it over the next few days, but I'll be busy with a few things (work and family). I really hope to have PnP by the end of the week, though. If you want to try it out, I can upload the current WIP, but it's missing a few nice things that will be handy to do things right (like access to the XSM's XML for dialogs and the execution path so you can access those files.).

    I also need to work in sub script support.
    Title: Mxm Wip Releases
    Post by: Yuyu on June 06, 2004, 01:30:00 PM
    QUOTE (flattspott @ Jun 6 2004, 11:52 AM)

    My guess is koldfuzion is gonna take care of the HTML version. (Hint, hint)

    I'll try doing a Word version too.

    Actually I'm going to start work on it right now  ph34r.gif  If I can get ahold of KF, to make sure he isn't already...

    EDIT: Can't get ahold of him, I've begun work the same way KF would have... wink.gif
    Title: Mxm Wip Releases
    Post by: geniusalz on July 11, 2004, 08:36:00 AM
    Here's what I did yesterday:
    user posted image

    Almost 100% working now; no AI though.

    I was thinking of a way to setup online play, but I guess that'll need another thread for the discussion.
    Title: Mxm Wip Releases
    Post by: chilin_dude on July 11, 2004, 11:09:00 AM
    ohmy.gif  ohmy.gif  ohmy.gif  ohmy.gif
    WOW!!!
    Damn is that awesome man!!! Looks incredibly attractive, very nicely presented... Online play would truely rock... Guess someone better write a x-link pugin  rolleyes.gif
    Title: Mxm Wip Releases
    Post by: flattspott on July 11, 2004, 12:18:00 PM
    Sweet

    I considered trying a Chess one myself but the AI part (from most of the sources I've seen) is pretty involved and complex.
    Title: Mxm Wip Releases
    Post by: koldfuzion on July 11, 2004, 01:02:00 PM
    very nice looking.

    and yes, it would kick ass to play this across xlink
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 11, 2004, 07:20:00 PM
    :::sigh::: I was hoping to have a WIP release out tonight.... but I'm cleaning up some stuff, and currently getting rid of some of the icon issues. With the file cacheing and internal image files (as well as new code to clean up the way images are stored), it's proven to be a bit tricker than expected.

    At any rate, you should see some nice improvements within the next day or two when I update the WIP.
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 11, 2004, 08:14:00 PM
    OK, WIP 1223 is now up.

    Not much to report at the moment, just fiddling with the XBE Icon code and cached image sources.
    Title: Mxm Wip Releases
    Post by: koldfuzion on July 11, 2004, 10:48:00 PM
    couple skin bugs. (havent checked with the new wip).

    Ftp users always shows 0

    justify x right doesnt align right for text.
    Title: Mxm Wip Releases
    Post by: Yuyu on July 11, 2004, 11:27:00 PM
    Is the text issue still around ?(When having it tweened in a "free form" z-pointed menu from a smaller text to bigger text, back to smaller text, it would get very screwy)
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 12, 2004, 01:59:00 AM
    Tweening should be OK now, but I'll have to dig in and fix the FTP users and Justify X Right stuff.

    Has anybody noticed anything unusual about the Icon stuff in 1223?  You might need to reset Menu cache.
    Title: Mxm Wip Releases
    Post by: koldfuzion on July 12, 2004, 10:35:00 AM
    QUOTE
    Has anybody noticed anything unusual about the Icon stuff in 1223? You might need to reset Menu cache.


    icon bug is gone.. great work fixing this smile.gif tested on both normal skins and using zpoints.
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 12, 2004, 10:52:00 AM
    wink.gif

    MXM has a "proper" TitleImage now (Thanks again, MomDad, for the logo) and it also can search for these icons in the XBEs (does so by default, and failing that, looks for the TitleImage.xbx in the UDATA folder, based on the XBE ID).

    Next step is the Games DB for this stuff. I may streamline much of the menu building stuff, too. I'm working on some ways to put the menu loading into hyperdrive and eliminate the menu cache altogether.

    I'm still in the process of moving embedded images into MXM 'properly' - no more "BinData.cpp" or the utility to create it. Bundler can put user data into an XPR file, though it's not documented, so I'm putting my nice and small JPG image sources into a single XPR, embedding it, and then getting the data out of there as needed.

    This means I can also add the file manager icons (as one big image, and I'll provide a convenience function in ActionScript to display "icons" from a big master image - you define the spacing, then just give the image handle and an icon number to display it in ActionDraw lists) and a few other goodies.

    As for help screens, I want to have the ability to define dynamic screens - that means XML-based help information - for MXM and it's actionscripts, the help will dynamically change with the key configurations, and not require the baggage of static 640x480 images.

    and speaking of key configurations, I want to clean up that portion to make things more dynamic and configurable for the user and the scripters. Dialog key functions will also have to be updated in some way... if you all have suggestions, please let me know.

    Title: Mxm Wip Releases
    Post by: koldfuzion on July 12, 2004, 11:38:00 AM
    QUOTE
    As for help screens, I want to have the ability to define dynamic screens - that means XML-based help information - for MXM and it's actionscripts, the help will dynamically change with the key configurations, and not require the baggage of static 640x480 images.


    The way I gather this is that user drop an XML file into the game directory instead of an image.. is that correct?  Sounds like a great idea if it is.  A default controller image with specific points for button labeling would make it easy to provide game help files. would be cool to add those to the download support too.

    Further skin-text issues and justifications:  Align Center will move the left edge of the text.. but will not actually center the text.  I revisited the Hitman skin since the icons were fixed and unloaded it but could not get the menu label centered correctly.

    It also seems that the text area widths have to be much longer than they should be to fully display most text.  An area that should display 192.168.1.200 Static just fine more often than not displays 192.168.1.2    the are width has to be increased another inch or two just to get the full text to display.

    unloaded = i was overloading MXM in the Hitman Skin by using videos in each bullethole with thumbnails behind those in case the video was missing..a big no-no.

    Title: Mxm Wip Releases
    Post by: BenJeremy on July 12, 2004, 11:56:00 AM
    Looks like it's time to give the text gadget a once (or twice, thrice, etc...) over... Not sure why the text width parameter is an issue, though; hopefully, it's a simple fix.

    Was the text alignment strictly an issue in the menus, or in general text elements?


    As for the help XML, I hadn't really considered using lines to point to the various points in the controller, but that's a possibility. I'll have to work something out for that. There actually are built in DDS files of the gamepad, remote and keyboard. I should probably redo them, though and add an "S" style gamepad picture. I'd prefer to keep it relatively simple; it could really be more of a game-specific skin layout, or I could just have predefined fields for basic help screens (background images, controller display, headings, input definitions).
    Title: Mxm Wip Releases
    Post by: koldfuzion on July 12, 2004, 12:03:00 PM
    QUOTE
    Was the text alignment strictly an issue in the menus, or in general text elements?


    general text elements, though in the hitman skin, im using one for the menu (horizontal). MXM::menus are fine (just checked using the MXM Amp skin)

    I will create a simple skin with the area defined and XML used and post all that.

    here is a screenshot of the robo ocean skin.. notice the ip info out of bounds.

    user posted image

    here is a crop from the Counterstrike skin.
    user posted image


    Its 1:1 ration top left is top left of full image (0,0) so you can check coordinates.. i just didnt want to post the full sized image (peave of mine)

    This is the xml for it
    QUOTE
    <LayoutElement Type="Text" Source="IP">
       <TextColor>0xBBFFFFFF</TextColor>
       <Shadowcolor>0xE9000000</Shadowcolor>
       <Pos L="62" T="232" W="130" H="16"/>
       <Scale X="false" Y="True"/>
       <Proportional>true</Proportional>
       <Justify X="left"/>
    </LayoutElement>



    Note the bold:   those are very close to the full "grey box" coordinates/size area for the IP.  the only way to fill that area and see the full text is to make the textbox 210 or something.   Thats way out from what it should be.

    BTW.. sorry for not pointing this out sooner.  You were working on other things at the time and didnt want to interupt your thought process, but being a WIP tester..I still should have posted something instead of compensating for it (the text visible width issue).
    Title: Mxm Wip Releases
    Post by: koldfuzion on July 12, 2004, 12:46:00 PM
    QUOTE
    MXM has a "proper" TitleImage now (Thanks again, MomDad, for the logo)


    I just deleted my previous save (displayed the original MXM icons) from the MS Dash memory list.

    Set my preferences and skin choice and scrolled back through the list.  MXM does not show up in the list anywhere.  An I think the original save was shown as "Unknown Title" but displayed the MXM Icon. .

    Also, XBMC doesnt show the icon (shows default icon).. but it does for Avalaunch.

    Title: Mxm Wip Releases
    Post by: BenJeremy on July 15, 2004, 11:25:00 AM
    Yeah, the "Skins Manager" is intended to support the idea of setting the actual skins "in rotation" - you would select from the skins list, enabling or disabling the skins to use either randomly or sequentially.

    There should also be a way to delete skins (and plugins) out of the repositories.


    Skins will also be able to handle scripts....

    OnLoad (Launches script when skin is loaded, before initialization, giving script a crack at manipulating the skin before initialization)
    OnEvent
    OnTimer (Both of these can allow the user to manipulate an image element)

    I have to think about this a bit more, but I'm open to ideas here to firm it up. If the BeginDrawTarget stuff is working good, then I can add in the skin script stuff.

    Title: Mxm Wip Releases
    Post by: geniusalz on July 15, 2004, 05:12:00 PM
    biggrin.gif )
    Title: Mxm Wip Releases
    Post by: koldfuzion on July 16, 2004, 06:36:00 PM
    fxp (xbox2xbox) transfer speed of 10.4 KBps with this latest WIP.  I think it was running 6-7 (up) a couple versions ago.

    Will check PC->xbox upload a little later.  


    Title: Mxm Wip Releases
    Post by: geniusalz on July 16, 2004, 07:49:00 PM
    CODE
    CreateBlankImage testimage 50 50

    BeginDrawTarget testimage usecurrent
    box 0 0 50 50 0xff0000ff 0xff0000ff
    EndDraw

    BeginDraw
    Image testimage 100 100 50 50
    EndDraw
    IQWaitMsg Any
    SaveImage testimage Z:\testimage.png
    CloseHandle testimage


    Title: Mxm Wip Releases
    Post by: BenJeremy on July 16, 2004, 09:39:00 PM
    Well, for SaveImage, I should note that the image will always be saved as BMP (no easy way around that)

    EDIT: But there is a bug there, and I'll fix it shortly (as well as looking into the size issue)

    I'll have to add some code to look at icons, while I'm at it.
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 16, 2004, 11:41:00 PM
    CODE

    CreateBlankImage testimage 50 50
    LoadImage testicons ::filemanager
    SetIconSize testicons 32 32

    BeginDrawTarget testimage usecurrent
    box 0 0 50 50 0xff0000ff 0xff0000ff
    ' box 10 10 50 50 0xff00ffff 0xff00ffff
    ' box 20 20 30 30 0xff0000ff 0xff0000ff
    EndDraw

    BeginDraw
    box 97 97 56 56 0xffffffff 0xffffffff
    Image testimage 100 100 50 50
    Image testimage 200 100 50 50 45 -1 -1 -1 -1 25 25
    Image testimage 300 100 30 30 45 -1 -1 -1 -1 25 25
    box 90 155 430 230 0xff808080 0xff0000ff
    icon testicons 1 100 160
    icon testicons 2 150 160
    icon testicons 3 200 160
    icon testicons 4 250 160
    icon testicons 5 300 160
    icon testicons 6 350 160
    icon testicons 7 400 160
    icon testicons 8 450 160
    icon testicons 11 100 250
    icon testicons 12 150 250
    icon testicons 13 200 250
    icon testicons 14 250 250
    icon testicons 15 300 250
    icon testicons 16 350 250
    icon testicons 17 400 250
    icon testicons 18 450 250
    icon testicons 18 100 300 16 16
    icon testicons 18 150 300 24 24
    icon testicons 18 200 300 32 32
    icon testicons 18 250 300 48 48
    icon testicons 18 300 300 48 48 30
    icon testicons 18 350 300 48 48 45
    icon testicons 18 400 300 48 48 60
    EndDraw
    IQWaitMsg Any
    SaveImage testimage Z:\testimage.bmp
    CloseHandle testimage
    CloseHandle testicons


    The rotated icons are a bit screwed up.... probably because of the transformation performed, though I center the rotation on the center of the icon's source rectangle.

    At any rate, it demonstrates the proper use of icons wink.gif

    Title: Mxm Wip Releases
    Post by: geniusalz on July 17, 2004, 05:20:00 AM
    QUOTE
    Image testimage 200 100 50 50 45 -1 -1 -1 -1 25 25
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 17, 2004, 09:47:00 AM
    QUOTE (geniusalz @ Jul 17 2004, 09:20 AM)
    Cool.  So is the size issue fixed?  Just to let you know, the rotation bug exists with 'normal' images as well, not with icons only.
    And what's all these extra arguments?

    Size issue seems to be fixed.


    Other arguments (-1 defaulting on some)

    Image <Handle> <X> <Y> [<Width> [<Height> [<Rotation> [<SrcOffX> [<SrcOffY> [<SrcWidth> [<SrcHeight> [<CntrX> [<CntrY>]]]]]]]]].....  Used to display an images.
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 17, 2004, 10:15:00 PM
    Oh, and the rotation is demonstrated on the example script - and seems to work OK. I should add a screenshot call and save that to HD as well.
    Title: Mxm Wip Releases
    Post by: geniusalz on July 18, 2004, 02:06:00 AM
    Rotation works ok now, after I define the center coordinates.

    Images save fine now, but I'm having trouble with them not showing up on the screen (whereas they did show up in the previous build, but of the wrong size)

    I'll post details later, if I figure out the problem.

    Edit:

    Got the bug.  It stretches the first pixel (top-left) to fill the whole image.  This happens when an image made using createblankimage is drawn to the screen.  Interestingly, the image saves properly.

    It even happens in the script you posted, but since the image a box, it fills the whole image with the same color anyway, so the bug can't be seen.  But when you uncomment the other two BOX commands, the boxes don't show up on the screen, but show up in the saved file.
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 18, 2004, 08:07:00 AM
    QUOTE (geniusalz @ Jul 18 2004, 06:06 AM)
    Rotation works ok now, after I define the center coordinates.

    Images save fine now, but I'm having trouble with them not showing up on the screen (whereas they did show up in the previous build, but of the wrong size)

    I'll post details later, if I figure out the problem.

    Edit:

    Got the bug.  It stretches the first pixel (top-left) to fill the whole image.  This happens when an image made using createblankimage is drawn to the screen.  Interestingly, the image saves properly.

    It even happens in the script you posted, but since the image a box, it fills the whole image with the same color anyway, so the bug can't be seen.  But when you uncomment the other two BOX commands, the boxes don't show up on the screen, but show up in the saved file.

    OK, I think I have an idea what's happening there....

    I'll try and get that fixed today.
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 18, 2004, 05:18:00 PM
    CODE

    MinimumBuild 1226
    CreateBlankImage testimage 50 50
    LoadImage testicons ::filemanager
    SetIconSize testicons 32 32

    BeginDrawTarget testimage usecurrent
    box 0 0 50 50 0xff0000ff 0xff0000ff
    box 10 10 30 30 0xff00ffff 0xff00ffff
    box 20 20 10 10 0xff0000ff 0xff0000ff
    icon testicons 43 10 10
    EndDraw

    BeginDraw
    box 97 97 56 56 0xffffffff 0xffffffff
    Image testimage 100 100 50 50
    Image testimage 200 100 50 50 45 -1 -1 -1 -1 25 25
    Image testimage 300 100 30 30 45 -1 -1 -1 -1 25 25
    box 90 155 430 230 0xff808080 0xff0000ff
    icon testicons 1 100 160
    icon testicons 2 150 160
    icon testicons 3 200 160
    icon testicons 4 250 160
    icon testicons 5 300 160
    icon testicons 6 350 160
    icon testicons 7 400 160
    icon testicons 8 450 160
    icon testicons 11 100 250
    icon testicons 12 150 250
    icon testicons 13 200 250
    icon testicons 14 250 250
    icon testicons 15 300 250
    icon testicons 16 350 250
    icon testicons 17 400 250
    icon testicons 18 450 250
    icon testicons 18 100 300 16 16
    icon testicons 18 150 300 24 24
    icon testicons 18 200 300 32 32
    icon testicons 18 250 300 48 48
    icon testicons 18 300 300 48 48 30
    icon testicons 18 350 300 48 48 45
    icon testicons 18 400 300 48 48 60
    EndDraw
    Screencapture testScreen
    IQWaitMsg Any
    SaveImage testimage Z:\testimage.bmp
    SaveImage testScreen Z:\testshot.bmp
    CloseHandle testimage
    CloseHandle testicons


    A small note about SaveImage - it writes out based on the surface, so the size of the bitmap saved may be larger than the size of the image. Try not to be alarmed at this.... or build your image in sizes that are multiples of 8s. In the above case, the 50x50 image actually gets saved as 64x64 (that's how it gets internally allocated). Indeed, it might be best to allocate images that way.


    wink.gif


    Oh... and I think KF meant MB/s - I've gotten upwards of 7MB/s transfer between two Xboxes tonight with the new build.
    Title: Mxm Wip Releases
    Post by: geniusalz on July 19, 2004, 01:28:00 AM
    Cool that the bug is fixed... but now there's another in there.

    Images loaded from file are displayed in wrong sizes.

    Here's a screenshot:

    http://individual.ut...rs/imagebug.jpg

    This is the pic:

    http://individual.ut...scrs/tetris.jpg

    Edit: images are now links
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 20, 2004, 08:53:00 PM
    sad.gif

    I've been updating the XBE launch code (taking a cue from X-Port) to include Emu launch data support, and also adding in the GamesDB stuff.

    I am also considering dropping "packets" of info on XBE files, when found, in the form of:

    default.xbe.nfo (for example)

    These would be compact records that would make it faster for MXM to recall specific information.

    If all goes well, we'll do away with the menu cache altogether, and I might add some goodies like auto-fills for directories containing emu ROMs (you would put an MXM_Entry.xml that describes how to handle the ROMs, their extensions, etc)

    I also want to revisit the controls, and I'm considering adding some icon shortcuts to the list control (Define an icon image and each data item can have an icon number to go with it)


    For the GamesDB, you will be able to query an XBE for ID and size (same time), then apply those values to get an XML node associated with that file. The script can change the node, then save the GamesDB back out. This should allow updating over the net. I still need to standardize the values, but they will be used to build menus and get previews.

    Oh, and geniusalz - can we get the updated Tetris and Concentration posted?
    Title: Mxm Wip Releases
    Post by: geniusalz on July 21, 2004, 02:53:00 AM
    I'll get tetris tidied up into a package, but flattspott was doing concentration.
    Title: Mxm Wip Releases
    Post by: pelago on July 21, 2004, 04:13:00 AM
    QUOTE (BenJeremy @ Jul 21 2004, 04:56 AM)
    I might add some goodies like auto-fills for directories containing emu ROMs (you would put an MXM_Entry.xml that describes how to handle the ROMs, their extensions, etc)

    That sounds excellent!
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 21, 2004, 05:00:00 AM
    QUOTE (geniusalz @ Jul 21 2004, 05:56 AM)
    I'll get tetris tidied up into a package, but flattspott was doing concentration.

    OK... forgot about that ohmy.gif Didn't flattspott say he was going out oif town?


    Did I mention that "MinimumBuild" is now a required field in the XSM file?

    Title: Mxm Wip Releases
    Post by: geniusalz on July 21, 2004, 10:33:00 AM
    ohmy.gif

    I'll be 'inactive' for about a month.  So I'll try to get stuff polished up before I leave.

    pelago:
    BJ and myself have tried to get in touch with you, but it seems you don't check your PM's here.  So, go check your inbox.
    Title: Mxm Wip Releases
    Post by: chilin_dude on July 21, 2004, 11:59:00 AM
    QUOTE (BenJeremy @ Jul 21 2004, 03:56 AM)
    I've been updating the XBE launch code (taking a cue from X-Port) to include Emu launch data support, and also adding in the GamesDB stuff.
    If all goes well, we'll do away with the menu cache altogether, and I might add some goodies like auto-fills for directories containing emu ROMs (you would put an MXM_Entry.xml that describes how to handle the ROMs, their extensions, etc)

    Sweet mother of mary  ohmy.gif .
    This is what I have been waiting for  biggrin.gif . Thankyou so much!!! I wanted command line support for xports emus for so long and finally it is here just as the new mame emu is coming out  cool.gif . The auto add roms is also something I have been asking about, so the fact you are even CONTEMPLATING it is music to my ears.

    The even better news is that I've also finally got a job so I will FINALLY be able to drop some money in the tip jar at the end of this week  smile.gif - It's about time too   laugh.gif
    Title: Mxm Wip Releases
    Post by: geniusalz on July 21, 2004, 04:25:00 PM
    sad.gif
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 21, 2004, 04:44:00 PM
    QUOTE (geniusalz @ Jul 21 2004, 07:28 PM)
    Little bit of bad news for BJ.  Remember the first bug where a 50x50 image created using CreateBlankImage showed up as 40x40 on the screen?  Well, that bug's back. sad.gif

     dry.gif

    OK, I will look at it. Adding GamesDB stuff, too.... MXM will update a counter everytime a game is launched, BTW.... allowing the user to SortField on most used games (or most recent)
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 21, 2004, 06:36:00 PM
    OK, that's something that's ALWAYS had me puzzled.... now I have it figured out.

    Swizzled vs. Linear!

    When used as sprites, you have to use different scaling factors. While either format may have a texture area larger than the actual image, swizzled scaling already factors in the "real" image size, but linear textures do not.

    Messy, but simple enough for me to add the check.

    The next WIP will have the fix (already working here)

    This may also be the problem with the Counterstrike skin's texture bug, but that gets fixed in a different spot.
    Title: Mxm Wip Releases
    Post by: geniusalz on July 21, 2004, 07:16:00 PM
    QUOTE (BenJeremy @ Jul 22 2004, 05:39 AM)
    OK, that's something that's ALWAYS had me puzzled.... now I have it figured out.

    Swizzled vs. Linear!

    When used as sprites, you have to use different scaling factors. While either format may have a texture area larger than the actual image, swizzled scaling already factors in the "real" image size, but linear textures do not.

    Messy, but simple enough for me to add the check.

    The next WIP will have the fix (already working here)

    This may also be the problem with the Counterstrike skin's texture bug, but that gets fixed in a different spot.

    Besides remembering once looking at a 'swizzler' function somewhere in the code, I have no idea what you're talking about.  But good to hear you got the bug. pop.gif


    Edit: Now that the issue is fixed, are we getting skin scripts soon? wink.gif
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 21, 2004, 07:22:00 PM
    QUOTE (geniusalz @ Jul 21 2004, 10:19 PM)
    Besides remembering once looking at a 'swizzler' function somewhere in the code, I have no idea what you're talking about.  But good to hear you got the bug. pop.gif

    Well, "swizzled" textures are very bizarre to look at, in memory. Compared to "Linear" textures which have each pixel in memory, lowest byte being the upper left, working entirely across a row, each row in order; swizzled jumbles it all up, creating the image in grids.

    In other words, if you "pretended" a swizzled texture was linear, it would appear as if somebody cut it up into squares and scrambled it all up.

    It's supposed to be more efficient for the video chip to process as a texture.

    Title: Mxm Wip Releases
    Post by: BenJeremy on July 21, 2004, 09:25:00 PM
    CODE

    OpenGameDBNode gamenode 0x12349876  4321
    Set @gamenode^title "First Try"
    SaveGameDB


    Creates a games DB entry under the XBEID 0x12349876 for a file sized 4321 bytes with a title of "First Try"

    It's not populated. Expect that shortly.... I expect the following bits of information to be tracked:

    Title
    Game description
    Publisher
    Genre
    Icon
    Preview Media
    Number of Launches
    Last Launch Date
    Rating (As in how good the game is)
    Version (Useful for homebrews)
    Password Protection (Not sure how I want to do this one yet)
    LaunchDataSetup  (Used to form LaunchData structures, as in XPort's emus)
    - TotalSize
    - FillByte
    - Field
    -- Name
    -- Type (0=Numeric, 1=String, 2=WString, 3=Float, etc...)
    -- Offset
    -- BitOffset
    -- Bitlength


    In some cases, the info will be filled out as MXM examines XBEs and extracts the titles, for example. The XBE ID can also identify a publisher (High order word). Icon, by default will point to the XBE, as will media.

    I have some predefined stuff.... I'll generate a default database and save it out if one does not exist.

    Size can be "0" - this will be the default, regardless of the size given.

    The database could be maintained as just an XML file, but by accessing it through a couple of special commands, I can track change events (SaveGameDB) and make on-the-fly adjustments. I'll take a similar approach to the menu system, when I revamp that.

    This is the first step to making the menus more efficient; the menu system will access the database for a lot of info.

    I also plan on dropping "hint files" wherever XBEs are found. More details on that later.
    Title: Mxm Wip Releases
    Post by: pelago on July 22, 2004, 08:09:00 AM
    QUOTE (geniusalz @ Jul 21 2004, 06:36 PM)
    pelago:
    BJ and myself have tried to get in touch with you, but it seems you don't check your PM's here.  So, go check your inbox.

    Ooh, I didn't notice you had PMed me (I think my Google toolbar popup blocker must have been blocking the popups.)

    Thanks.
    Title: Mxm Wip Releases
    Post by: geniusalz on July 22, 2004, 04:41:00 PM
    Few important things, I guess:
    -Max. number of players
    -Live support
    -System link support

    This should be accessible to the skin, so you can see that information while scrolling through.

    Is game size total game size, or xbe size?  If it's total size, then a little 'game manager' could be used to see how much space each game is taking up on the HD.
    Title: Mxm Wip Releases
    Post by: flattspott on July 22, 2004, 04:45:00 PM
    Yes I was in Texas but I just got home
    Title: Mxm Wip Releases
    Post by: world in an oyster on July 22, 2004, 04:57:00 PM
    @BenJeremy

    --MXM used to be the definitive xbox dash...everyone outside of the evox noobs used it and it was easily the most prestigious, chic xbox app avaliable.
    Now, avalaunch is higher ranked in both the usage and "cool" stakes, and unleashx is by far the easier dash to customise and use.
    In a month or so, avalaunch will have a full 3D user interface...what'll happen to mxm then?

    Instead of letting all these lesser dashes go steaming past, at least try to drum up a bit of the old interest MXM has lacked of recent, brush up a WIP and release it properly, as MXM v.2 .
    You want to add more features? Great! But add them in future versions of the dash.

    Trying to make the perfect dashboard before release makes no sense, it'll just keep people from using an excellent dash now. live for the present!
    Title: Mxm Wip Releases
    Post by: geniusalz on July 22, 2004, 05:13:00 PM
    As it stands now, there's a definite list of stuff that will be done before releasing.  This includes a refined plugin system, content download capability, extreme ease of use/configuration, etc

    Work on many of those things has started.

    Also, quite a few of those things are tied in with each other, so releasing it before those things are done doesn't make much sense.

    It's a huge improvement in many ways over the old MXM, and is extremely expandable through plugins (the main system that is holding up this release).
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 22, 2004, 10:54:00 PM
    OK, WIP 1229 is now up.

    Please look at this one and give me your feedback.

    Oh... and turn off Menu Cacheing. You won't need it anymore (I think). I'm still not finished, but let me know of any quirks you encounter with loading your games.

    This version also saves the aforementioned "hint" files, which saves a bit of time getting XBE information, as I don't have to go through the contortions to extract it from the XBE headers.

    I will use the data in the GamesDB shortly, but not yet in this release, though it does generate the file after loading a dynamic menu.

    Lastly, I corrected a small bug - some XBEs contain embedded bitmaps, instead of XPR files for titleimage data.

    Title: Mxm Wip Releases
    Post by: Yuyu on July 23, 2004, 01:34:00 AM
    smile.gif
    ::I patched .xbe with the sky and logo patch, but it never shows up, goes straight to robo loading screen after 5 or 6 seconds?
    ::Some icons in the menu load noticably slow (I would guess due to the fact they are being pulled from the second place MXM looks for icons)

    All in all though, a fantastic update, as I said before loading has been greatly reduced, even on first clean boot... Well, if I run into anything else, I'll let you know...

    EDIT: And you are correct sir... No menu cache needed...
    Title: Mxm Wip Releases
    Post by: geniusalz on July 23, 2004, 05:29:00 AM
    pop.gif

    As for the image stuff, it's flop'd back to images loaded from file showing up big in build 1228 (flop'd as in flip flop)

    I'm checking 1229 shortly
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 23, 2004, 05:50:00 AM
    QUOTE (geniusalz @ Jul 23 2004, 08:32 AM)
    No caching! pop.gif

    As for the image stuff, it's flop'd back to images loaded from file showing up big in build 1228 (flop'd as in flip flop)

    I'm checking 1229 shortly

    I missed that bit with the images again.

    I will work on it tonight.... it's getting to be a real pain in the ass getting things working consistent, as the M$ library code seems to be the culprit here. sad.gif
    Title: Mxm Wip Releases
    Post by: geniusalz on July 23, 2004, 09:02:00 AM
    Observations on the caching stuff:
    -First time delay is about 4 seconds, as opposed to the 7-8 seconds before (with recursive off) for my system
    -With caching off, loads menu in about 2 seconds, as opposed to the 7-8
    -With caching on, loads instantaneously in both versions
    ---After resetting cache, loads in 2 seconds, as opposed to 7-8 before

    In each case, it's an improvement over the old system, but the old sytem with caching on is faster than new system with caching off (understandable)

    Maybe you could move some of the initializations (like FTP) to after the main layout has loaded.  Most other dashes even scan games after the main screen has loaded.

    Another thing you could look at is 'detection' of a network cable being plugged in after boot.
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 23, 2004, 09:23:00 PM
    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).





    Title: Mxm Wip Releases
    Post by: BenJeremy on July 24, 2004, 10:46:00 AM
    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.

    Title: Mxm Wip Releases
    Post by: BenJeremy on July 24, 2004, 03:03:00 PM
    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.
    Title: Mxm Wip Releases
    Post by: geniusalz on July 24, 2004, 03:39:00 PM
    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)
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 24, 2004, 08:58:00 PM
    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).
    Title: Mxm Wip Releases
    Post by: geniusalz on July 25, 2004, 12:55:00 AM
    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.
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 25, 2004, 09:25:00 AM
    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.)
    Title: Mxm Wip Releases
    Post by: geniusalz on July 25, 2004, 10:51:00 AM
    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)
    Title: Mxm Wip Releases
    Post by: a weasel on July 25, 2004, 11:56:00 AM
    Where can you get the latest WIP? I looked on xbins they still have just .9n6?
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 25, 2004, 12:21:00 PM
    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.
    Title: Mxm Wip Releases
    Post by: flattspott on July 25, 2004, 12:55:00 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 ?
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 25, 2004, 01:02:00 PM
    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 Test
    1230
    This is a test of the XSM functionality
    {65BD716E-DC1A-4d07-9FCD-0C2FFE3B78FE}
    Popup
    Test Procedure







    Here's an example.

    Don't forget MinimumBuild now... or it won't get installed.
    Title: Mxm Wip Releases
    Post by: flattspott on July 25, 2004, 01:07:00 PM
    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?
    Title: Mxm Wip Releases
    Post by: flattspott on July 25, 2004, 01:12:00 PM
    Ok cool , so basically any CallScript will look inside the XSM module for the script among other things.

    Title: Mxm Wip Releases
    Post by: flattspott on July 25, 2004, 01:46:00 PM
    I think I got it now

    CODE

    Align
    1231
    This is a test of the XSM functionality
    {0000716E-DC1A-4d17-9F11-0111FE3B78FE}
    Popup
    Test Procedure












    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.
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 25, 2004, 01:53:00 PM
    QUOTE (flattspott @ Jul 25 2004, 04:10 PM)
    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?

    For Icons, you need to SetIconSize <Image> <Width> <HEight> to "break up" the image into equal parts.

    For example, the internal "::FileManager" image is 256x256, and has 64 icons of 32x32 in size (See the example in an earlier post). So "SetIconSize FMIcons 32 32" tells the image with handle "FMIcons" to define its icons as 32x32, so icon "0" would be the upper 32x32 block.


    As for variables, remember that subscripts "inherit" local variables from the caller.
    Title: Mxm Wip Releases
    Post by: a weasel on July 25, 2004, 05:42:00 PM
    yeah i figured they were just for beta testers. sorry for the noob question.

    Title: Mxm Wip Releases
    Post by: geniusalz on July 26, 2004, 02:46:00 AM
    QUOTE (BenJeremy @ Jul 26 2004, 12:05 AM)
    Don't forget MinimumBuild now... or it won't get installed.

    No wonder my tetris zsm doesn't work..
    *off to fix it.


    QUOTE
    As for variables, remember that subscripts "inherit" local variables from the caller.


    Does it work the other way round as well, with changes to variables in the subscript being reflected in the main script?

    And in my XSM, I'm using this:
    SetFunc ScriptPath FNPath %0%
    Callfile %ScriptPath%\tetris.xas
    </Script>

    Does this have any advantages/disadvantages over putting the whole script in there?  I do this so I don't have to encode special characters for xml.  And will callfile work the same way as callscript (in terms of variable 'inheritance') ?
    Title: Mxm Wip Releases
    Post by: flattspott on July 26, 2004, 04:03:00 AM
    Is anyone else having FTP issues with this WIP?

    I always use the WIP's as a secondary laucher. I can FTP fine with the 0.9n0 release but not with the 1231 WIP.

    Akso you said to turn off menu caching. When I did this MXM would freeze at the loading menu part.
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 26, 2004, 05:56:00 AM
    QUOTE (flattspott @ Jul 26 2004, 07:06 AM)
    Is anyone else having FTP issues with this WIP?

    I always use the WIP's as a secondary laucher. I can FTP fine with the 0.9n0 release but not with the 1231 WIP.

    Akso you said to turn off menu caching. When I did this MXM would freeze at the loading menu part.

    I've transferred files between PC and Xbox, as well as Xbox-to-Xbox with this build -  no problems.

    As for the freeze, there was a problem with 1230 - some titles have invalid characters that the Xbox libs didn't like - but I changed a cmpiler option to ignore them in 1231.

    What happens when you run the MsgLogger version?
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 26, 2004, 05:59:00 AM
    QUOTE (geniusalz @ Jul 26 2004, 05:49 AM)
    No wonder my tetris zsm doesn't work..
    *off to fix it.




    Does it work the other way round as well, with changes to variables in the subscript being reflected in the main script?

    And in my XSM, I'm using this:
    SetFunc ScriptPath FNPath %0%
    Callfile %ScriptPath%\tetris.xas
    </Script>

    Does this have any advantages/disadvantages over putting the whole script in there?  I do this so I don't have to encode special characters for xml.  And will callfile work the same way as callscript (in terms of variable 'inheritance') ?

    CallFile should work the same way... as for the symbols, I believe, since it uses a "trace" back up the chain of called scripts, if the variable is already defined in a script, changing in a subscript MAY affect the one in a level above. I need to look at that (or perhaps offer a means to switch between them). I need to look into this.
    Title: Mxm Wip Releases
    Post by: flattspott on July 26, 2004, 08:47:00 AM
    Could someone explain the BeginDrawTarget stuff? Like what is the difference between it and the standard BeginDraw. And maybe an example of what it allows me to that can't be done using BeginDraw.
    Title: Mxm Wip Releases
    Post by: geniusalz on July 26, 2004, 12:39:00 PM
    QUOTE (flattspott @ Jul 26 2004, 07:50 PM)
    Could someone explain the BeginDrawTarget stuff? Like what is the difference between it and the standard BeginDraw. And maybe an example of what it allows me to that can't be done using BeginDraw.

    It lets you run tetris at 60fps instead of the normal 10-15 fps tongue.gif

    To use it:

    Use a CreateBlankImage <handle> <width> <height>

    Use BeginDrawTarget <handle> [UseCurrent] - UseCurrent creates a transparent image instead of a black image

    Draw anything here as you would draw to the screen.

    Then goes EndDraw

    You can save the image you drew, using SaveImage <handle> <path>

    Then in a normal begindraw, you can use
    Image <handle> <x> <y> <width> <height>

    The whole point of this being you don't have to redraw the whole screen during each refresh.

    In the game of tetris, for example, I have an image for the board, and an image for the 'current piece'.  The board gets redrawn only when you fix pieces in place, as opposed to redrawing each frame.  This obviously saves time, because the board takes about 60-100ms to draw, and drawing every frame slows everything down. (10x20=200 sets of statements being executed in loops)

    Even the pieces can be moved around without redrawing, again saving time.  And I added a little bit of buttery smooth animation, once again unachievable without the image drawing stuff.

    I'll be posting tetris soon, so you can have a look at it.
    Title: Mxm Wip Releases
    Post by: geniusalz on July 26, 2004, 07:06:00 PM
    Little inactive.  So here's something else:
    Tetris RC

    I might add in saving games soon, so this isn't final and shouldn't be posted anywhere.  And I didn't test the zsm because my xbox isn't hooked up right now, but it shouldn't be a problem.
    Title: Mxm Wip Releases
    Post by: BenJeremy on July 26, 2004, 07:19:00 PM
    404 not found. sad.gif
    Title: Mxm Wip Releases
    Post by: geniusalz on July 26, 2004, 07:26:00 PM
    Damn case sensitivity.. fixed now.

    More on this version: No lag even at full speed with full board.  Lets you score way higher than the previous version, even though there have been no changes in the scoring system.

    'Blocks' are skinnable, using the Icons stuff.
    Title: Mxm Wip Releases
    Post by: flattspott on July 26, 2004, 10:54:00 PM
    Thanks geniusalz. I suppose I'll need to do some experimenting till I get the hang of it.

    On Monday I'm going back to SanFranscico for 2 weeks. I plan on bringing my Xbox and whatnot this time.

    Title: Mxm Wip Releases
    Post by: pelago on July 31, 2004, 02:06:00 PM
    Re: flattspot's problem with 1231 freezing when loading menus if the cache is turned off - I've got that problem too. You said to try the message logger version. I've looked but I can't find out what this is or how to use it - can you explain?

    Also, I've been designing a skin with uses cover art. I know you've said on mulitple previous occassions to keep the image small (in pixel size) to reduce memory requirements and to speed it up and I understand that completely as I can see it taking a long time to load images on items where I have large cover art images, compared to small images.

    I noticed in 0.9n6 it seems to cache the cover art images, so that once you've gone once down through a menu, even with large images it is then nice and quick to go up and down the menu. However, in 1231 it seems to load the image off disk every time it is needed. This is confirmed as when I change an image via ftp the change is picked up immediately in 1231 but not in 0.9n6.

    I'm just wondering if this is a deliberate change or a bug, and if there is a XML option or similar to make 1231 cache the images like 0.9b6 does. Even if I reduce the size of the images, 0.9n6 seems more responsive that 1231 because of the cache.
    Title: Mxm Wip Releases
    Post by: pelago on July 31, 2004, 02:57:00 PM
    Ah, I've tracked down the freeze. I had a couple of folders in my autodir path which were empty except for mxm_entry.xml files. (I had wanted to clear up disk space but wanted to keep my customized titles and descriptions for when I put the games back).

    In 0.9n6 with menu caching off or on, and in 1231 with caching on, these folders were seemingly just ignored, presumably because there was no default.xbe file corresponding to the mxm_entry.xml file. In 1231 with caching off and the new .nfo hint file thingies, it seems that situation hangs MXM.

    I moved the dummy entries out of my autodir and all now seems well, but you might want to add some error checking to look out for this kind of situation.
    Title: Mxm Wip Releases
    Post by: flattspott on July 31, 2004, 04:56:00 PM
    Ah that might very well be the cause of freezing, (empty dirs).
    I don't use HDDLoader to rip games but sometimes use it to check the sizes and it autmatically creates that HDDLoader folder.
    Title: Mxm Wip Releases
    Post by: pelago on August 01, 2004, 04:30:00 AM
    I think that it's not simply empty folders that freeze it, but more specifically mxm_entry.xml entries which point to non-existant exes.
    Title: Mxm Wip Releases
    Post by: Yuyu on August 17, 2004, 02:34:00 PM
    unsure.gif
    Title: Mxm Wip Releases
    Post by: BenJeremy on August 17, 2004, 05:31:00 PM
    wink.gif
    Title: Mxm Wip Releases
    Post by: flattspott on August 18, 2004, 06:00:00 AM
    Never fear BJ, I'm still around too. Jobs are cool and all but they tend to take time away from my lazy-time. All this time I've working to get a car. Hell my hours on my last check were over 150 hours for two weeks. I finally got me a Neon.
    Title: Mxm Wip Releases
    Post by: BenJeremy on August 23, 2004, 08:17:00 PM
    Just to keep you all up to date...

    Tonight I just completed about 50% of a networking "rework" - I wanted to consolidate the networking with an event manager (new) so settings can be changed in "midstream"

    That means that updating the network settings will, of course, result in any current connections "hiccuping", but the new settings will take effect without a reboot.

    Basically, the network manager sends events to the FTP Server, and other servers to let them know when the network will be shut down and then started again.

    The new networking "base" code looks good so far (FTP Server still working, Newsfeeds, etc...). The next step will be to integrate the event handling into the various parts of code that need to be aware of changes.

    After I get this wrapped up, I will move on to the skin manager. Event management will play a big part in all of this. I would like to be able to notify the application of pending skin changes, which should make it easy to switch skins without rebooting, too.

    Title: Mxm Wip Releases
    Post by: pelago on August 24, 2004, 09:37:00 AM
    QUOTE (BenJeremy @ Aug 24 2004, 03:20 AM)
    which should make it easy to switch skins without rebooting, too.

    Yay! ;-)
    Title: Mxm Wip Releases
    Post by: Yuyu on September 14, 2004, 12:28:00 AM
    Hope everyone is ok, 3 weeks and no post here. Anyway, school and work have taken most of my time. Though now that school has started again and fall/winter are around the corner, I'm ready to play with MXM again. (Been watchin summer movies all summer on XBMC with fiance) Oh and I'm takin my first C++ class this year.  Can't wait to have new content to pump through the offical site. Especially once the actionscripting and internet connections and everything else being worked on, starts to tie in together...
    Title: Mxm Wip Releases
    Post by: BenJeremy on September 14, 2004, 05:33:00 AM
    wink.gif
    Title: Mxm Wip Releases
    Post by: BenJeremy on September 14, 2004, 08:58:00 PM
    Doh... well, testing didn't go so well. I'll hammer on the skin switching issues over the next few days.


    Adding RESETNETWORK, which should semi-gracefully disconnect FTP users and switch network settings.
    Title: Mxm Wip Releases
    Post by: BenJeremy on September 14, 2004, 09:26:00 PM
    Ah, what the heck...

    WIP Build 1236 has been posted. Change skins "live" - no reset required. Please be aware, however, there are memory leaks still, and this will only work a handful of times between reboots. I'm still working on it.

    ResetNetwork has not been tested. Theoretically, you can alter the network configuration nodes, in memory, and ResetNetwork will reload the settings and re-initialize the network (after semi-gracefully dropping FTP connections).

    Probably more in there I'm forgettings.... working here-and-there on misc. issues.
    Title: Mxm Wip Releases
    Post by: BenJeremy on September 15, 2004, 09:15:00 PM
    Anybody try it out?

    I haven't had time to do a network settings script.
    Title: Mxm Wip Releases
    Post by: Yuyu on September 15, 2004, 09:31:00 PM
    wink.gif
    Title: Mxm Wip Releases
    Post by: geniusalz on September 21, 2004, 09:45:00 PM
    Between 9-hour sport matches and university back on, I finally managed to get some time to try out the new build.

    Got to say, the skin switching is amazing.  No hiccups so far (I tried about 5 different skins at a time), and the transitions between skins are flawless.  I especially like the fade, and how it eliminates the usual flickering/resizing that happens when changing skins in just about any program I can think of.  

    kudos  :popcorn:  

    BTW, I'll look into the network stuff later.  Any ideas on how to auto-reset network settings when network cable is plugged in/pulled out?

    This post has been edited by geniusalz: Sep 22 2004, 04:48 AM
    Title: Mxm Wip Releases
    Post by: chilin_dude on September 27, 2004, 03:42:00 PM
    wink.gif .

    2. Love the new skins that are included, I take it you made them, they are very good, especially the animated robot! I love the way it shoots when you are loading something!

    Couple of non-Wip comments.
    Tonight I was trying to get my xbox to see F:\ I enabled partitining using the system menu, but everytime I rebooted it went back to 'enable partitioning'=No.

    So I did it through Evo-x. However I then rebooted and MXM saw no F:\ which was weird... I went through all the settings and couldn't see anything... then it hit me after 1 hour of fiddling... When I had used the mxm patcher I'd clicked to disable F on startup. So I wonder if its possible to add re-enabling G and F in the menu? or simply stating that they are currently disabled?

    Another thing is that MXM ALWAYS says that it is in Safemode - Which is kind of weird... Is there any reason for this? My time/date is always set and the xbox is left plugged in...


    Thanks  beerchug.gif
    Title: Mxm Wip Releases
    Post by: flattspott on September 27, 2004, 07:25:00 PM
    QUOTE
    Love the new skins that are included, I take it you made them, they are very good, especially the animated robot! I love the way it shoots when you are loading something!



    Nope BJ didn't make the cheesy Robo skins... I did laugh.gif
    Not to mention that they've been there for quite some time now.
    Title: Mxm Wip Releases
    Post by: chilin_dude on September 28, 2004, 12:47:00 AM
    QUOTE (flattspott @ Sep 28 2004, 02:28 AM)


    Nope BJ didn't make the cheesy Robo skins... I did laugh.gif
    Not to mention that they've been there for quite some time now.

    Shows that I haven't been looking carefully enough... Good work, the loading screen absoloutley rocks!
    Title: Mxm Wip Releases
    Post by: SumDumGuy3 on October 02, 2004, 04:52:00 PM
    ok, incoming Bug Report

    This is a rather simplistic script, but I believe it gathers enough information. This Bug is related to math. I will try to spend some time doing some more comprehensive math function coverage. However I was trying to do some division and ran into some problems. I tried different functions and came out with other problems so I wrote this simple script to gather information about the division functions. This includes using Div, FDiv, Mod, Set Varname (No/No) and Set Varname (No%No). Below is the results and below that is the actual script used.

    Edit: I guess I could go ahead and state what is derived from the information below as well... though its pretty obvious from looking at it.

    Div Does Not appear to work correctly.
    FDiv Does Not appear to work correctly.
    Mod Does appear to work correctly.
    Set Varname (/) Does appear to work correctly.
    and
    Set Varname (%) Does appear to work correctly.


    Hope this helps

    CODE

    Div   4  2 is     4
    FDiv   4  2 is     4.000000
    Mod   4  2 is     0
    Set   SizeOfDrv   (4/2) is  2
    Set   SizeOfDrv   (4Mod2) is  0

    Div   5  2 is     4
    FDiv   5  2 is     5.000000
    Mod   5  2 is     1
    Set   SizeOfDrv   (5/2) is  2.5
    Set   SizeOfDrv   (5Mod2) is  1

    Div   2048  1024 is     2048
    FDiv   2048  1024 is     2048.000000
    Mod   2048  1024 is     0
    Set   SizeOfDrv   (2048/1024) is  2
    Set   SizeOfDrv   (2048Mod1024) is   0

    Div   2560  1024 is     2048
    FDiv   2560  1024 is     2560.00000
    Mod   2560  1024 is     512
    Set   SizeOfDrv   (2560/1024) is  2.500000
    Set   SizeOfDrv   (2560Mod1024) is   512


    CODE
    Set     SizeOfDrv   4
    Div     SizeOfDrv   2
    Set     OutPut  "Div   4   2 is %SizeOfDrv%$eol$"
    Set     SizeOfDrv   4
    FDiv  SizeOfDrv   2
    Set     OutPut  "%OutPut%FDiv   4   2 is %SizeOfDrv%$eol$"
    Set     SizeOfDrv   4
    Mod     SizeOfDrv   2
    Set     OutPut  "%OutPut%Mod   4   2 is %SizeOfDrv%$eol$"
    Set     SizeOfDrv   4
    Set     SizeOfDrv   %(SizeOfDrv/2)%
    Set     OutPut  "%OutPut%Set   SizeOfDrv   (4/2) is %SizeOfDrv%$eol$"
    Set     SizeOfDrv   4
    Set     SizeOfDrv   %(SizeOfDrv%2)%
    Set     OutPut  "%OutPut%Set   SizeOfDrv   (4Mod2) is %SizeOfDrv%$eol$$eol$"
    Set     SizeOfDrv   5
    Div     SizeOfDrv   2
    Set     OutPut  "%OutPut%Div   5   2 is %SizeOfDrv%$eol$"
    Set     SizeOfDrv   5
    FDiv  SizeOfDrv   2
    Set     OutPut  "%OutPut%FDiv   5   2 is %SizeOfDrv%$eol$"
    Set     SizeOfDrv   5
    Mod     SizeOfDrv   2
    Set     OutPut  "%OutPut%Mod   5   2 is %SizeOfDrv%$eol$"
    Set     SizeOfDrv   5
    Set     SizeOfDrv   %(SizeOfDrv/2)%
    Set     OutPut  "%OutPut%Set   SizeOfDrv   (5/2) is %SizeOfDrv%$eol$"
    Set     SizeOfDrv   5
    Set     SizeOfDrv   %(SizeOfDrv%2)%
    Set     OutPut  "%OutPut%Set   SizeOfDrv   (5Mod2) is %SizeOfDrv%$eol$$eol$"
    Set     SizeOfDrv   2048
    Div     SizeOfDrv   1024
    Set     OutPut2  "Div   2048   1024 is %SizeOfDrv%$eol$"
    Set     SizeOfDrv   2048
    FDiv  SizeOfDrv   1024
    Set     OutPut2  "%OutPut2%FDiv   2048   1024 is %SizeOfDrv%$eol$"
    Set     SizeOfDrv   2048
    Mod     SizeOfDrv   1024
    Set     OutPut2  "%OutPut2%Mod   2048   1024 is %SizeOfDrv%$eol$"
    Set     SizeOfDrv   2048
    Set     SizeOfDrv   %(SizeOfDrv/1024)%
    Set     OutPut2  "%OutPut2%Set   SizeOfDrv   (2048/1024) is %SizeOfDrv%$eol$"
    Set     SizeOfDrv   2048
    Set     SizeOfDrv   %(SizeOfDrv%1024)%
    Set     OutPut2  "%OutPut2%Set   SizeOfDrv   (2048Mod1024) is %SizeOfDrv%$eol$$eol$"
    Set     SizeOfDrv   2560
    Div     SizeOfDrv   1024
    Set     OutPut2  "%OutPut2%Div   2560   1024 is %SizeOfDrv%$eol$"
    Set     SizeOfDrv   2560
    FDiv  SizeOfDrv   1024
    Set     OutPut2  "%OutPut2%FDiv   2560   1024 is %SizeOfDrv%$eol$"
    Set     SizeOfDrv   2560
    Mod     SizeOfDrv   1024
    Set     OutPut2  "%OutPut2%Mod   2560   1024 is %SizeOfDrv%$eol$"
    Set     SizeOfDrv   2560
    Set     SizeOfDrv   %(SizeOfDrv/1024)%
    Set     OutPut2  "%OutPut2%Set   SizeOfDrv   (2560/1024) is %SizeOfDrv%$eol$"
    Set     SizeOfDrv   2560
    Set     SizeOfDrv   %(SizeOfDrv%1024)%
    Set     OutPut2  "%OutPut2%Set   SizeOfDrv   (2560Mod1024) is %SizeOfDrv%$eol$$eol$"
    BeginDraw  UseCurrent
    MessageBox  "%OutPut%"
    EndDraw
    Input
    BeginDraw  UseCurrent
    MessageBox  "%OutPut2%"
    EndDraw
    Input


    Let me know if there is something more I need to provide to help isolate this one.

    Thanks,
    SDG

    This post has been edited by SumDumGuy3: Oct 2 2004, 11:57 PM
    Title: Mxm Wip Releases
    Post by: thetruethugg on October 21, 2004, 04:10:00 PM
    In the latest WIP (and maybe a few back now that I think about it), MXM always adds the automenu..  I don't use automenu, but MXM appends it to the end of my normal menu, no matter what.  It's not that big of a deal, just kind of annoying.  Everything is set to 'off' in the system menu for automenu, it's been that way for over a year, never changed, it just started adding the shit sometime, awhile ago, but I never paid any attention to it, then I relized, hey it might be a bug and you should know. ;)

    I have tried changing it from app & game to drive, which does change it, but it never goes away.
    Title: Mxm Wip Releases
    Post by: chilin_dude on October 22, 2004, 04:01:00 AM
    QUOTE (thetruethugg @ Oct 21 2004, 10:37 PM)
    In the latest WIP (and maybe a few back now that I think about it), MXM always adds the automenu..  I don't use automenu, but MXM appends it to the end of my normal menu, no matter what.  It's not that big of a deal, just kind of annoying.  Everything is set to 'off' in the system menu for automenu, it's been that way for over a year, never changed, it just started adding the shit sometime, awhile ago, but I never paid any attention to it, then I relized, hey it might be a bug and you should know. wink.gif

    I have tried changing it from app & game to drive, which does change it, but it never goes away.

    Yes, I too found that out when I tested it.
    Title: Mxm Wip Releases
    Post by: jlm5151 on October 22, 2004, 03:28:00 PM
    tongue.gif
    Title: Mxm Wip Releases
    Post by: geniusalz on October 23, 2004, 07:26:00 PM
    cool.gif
    Title: Mxm Wip Releases
    Post by: chilin_dude on December 03, 2004, 11:47:00 AM
    wink.gif
    Title: Mxm Wip Releases
    Post by: BenJeremy on November 03, 2003, 07:03:00 PM
    Beta 0.9n.7 (Bug Fixes)



    This post has been edited by Yuyu: May 12 2004, 04:03 PM
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 03, 2003, 05:26:00 PM
    The "WIP" binaries have been updated.




    This post has been edited by Yuyu: May 12 2004, 04:04 PM
    Title: Mxm Wip Releases
    Post by: geniusalz on December 03, 2003, 05:35:00 PM
    QUOTE (BenJeremy @ Dec 3 2003, 10:19 PM)
  • Skinners can now display "CG" strings using offsets. Place the offset value in the "Section" attribute of a text element and the value retrieved for the string will be that of the menu item offset by that value form the currently selected menu item (or nothing, if out of range).
  • Similar to the string capability, "entry" type images can also have an offset, by setting an <Offset> value in the resource node.

  •  jester.gif

    Time for a cirkular remix
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 03, 2003, 05:41:00 PM
    QUOTE (geniusalz @ Dec 3 2003, 09:35 PM)
    QUOTE (BenJeremy @ Dec 3 2003, 10:19 PM)
  • Skinners can now display "CG" strings using offsets. Place the offset value in the "Section" attribute of a text element and the value retrieved for the string will be that of the menu item offset by that value form the currently selected menu item (or nothing, if out of range).
  • Similar to the string capability, "entry" type images can also have an offset, by setting an <Offset> value in the resource node.

  • jester.gif

    Time for a cirkular remix

    It would be cool if you could let me know how it works... I haven't tested it wink.gif
    Title: Mxm Wip Releases
    Post by: geniusalz on December 03, 2003, 05:51:00 PM
    I haven't tested yet.

    But jlm said it broke the <EntryNamed>Thumbnail</EntryNamed> image where there was no offset specified

    This post has been edited by geniusalz: Dec 4 2003, 01:54 AM
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 03, 2003, 05:47:00 PM
    QUOTE (geniusalz @ Dec 3 2003, 09:44 PM)
    I haven't tested yet.

    But jlm said it broke the <EntryNamed>Thumbnail</EntryNamed> image.  There was no offset specified in there

    Arg.... OK. I'll have to cook up a skin tomorrow night to do some testing. sad.gif

    I might also have the menu scroller in there tomorrow.
    Title: Mxm Wip Releases
    Post by: geniusalz on December 03, 2003, 05:55:00 PM
    And the menu scroller includes the conditionals, right?
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 03, 2003, 06:05:00 PM
    QUOTE (geniusalz @ Dec 3 2003, 09:48 PM)
    And the menu scroller includes the conditionals, right?

    ?? I'll have to review that...

    BTW: I just checked the code, and while I **DID** find a potential problem with the MENU image resource types, the ENTRY types looked fine.
    Title: Mxm Wip Releases
    Post by: jlm5151 on December 03, 2003, 06:19:00 PM
    Another problem....Preview Videos are also no longer showing up at all, and as G said above, that thumbnail entry isnt working no longer either.
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 03, 2003, 06:57:00 PM
    QUOTE (jlm5151 @ Dec 3 2003, 10:12 PM)
    Another problem....Preview Videos are also no longer showing up at all, and as G said above, that thumbnail entry isnt working no longer either.

    Yeah, I figured out the problem.

    I'll post the binaries in a few....
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 03, 2003, 07:07:00 PM
    OK, It's updated.... I was using the wrong value for range checking, and it was throwing out ALL of my index values (I added the check because of the offset).

    Also, don't forget the try out the text capability. Theoretically, you could remix the MS Dash skin, too, and offset the positions of the titles on the screen, too (use text instead of the menu)

    I've thought of some more interesting arrangements, but those will incorporate the menu gadget, as they will involve smooth scrolling (Imagine rotated text, spinning in)

    Title: Mxm Wip Releases
    Post by: jlm5151 on December 03, 2003, 07:26:00 PM
    Great! Thanks for the quick fix and it indeed did fix the problem. Also I noticed the addition of memory card support is working great. There seems to be two instances of it though. Letters S and V seem to both be memory cards but I only have one card, so it must be duplicating it. Also like the quick access to inner xml files through the ftp, nice touch. These WIP updates are making me giddy like a school girl, feels like the old days again when new WIP's came daily . Thanks BJ! laugh.gif


    Edit: Sorry just noticed the two instances are TDATA and UDATA wink.gif big DUH! on my part.  smile.gif
    Title: Mxm Wip Releases
    Post by: geniusalz on December 03, 2003, 09:49:00 PM
    Oh BTW, Neat input system! Especially the VNC.  And the voice!

    But how will analogue buttons work in the input system?  Does it take the max strength pressed, or are we allowed to check the strength in realtime?

    This post has been edited by geniusalz: Dec 4 2003, 05:56 AM
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 04, 2003, 01:16:00 AM
    QUOTE (geniusalz @ Dec 4 2003, 01:42 AM)
    Oh BTW, Neat input system! Especially the VNC.  And the voice!

    But how will analogue buttons work in the input system?  Does it take the max strength pressed, or are we allowed to check the strength in realtime?

    There will be information regarding the "strength" for raw input, as usual. I will also include "strength" information in the input information, for the analog ins and the 2 "shift" inputs.

    I didn't check out IR and keyboard input though last night.... I took all of the assorted input routines and consolidated them into a single "object" called the physical layer. Once the new translion layers are in place, I'll have to go to the various parts of the app and swap out the way input is handled for the new system. ActionScripts are special, as I have to wait for the script to say it needs input, before looking at it; then it loads the environment variables with the raw input.  The "new" way will allow you to use translated input, too. I've still got some things to work out, but I might have the script tell the system it doesn't need raw input, so the input can be scanned continuously (translated messages are held in a queue, so no lost input!!). It will also make things more consistent for the user, if they reconfigure their keys.
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 04, 2003, 04:02:00 AM
    Well, I'll have at least one thing to fix tonight... I checked this morning, and while the keyboard was fine, my IR remote was not. sad.gif I think I know what is happening though, and regardless, it will only be temporary.

    Once the translation layer is in place, support for the IR and keyboard will be universal (through the new standard input mechanism).

    Don't forget to test the "CG" text elements, too... A neat test I thought of is to create a "menu" consisting of the center holding the current selection, and the text selections scrolling diagonally from the left, and the icons scrolling in from the left on the other diagonal (to converge on the center, then diverge). You could also add varying pulse and transparency as the text displayed was "further" from the center.

    Oh.... and make the selected text item the "Menu" using the special text element tag - that will allow you to bypass the need for any menu, and you can control the horizontal, too, if you want to use that instead.
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 04, 2003, 06:20:00 AM
    OK.... more about the "WIP" coming tonight: I added a parameter for the special mode "Text" Element menu called "wrapped" that will allow you to do circular menus.

    You should be able to get a nice pseudo-3-D menu effect by layering 10 or 20 text elements, using the new offset parameter; I was thinking of a "ring" of menu items that cycle up/down, wrapped, arranged slightly at an angle... with the "farther" items rendered first, and smaller. Does that make sense to anybody? If none of the "WIP" buys want to whip something up, I'll knock out something tonight.

    The downside with "text" menu specials is that you don't get the smooth scrolling. I am thinking about a "free form" menu, where each item can be placed just about anywhere on the screen, and the smooth scrolling would moprh between the next/previous positions.

    Ah well... just rambling on here...  blink.gif


    Title: Mxm Wip Releases
    Post by: Yuyu on December 04, 2003, 06:37:00 AM
    I get what your saying with the circular menu would kinda look like a mouse wheel if you looked at it straight on, and from the side, with the menu items being on the outside layer of the wheel rotating into place,.... Oooooh wait even better example, the price is right wheel, with the menu items being the $ amounts on the wheel..... I think I am on the same page here....??

    Then the the side circular menu would be the same thing except the wheel laid on its side and the menu items arranged horizontally...correct???

    This post has been edited by Yuyu: Dec 4 2003, 02:38 PM
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 04, 2003, 06:46:00 AM
    QUOTE (Yuyu @ Dec 4 2003, 10:30 AM)
    I get what your saying with the circular menu would kinda look like a mouse wheel if you looked at it straight on, and from the side, with the menu items being on the outside layer of the wheel rotating into place,.... Oooooh wait even better example, the price is right wheel, with the menu items being the $ amounts on the wheel..... I think I am on the same page here....??

    Then the the side circular menu would be the same thing except the wheel laid on its side and the menu items arranged horizontally...correct???

    Exactly... the "Price Is Right" wheel, viewed at a slight angle. The items would move "around" the wheel to/from the back, where the text items would be smaller and more faded.


    Kind of like this ferris wheel, in arrangement...

    user posted image
    Title: Mxm Wip Releases
    Post by: Yuyu on December 04, 2003, 07:11:00 AM
    SO I guees in use, it would look something like this:

    user posted image

    Or am I on the wrong track here... more spaced out items??... umm further tilted??
    Fewer menu items displayed at once.....

    Lemme know... I'm tryin to visualize it in use without actually starting in on the skinning of it yet...
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 04, 2003, 07:34:00 AM
    Yes, that's the right idea. I'd probably go with fewer items, and fade them more as they moved to the back. It could me angled in either direction (the Ferris picture was just the best example at hand), and possibly a hair more of an angle.

    Of course, it could be turned on it's side, too...

    Title: Mxm Wip Releases
    Post by: Yuyu on December 04, 2003, 07:57:00 AM
    Ok updated pic in post above I think I see what you mean now, and of course the horizontal menu would be pretty easy too... Yhe horizontal would have the back end slightly elavated though right ... So you could get the wheel effect??

    Example: Lay THe ferris wheel on the ground so it is like a big circle on the ground then look at it from ground level with the back end heightened to about 5 feet off of the ground and the front still at ground level....

    I can see the possibilitiesIf maybe you could write the skin.xml to wrap around the back of the preview vid so the menu kinda encircles the preview vid.... Hmmm maybe... If you draw the elements in the correct order....
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 04, 2003, 08:09:00 AM
    Yes, exactly right on the horizontal description and the image you've got up there for the vertical.
    Title: Mxm Wip Releases
    Post by: geniusalz on December 04, 2003, 09:18:00 AM
    The offsets work fine for the text elements, the thumbnails and videos.
    Test Skin

    An annoyance is that the preview videos reset to beginning when they change position.

    As for the new really smooth menu, have the text elements shift color, opacity and position to go to the next/previous one (They'll have to be the same font), and have the ones at the ends fade in/out.  And if the user presses something during the transform, have it wait until the transform is complete.  Otherwise it messes up the "feel" of the scrolling menu, when animations get cut off.

    EDIT: Have the triggers control the speed of the transform animation (a la evox).

    I was also wondering whether the same is possible for thumbnails (position and size).  So you can have OSX-style bars  biggrin.gif

    Another extension to this would be the grayscale alpha mask.  That would allow different-shaped thumbnails to move around, thus perfecting the OSX-style bar.  

    Right now an overlay is needed to change the shape, and the overlay won't move with the thumbnail.
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 04, 2003, 09:43:00 AM
    Thanks. I'll have to check out the test skin tonight when I get home.

    I'm adding Unrar, unzip and zip code right now.  ActionScripters will soon have access after I overhaul the way I do special object (like file handles), and I'm fleshing out a standard for skin packs and such. I hope to create a multi-dash skin pack standard, so you can include definition files for MXM and UnleashX in one pack.

    That should make things simple, at least... users can just dump the skin packs in a single directory, and MXM will unpack the resources into a "current" directory to use.
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 04, 2003, 11:13:00 AM
    Tonight's update will also have a new conditional (listening, geniusalz? laugh.gif ):

    <conditional Arg1="5" not="true">ItemSelected</conditional>

    The above will be true whenever item 5 in the current menu is NOT selected and cause the element to be rendered.

    Say hello to hot spots!
    Title: Mxm Wip Releases
    Post by: geniusalz on December 04, 2003, 11:47:00 AM
    w00t!

    Now if only the other type of scrolling can be implemented (menux style, i.e. index moves, and when index reaches predefined bounds, then the thumbs/text/vids change), then menu system would rock.  (more than it does already  tongue.gif )
    Title: Mxm Wip Releases
    Post by: Yuyu on December 04, 2003, 12:14:00 PM
    QUOTE (BenJeremy @ Dec 4 2003, 03:13 PM)
    Tonight's update will also have a new conditional (listening, geniusalz? laugh.gif ):

    <conditional Arg1="5" not="true">ItemSelected</conditional>

    The above will be true whenever item 5 in the current menu is NOT selected and cause the element to be rendered.

    Say hello to hot spots!

    That is going to kick some nice a$$..
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 04, 2003, 12:17:00 PM
    You mean for the menu itself?

    I went with the text element "special" to manipulate the "free-form" menus because it gets complicated if I tie the notion of "display position" into a conditional or element.

    While you can do hot-spots, that will only be truly handy on specialty menus (like a theme DVD-R game collection), where the items are known.  

    To change the "relative" position of an item, I'll need another conditional - I suppose I could have a new conditional called "DisplayPos" and let you give a number there, similar to a row in a MenuX style menu. That would correspond with the relative position in the "displayed" menu (even if it's invisible). I guess you could provide for each hotspot "position" an entry named image for highlight and non-highlight, and use the offset, then use a conditional if it matches the 'display' position. OK, that might be doable.

    Dammit. I guess I have more work to do. I was hoping to get away without doing that virtual menu element - but I guess I was wrong  rolleyes.gif

    When the next release comes out, I'll have to hold a "funky skin" contest, to see who can create the most radical, provocative skin that warps everybody's brain into the question "how'd they do that" - like Cirkular, only MORE EXTREME.  laugh.gif
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 04, 2003, 04:46:00 PM
    OK, new "WIP" binaries are up...

  • Added a parameter for the special "text" element menu - "Wrapped". Set to true, this allows you to cycle through each end of the menu. Do NOT use this on "regular" Menu elements yet.
  • Added argument support to conditionals. New conditonal: ItemSelected:
       <conditional arg1="1">ItemSelected</Conditional>
       Works with "not" as well: <conditional arg1="3" not="true">ItemSelected</Conditional>

    I'll have to work on the conditional and offsets using the display (for hotspots).

    Included is a slightly modified version of Geniusalz' test skin to check out the new wrapping menu.

    IR Remote once again works, too.
  • Title: Mxm Wip Releases
    Post by: geniusalz on December 04, 2003, 05:10:00 PM
    Wrapping works great.

    But I can't figure out how to work this:
    <conditional arg1="1">ItemSelected</Conditional>

    I tried this, with wrapping on, then with wrapping off, but doesn't seem to work (all 3 show up always)

    CODE
     
        ItemSelected
        
        
     

     
        ItemSelected
        
        
     

     
        ItemSelected
        
        
     


    This post has been edited by geniusalz: Dec 5 2003, 01:10 AM
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 04, 2003, 05:39:00 PM
    I'll have to take a look at why that's not working. It should be fine.
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 04, 2003, 05:55:00 PM
    Doh... it's "Condition", not "Conditional"!!

    Give it a whirl that way.
    Title: Mxm Wip Releases
    Post by: geniusalz on December 04, 2003, 06:09:00 PM
    wink.gif . (and my mind was numb from calculus anyway.  Final tomorrow, gotta go back to study unsure.gif )
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 04, 2003, 06:22:00 PM
    QUOTE (geniusalz @ Dec 4 2003, 10:09 PM)
    Yup, it works.

    I didn't even bother checking since it was coming from u  wink.gif . (and my mind was numb from calculus anyway.  Final tomorrow, gotta go back to study unsure.gif )

    Yeah, silly me... I actually double checked the "ItemSelected" but didn't think twice about the condition tag.
    Title: Mxm Wip Releases
    Post by: geniusalz on December 05, 2003, 06:16:00 PM
    wink.gif
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 05, 2003, 06:41:00 PM
    QUOTE (geniusalz @ Dec 5 2003, 10:16 PM)
    When are the newer menus coming?  wink.gif

    Ah well... in a few days. I'm working on the input system at the moment. So far, so good. I've built up the "layers" and I haven't broken anything (yet). When I'm done, all of the keys will be programmable, and I'll easily be able to do stuff like virtual mice (using the keyboard, IR or gamepad) and a good "true" virtual keyboard.

    As for the hotspot thing, I'm thinking on that - for text "CG" strings, instead of a simple numeric offset, my idea has you putting a '@' in front of the number, to represent the relative display position, which will be referenced to the "Virtual" menu to get the actual menu item. For images, you'll use VirtualDispPos or something like that in the resource type. Finally, a new conditional called "ishighlighted" with an argument representing the "virtual" display position.

    As you can see, it's a bit sticky.

    Meanwhile, I'm swamped with work for my day job... to much nelgect during the week, and my boss is back on Monday (a real taskmaster, and it's a Japanese company), so I'll be busting ass this weekend on what I was supposed to be doing this week  rolleyes.gif
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 09, 2003, 07:00:00 PM
    Just to let people know about my latest progress... spent the night working on the input routines.

    Things will be much smoother (finally, "real" selectable keyrepeat rates), fully configurable (Keyboard, IR, gamepad, and possibly even mouse), and the entire system is "command oriented" - that is, you determine the physical button presses and the system transmits a specific, generic message to the system. I also plan on adding the ability for users to add to these "commands" to trigger ActionScripts (I might add the ability to run ActionScripts before, after or in place of the original commands, as well).

    It's no small task. The original framework input routines have been replaced so far, but when finished, I will be adding a virtual keyboard and also plan on a virtual mouse (switch your gamepad into "mouse mode" for onscreen dialogs, for example). All of this is in preperation for a COMPLETE UI with real dialogs.

    Patience is the key thing here. My day job is soaking up large amounts of my time at the moment ("Crunch Time") as I'm stuck having to write 200+ pages of software requirements for a project that's already half done (not my fault - I just started working there!!) - so I'm spending time working on it at home, as well.



    Title: Mxm Wip Releases
    Post by: geniusalz on December 09, 2003, 08:01:00 PM
    rolleyes.gif .

    And BTW, is this a good time to recruit more devs for MXM? wink.gif
    Title: Mxm Wip Releases
    Post by: DBZRacer on December 09, 2003, 08:32:00 PM
    Keep up the great work as usual BJ!  :beer:

    The virtual mouse sounds really interesting...
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 10, 2003, 01:40:00 AM
    QUOTE (geniusalz @ Dec 10 2003, 12:01 AM)
    Cool, as long as progress is being made, I'll be patient rolleyes.gif .

    And BTW, is this a good time to recruit more devs for MXM? wink.gif

    Well, anytime is a good time to recruit more devs to the project.... cool.gif

    Title: Mxm Wip Releases
    Post by: BenJeremy on December 10, 2003, 01:42:00 AM
    QUOTE (DBZRacer @ Dec 10 2003, 12:25 AM)
    Keep up the great work as usual BJ!  beerchug.gif

    The virtual mouse sounds really interesting...

    Yes, I still have some details to work out, but once it's done, implementing the mouse should be a snap.
    Title: Mxm Wip Releases
    Post by: yourwishismine on December 10, 2003, 03:51:00 AM
    QUOTE (BenJeremy @ Dec 9 2003, 10:53 PM)
    Just to let people know about my latest progress... spent the night working on the input routines.

    Well ok.. but I spent the night locked in my closet with nothing but a toothbrush and shaving cream...  :lol:  
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 10, 2003, 03:48:00 AM
    QUOTE (yourwishismine @ Dec 10 2003, 07:44 AM)
    QUOTE (BenJeremy @ Dec 9 2003, 10:53 PM)
    Just to let people know about my latest progress... spent the night working on the input routines.

    Well ok.. but I spent the night locked in my closet with nothing but a toothbrush and shaving cream...  laugh.gif

    Somehow, I think even that is just way too much information...   rolleyes.gif
    Title: Mxm Wip Releases
    Post by: jlm5151 on December 13, 2003, 09:17:00 AM
    wink.gif . These are minor things, but I thought I would due my job as a tester  tongue.gif
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 13, 2003, 09:22:00 AM
    QUOTE (jlm5151 @ Dec 13 2003, 01:17 PM)
    Just thought I would add a few things I noticed. After switching a few songs in a row, MXM no longer plays music, the songs change but do not play. This does not always happen, but happens enough to report. Another thing is the new memory card support in the FTP is a bit weird. They show whether or not the memory card is in and the files never change whether I delete the files off the card for not  wink.gif . These are minor things, but I thought I would due my job as a tester  tongue.gif

    Interesting on the memory card support. I haven't really played with it yet, so I'll have to take a look.

    As for the music stuff, it will be getting the "treeatment" soon. Today, I'll finish up the input translation stuff. I think people will be pleasantly surprised; scripters should appreciate better input and having access to the keyboard and IR remote, too...
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 14, 2003, 05:41:00 PM
    CODE





    D-PAD
    A or Start
    Y
    Black


    Cursor
    Select
    Title
    Info


    Cursor
    Enter
    F12
    F1




    GP_RTRIGGER
    GP_LTRIGGER

    600
    70



    IR_REVERSE
    IR_FORWARD






    3
    6
    1




    GP_A
    GP_X
    GP_B
    GP_Y
    GP_RTHUMB
    GP_BACK
    GP_DT_LTHUMB
    GP_DT_RTHUMB


    VK_ENTER
    VK_F9
    VK_F10
    VK_F11
    VK_F12
    VK_PAGEUP
    VK_PAGEDN
    VK_UP
    VK_DOWN
    VK_LEFT
    VK_RIGHT
    VK_ESCAPE


    IR_SELECT
    IR_TITLE
    IR_INFO
    IR_MENU
    IR_BACK
    IR_FORWARD
    IR_REVERSE
    IR_UP
    IR_DOWN
    IR_LEFT
    IR_RIGHT
    IR_STOP







    GP_DT_LTHUMB
    GP_DT_DPAD
    GP_A
    GP_BACK
    GP_B
    GP_X
    GP_WHITE
    GP_BLACK
    GP_Y
    GP_X
    GP_START
    GP_START



    IR_UP
    IR_DOWN
    IR_LEFT
    IR_RIGHT
    IR_SELECT
    IR_BACK
    IR_FORWARD
    IR_TITLE
    IR_INFO
    IR_MENU
    IR_PLAY



    KB_UP
    KB_DOWN
    KB_LEFT
    KB_RIGHT
    KB_ENTER
    KB_SPACE
    KB_ESCAPE
    KB_PGUP
    KB_F1
    KB_F2
    KB_TAB
    KB_CONTEXT
    KB_PRTSCN
    KB_DEL
    KB_F4
    KB_DOWN
    KB_UP








    This will change before public release.... I haven't finished everything yet, including the modifiable system help and ActionScripting integration.

    Let me know how this works for you.

    Also, it has one small change in the NTSC/PAL code, so those NOT USING IT (i.e. MultiStandard off) would be doing me a big favor by trying Max Payne 2 and see if it works OK now. Thanks!

    Oh, and no, no mouse or virtual keyboard yet, but the infrastructure is starting to form up nicely. perhaps by next weekend. Definitely by Christmas, we should see a nice update and possibly a public release. wink.gif
    Title: Mxm Wip Releases
    Post by: jlm5151 on December 14, 2003, 06:02:00 PM
    Wow.....
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 14, 2003, 06:12:00 PM
    QUOTE (jlm5151 @ Dec 14 2003, 10:02 PM)
    Wow.....

    Heh heh... took me a while to figure out how to do it "right"

    Now I have a nice generic system that responds nicely. Gamepads can have three "shift" keys defined, giving you (21*8)=168 possible commands out of the game pad (24 possible "button presses"-3 for shifting).

    Even the IR remote has the ability to handle "shifting" - but it's a bit different; you have to press the shift keys (and release) before pressing the key to be shifted, basically meaning you can potentially use one, two, three or four key combinations on the IR for (24*8)=192 possible commands.

    You can't change the Shift/Ctrl/Alt keys on the keyboard, no reason to anyway.

    If you don't assign the 0-9 keys on the IR, the system passes them on as ASCII for use in input screens (like Passcode). Same thing with the keyboard... unassigned keys are passed on as VK_ keys and/or ASCII. Passcode screens work smoothly by typing in the passcode using the digits or keyboard, as well as the "UI" direction keys.

    Menu presses will be faster with the gamepad. You can even set the repeat rates higher.

    <REPEATDELAY>600</REPEATDELAY>
    <REPEATTIME>70</REPEATTIME>

    This means it will wait 600 milliseconds before doing the first repeat when holding a key down. After that, it will repeat the "key" every 70 milliseconds.

    Title: Mxm Wip Releases
    Post by: BenJeremy on December 15, 2003, 07:53:00 AM
    Well, any comments, "WIP" users? Good, bad?
    Title: Mxm Wip Releases
    Post by: thetruethugg on December 15, 2003, 08:34:00 AM
    I think most of us are at school/work.  But, I'm not, so I'll update in a few min after I test it out.
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 15, 2003, 09:26:00 AM
    QUOTE (Taiger @ Dec 15 2003, 12:46 PM)
    Wath is the requirement to become a WIP user smile.gif
    Would bee nice to be able to try out the new input system ... rolleyes.gif

    Yes, it would, but there are probably too many "WIP" users at the moment.

    I've gererally added those who've put in a lot of input, either development-wise (as in scripts, skins, etc) or helping out (tutorials, answering questions here).

    I hate to put anybody out, actually, but I can't sign everybody up.




    On a side note, the input system is getting some tweaks, though I won't be able to mess with them until I get home - which will be late, since I've got a conference call to our Japanese team tonight. sad.gif

    I'm going to implement a true help system, which will let users define help descriptions in their translation tables. These will be displayed in the help screens. Game help might be given a similar treatment, optionally... I have to still maintain compatibility with the older help screens, too.

    The biggest thing about the help system is that it's configurable, and an important stepping-stone towards the "UI" - which means adding in stuff like a file manager and real dialogs for entering configuration info, for example.

    For those familiar with windows programming, it's a lot like the Windows message queue. ActionScripting will get another boost when this is in place (I'm adding a plug-and-play scripts format: "xms" - xml script file where you'll also be able to define key translation tables and such)

    Title: Mxm Wip Releases
    Post by: thetruethugg on December 15, 2003, 11:24:00 AM
    The menu scrolling is MUCH faster, on the remote on gamepad.  It's great.  I didn't get to test the shift or ctrl modifiers, but I'll see what I can try with the keys.xml.
    Title: Mxm Wip Releases
    Post by: Yuyu on December 15, 2003, 11:34:00 AM
    QUOTE (thetruethugg @ Dec 15 2003, 03:24 PM)
    The menu scrolling is MUCH faster, on the remote on gamepad.  It's great.  I didn't get to test the shift or ctrl modifiers, but I'll see what I can try with the keys.xml.

    I too experienced this speed up in menu scrolling, I have not had time to test the other stuff but, will do here in about 2 hours or so... Hopefully will test everything added, but all is looking good so far  rolleyes.gif
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 15, 2003, 12:11:00 PM
    Thanks guys...

    I'll add more of that functionality as we get closer to Christmas. Hopefully, tonight, I'll have the help screen stuff all done (had to move around a few things) and maybe ActionScript access.

    I had to build another set of code to handle the new help screens - they are generated dynamically, so I'll yank the existing 'built in' graphics in favor of device icons/pics and use a layout.  I may have to add a new color modifier for skinning as well, so the background and text can match the skinner's desire (I'll have to update the system info screen with that, as well).



    Title: Mxm Wip Releases
    Post by: Jezz_X on December 15, 2003, 12:19:00 PM
    Ok I got ftp funkyness with the wip in that I now have drives S T U V and none of them are my memory card S and V look like my tdata/udata folder and T and U look like mxm stuff and and drive D dosn't show either
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 15, 2003, 12:25:00 PM
    QUOTE (Jezz_X @ Dec 15 2003, 04:19 PM)
    Ok I got ftp funkyness with the wip in that I now have drives S T U V and none of them are my memory card S and V look like my tdata/udata folder and T and U look like mxm stuff and and drive D dosn't show either

    Yes, those were new changes...

    FTP now serves up all mounted drives (including memory cards)
    Title: Mxm Wip Releases
    Post by: Jezz_X on December 15, 2003, 12:32:00 PM
    yeah I know but it dosn't do my mem card thats what I'm saying it just adds drives that arn't it
    Title: Mxm Wip Releases
    Post by: Jezz_X on December 15, 2003, 12:34:00 PM
    blink.gif strange

    And even after ejecting the dvd reconnecting to mxm I still have D and Q displaying stuff thats now in the ejected DVD

    Edit number 2 : seems I have to restart mxm in order to get rid of D and Q after ejecting the dvd
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 15, 2003, 12:44:00 PM
    QUOTE (Jezz_X @ Dec 15 2003, 04:34 PM)
    Now after putting in a dvd I got Q drive thats a clone of D drive  blink.gif strange

    And even after ejecting the dvd reconnecting to mxm I still have D and Q displaying stuff thats now in the ejected DVD

    Edit number 2 : seems I have to restart mxm in order to get rid of D and Q after ejecting the dvd

    Well, there's some wierdness, but the deal is that the system rescans for new drives when you access the 'root' directory.

    Expect some odd behavior. I might fine tune it, but the oddball drives will always show.

    I didn't expect the Spanish Iniquisition when I signed you up as a "WIP" tester!!  laugh.gif
    Title: Mxm Wip Releases
    Post by: Jezz_X on December 15, 2003, 01:00:00 PM
    "Nobody expects the Spanish Iniquisition!!!"

    Sorry I'm a Monty python fan

    so the ftp displaying S T U V is normal even though i took out my memory card which dosn't show in the ftp anyway when connected

    Sorry if I'm bugging you
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 15, 2003, 01:03:00 PM
    QUOTE (Jezz_X @ Dec 15 2003, 05:00 PM)
    "Nobody expects the Spanish Iniquisition!!!"

    Sorry I'm a Monty python fan

    so the ftp displaying S T U V is normal even though i took out my memory card which dosn't show in the ftp anyway when connected

    Sorry if I'm bugging you

    The card SHOULD show up, but perhaps you have a "drive G:"? The XDK doesn't let me set the path specifically when mounting it, though I might do some digging and see if I can work around that..

    It shows up fine for me on my dev box, but that doesn't have a G: partition.

    The XDK sets memory cards up starting at G:, H:, I:, and so forth....
    Title: Mxm Wip Releases
    Post by: Jezz_X on December 15, 2003, 01:21:00 PM
    Nope no G Drive I even tried using mxm patcher to stop drive G init and still no go just for reference my xbox is

    version 1.1,2 or 3
    pal version
    cheapmod with xecutor 2 4977.01 bios
    western digitial 120gig hardrive
    stock standard MS memory card in top slot of controller port 1

    beginning to wonder if its my ftp program I'm using SmartFTP
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 15, 2003, 06:58:00 PM
    QUOTE (DBZRacer @ Dec 15 2003, 09:55 PM)
    Same problems as Jezz with the last WIP. Funky FTP folders. D does not show when there is no dvd inside the drive. and when i refresh through flash fxp after inserting the drive. Q mirrors D when a folder is loaded.

    And now for some odd reason a drive G is showing as titlemeta.xbx file inside it when i have my memory card inserted in controller 1.

    V1.1, NTSC, 160GB, 4977 large F patched

    But I'm digging the new menu speed. Scrolling down my list of games goes by so much faster now!  beerchug.gif

    G: is your memory card.

    D: isn't there when the DVD is out because there is no disc there.

    This is normal. It means MXM is scanning the available drives and only showing those available.
    Title: Mxm Wip Releases
    Post by: Jezz_X on December 15, 2003, 09:07:00 PM
    huh.gif
    Title: Mxm Wip Releases
    Post by: Yuyu on December 15, 2003, 11:57:00 PM
    rolleyes.gif  Damn Universities, so demanding ....
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 16, 2003, 01:28:00 AM
    I'll have to play around a bit more with the memory cards, as I said earlier.

    As for the remote, it doesn't show up as a storage device.

    Memory cards should be able to occupy 8 slots, starting normally from G: (HIJKLMNO)

    The DVD Drive will need some tweaking as well. I'll need to refresh that, if possible - it's a complicated thing since the app may be running off of the drive (can't just refresh it any time you want, or it screws up music and video that might be running from the drive)
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 16, 2003, 05:45:00 AM
    CODE

    IQWaitMsg UI_UP UI_DN UI_LF UI_RT UI_SELECT UI_BACK
    IF %MSG_IF% == "UI_UP" GOTO DOUP
    IF %MSG_IF% == "UI_DN" GOTO DODN
    IF %MSG_IF% == "UI_LF" GOTO DOLF
    IF %MSG_IF% == "UI_RT" GOTO DORT
    IF %MSG_IF% == "UI_SELECT" GOTO DOSELECT
    IF %MSG_IF% == "UI_BACK" GOTO LASTLINE


    and it will be handled whether you have a keyboard, IR remote or gamepad providing input.

    There is also ASCII and Virtual Key input... and I might throw in a raw input version. Anywhere a command requires a virtual input code, you can use the codes documented in the White Paper.

    There is also a command to PUSH input codes into the queue:

    CODE

    IQPushMsg SYS_INFO


    That will push the request to display the "Information Screen" onto the input message queue, if you don't clear the queue at this point, the message will remain after the script finishes.

    You can also temporarily change translation tables, too, but they will revert back to the originally assigned tables when the actionscript exits.

    As the specific input queue message handlers are done, you'll be able to manipulate a few things through them using the push command.

    Title: Mxm Wip Releases
    Post by: BenJeremy on December 16, 2003, 05:24:00 PM
    wink.gif

    Let me know what you guys think!
    Title: Mxm Wip Releases
    Post by: geniusalz on December 16, 2003, 06:13:00 PM
    Cool.  Can for loops be nested?
    And a couple of requests:
    -If then elseif else endif blocks.
    -Arrays... Atleast 2d, i'd say
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 16, 2003, 06:23:00 PM
    QUOTE (geniusalz @ Dec 16 2003, 10:13 PM)
    Cool.  Can for loops be nested?
    And a couple of requests:
    -If then elseif else endif blocks.
    -Arrays... Atleast 2d, i'd say

    Heh heh... I've created a monster... wink.gif

    Loops should be nestable. MXM keeps track of GOSUBs and FORs with a stack (it's aware of the type of operation), so it should be fine. You can't RETURN from inside a FOR/NEXT that's part of a GOSUB, as the item that would pop off the stack is the FOR's info.

    The IF blocks are a bit more complicated, but I'll see what I can do.

    The arrays are another matter.... the variables are just set up too simply, and changing them now might have repercussions. sad.gif But the XML stuff should work nice for that sort of thing... "SomeArray.1.2" for example, should work fine.
    Title: Mxm Wip Releases
    Post by: jlm5151 on December 17, 2003, 08:03:00 PM
    Quick Request: The option to auto add scripts to the menu through auto config. Thanks
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 22, 2003, 08:37:00 AM
    I'm hoping to get the latest "WIP" out - perhaps tonight - which will feature a nice Windows APP, "MXM Debugger" that gives you access to the debugging messages MXM is capable of putting out.

    I'm putting the finishing touches on an auto-detect system that allows MXM to detect the Debug app on your PC and automatically connect to it. I'll be throwing the client at a friend of mine to polish up and add some nice features (like filtering commands), but for now, you'll be able to clear the message log and save the log to a file. This should come in handy to better understand FTP issues, among other things. Skinners may also want to filter on skin system messages to see if there are any faults or missing items when running their skins.

    Title: Mxm Wip Releases
    Post by: chilin_dude on December 22, 2003, 09:04:00 AM
    QUOTE (jlm5151 @ Dec 18 2003, 06:03 AM)
    Quick Request: The option to auto add scripts to the menu through auto config. Thanks

    Yep say scripts in E:\scripts\
    Title: Mxm Wip Releases
    Post by: geniusalz on December 22, 2003, 05:02:00 PM
    What are the actionscript commands to set the input repeat delay and the repeat frequency?
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 22, 2003, 06:31:00 PM
    QUOTE (geniusalz @ Dec 22 2003, 09:02 PM)
    What are the actionscript commands to set the input repeat delay and the repeat frequency?

    Well, it's done through the key defs... look in Internal.xml for details.
    Title: Mxm Wip Releases
    Post by: geniusalz on December 22, 2003, 06:42:00 PM
    Any way to do it on the fly?
    Title: Mxm Wip Releases
    Post by: jlm5151 on December 24, 2003, 07:18:00 PM
    Another bug to report....Screenshots are no longer working on the latest WIP. Tried a few different times, few different boots, no luck at all....
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 25, 2003, 04:48:00 AM
    QUOTE (jlm5151 @ Dec 24 2003, 11:18 PM)
    Another bug to report....Screenshots are no longer working on the latest WIP. Tried a few different times, few different boots, no luck at all....

    OK, I'll have to look at the input messages for screenshots and see if they are getting executed.
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 28, 2003, 03:39:00 PM
    "WIP" binaries have been updated.

  • Added Autodetect for DebugServer app.
  • Checked following:
    - Screenshot works fine.
    - Checked FTP directory creation/usage/removal "Rainbow 6" - works fine.
  • Added shifted versions of UI_DIR with the Gamepad input to the default tables in Internal.xml
  • Added build number, also added XDK version to About Box.

    Biggest thing is the new DebugServer app. This will likely be renamed and updated  a bit more, but in the meantime, "WIP" testers can get a taste of it and test it out in their environments.
  • Title: Mxm Wip Releases
    Post by: geniusalz on December 28, 2003, 03:54:00 PM
    The autodetect doesn't work with my network configuration.
    I'm using a d-link router, with three DHCP IP's assigned to 2 computers, and an xbox.

    I run the debug server app, then start up mxm, but nothing happens.  I restarted mxm and the debug app a few times, with no result.
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 28, 2003, 05:07:00 PM
    QUOTE (geniusalz @ Dec 28 2003, 07:54 PM)
    The autodetect doesn't work with my network configuration.
    I'm using a d-link router, with three DHCP IP's assigned to 2 computers, and an xbox.

    I run the debug server app, then start up mxm, but nothing happens.  I restarted mxm and the debug app a few times, with no result.

    Hmmmm.... I'm running a D-Link router as well, with DHCP.


    Because the net output is enabled in the AutoExec, you can't override it (or you need to update it from the Internal.xml). Perhaps that's the problem?

    It kicks in right after you hit the button to clear the "WIP" message box.
    Title: Mxm Wip Releases
    Post by: geniusalz on December 28, 2003, 05:14:00 PM
    Yeah, its the autoexec.
    Title: Mxm Wip Releases
    Post by: BenJeremy on December 28, 2003, 05:16:00 PM
    CODE


    MSGLOG SETFILTER NET INFO ALL ON
    MSGLOG SETFILTER NET WARNING ALL ON
    MSGLOG SETFILTER NET ERROR ALL ON
    MSGLOG SETFILTER NET CRITERROR ALL ON
    MSGLOG SETLEVEL NET 0
    MSGLOG SETOUTPUT NET 1.1.1.1
    MSGLOG ENABLE NET ON

    IF $MXMVersion$ !#^ "WIP" GOTO DONE
    Set SecCount $timer$
    Add SecCount 10000
    CallScript _RenderMessageBox "This is a WIP Release$eol$Do not distribute$eol$%%$$"
    :TIMELOOP
    SET _GP_ANYBUTTON ""
    SETFUNC MSG_ID IQGetMsgID ANY
    ; input nowait
    ; IF %_GP_ANYBUTTON% GOTO SKIPTIMERTEST
    IF %MSG_ID% GOTO SKIPTIMERTEST
    IF# %SecCount% > $timer$ GOTO TIMELOOP
    :SKIPTIMERTEST
    CallScript _ClearDisplay
    :DONE
    CallScript _CheckPrep



    MSGLOG SETFILTER NET INFO ALL ON
    MSGLOG SETFILTER NET WARNING ALL ON
    MSGLOG SETFILTER NET ERROR ALL ON
    MSGLOG SETFILTER NET CRITERROR ALL ON
    MSGLOG SETLEVEL NET 0
    MSGLOG SETOUTPUT NET 1.1.1.1
    MSGLOG ENABLE NET ON


    These are the critical lines... be sure to include them in your own AutoExec, to enable output to the "Net" in the first place. The SETOUTPUT IP is not important, as it is now ignored. I will fix this shortly so it's optional (and allows you to force the setting, if needed)