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I went back to this since I was just a wee lad when I did this, and it's not quite what I remembered but I was close. You have to change the string "SECRET" in
by fullstop 6y ago
I went back to this since I was just a wee lad when I did this, and it's not quite what I remembered but I was close. You have to change the string "SECRET" in the header to anything else. At this point you can load the file into the board editor and see how things were done.
Here is an image of TOWN.ZZT loaded into the editor: https://i.imgur.com/mb9OFno.png https://i.imgur.com/mb9OFno.png
And here is the pascal string "SECRET" changed to "NECRET": https://i.imgur.com/kbh5xAm.png https://i.imgur.com/kbh5xAm.png
I'm surprised that 12-year old me thought to do this.
- asiekierka 6y agoTo be exact, what you're editing is an array of ten 20-byte Pascal strings (so length-prefixed) which contain the world's flags. A ZZT Object can set or clear flags which are carried across boards; this mechanism was repurposed to add the "SECRET" flag, which blocks editing with the built-in ZZT Editor. Unless... you use the "?" key to open the cheat console, and type in "+DEBUG" as a command (in ZZT 3.1+, IIRC) - then it will let you open the worlds and edit them as-is.
- fullstop 6y agoYes, I dug in a bit further and found where it was checked in the editor. (at least in the reconstruction!) https://github.com/asiekierka/reconstruction-of-zzt/blob/master/SRC/EDITOR.PAS#L621 https://github.com/asiekierka/reconstruction-of-zzt/blob/mas... It looks like the SECRET flag was intended to prevent editing of both save files and built-in worlds.
- asiekierka 6y agoThe save file check is separate to the SECRET flag, but they are both meant to not be editable. (Of course, community-made external editors like KevEdit lift this restriction.)
- fullstop 6y agoI understand. With that being said, changing "SECRET" to "NECRET" and then saving results in a .SAV file with "SECRET" in place again.