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      /  Rogue-like ports thread
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PosterThread
Mr_Capehill 
Re: Rogue-like ports thread
Posted on 1-Feb-2005 11:01:08
#61 ]
Super Member
Joined: 15-Mar-2003
Posts: 1933
From: Yharnam

@kvinkunx

No, in my humble opinion the the sound names are self-describing. I checked also defines.h but it has not better explanations I'm afraid. Do you have anything particular in mind?

I checked the source codes and it states that it supports IFF and FutureSound samples.

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kvinkunx 
Re: Rogue-like ports thread
Posted on 2-Feb-2005 0:55:11
#62 ]
Regular Member
Joined: 12-Mar-2003
Posts: 147
From: Prague, Czech Republic

@Mr_Capehill

Most are, but not all.

Examples of not-so-selfexplanatory-at-all sample abbrvs:

tpother
store1
store2
store3
store4
x_heal
m_spell
m_heal
fire
acid
elec
cold

Some of these are quite guessable, but without any testing I can't be sure. And some cases are sorta hard to simulate to test.

Anyway, I can manage and at least I can complete a set of samples which might be not accurate but still acceptable as of the corresponding event. Thanks anyway.

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Mr_Capehill 
Re: Rogue-like ports thread
Posted on 2-Feb-2005 10:41:52
#63 ]
Super Member
Joined: 15-Mar-2003
Posts: 1933
From: Yharnam

@kvinkunx

I make some guesses...will check them later from code :)

tpother - teleport, maybe monster teleporting?
m_spell, m_heal, monster spell/heal?
fire, acid, elec, cold, attack sound?

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kvinkunx 
Re: Rogue-like ports thread
Posted on 12-Feb-2005 14:41:46
#64 ]
Regular Member
Joined: 12-Mar-2003
Posts: 147
From: Prague, Czech Republic

@Mr_Capehill

Finally found a partial list of explanations in a "defines.h" source file of several variants!

It goes as follows:

4396: #define SOUND_ROCKET 29 /* Somebody's shooting rockets */
4397: #define SOUND_N_KILL 30 /* The player kills a non-living/undead monster */
4398: #define SOUND_U_KILL 31 /* The player kills a unique */
4399: #define SOUND_QUEST 32 /* The player has just completed a quest */
4400: #define SOUND_HEAL 33 /* The player was healed a little bit */
4401: #define SOUND_X_HEAL 34 /* The player was healed full health */
4402: #define SOUND_BITE 35 /* A monster bites you */
4403: #define SOUND_CLAW 36 /* A monster claws you */
4404: #define SOUND_M_SPELL 37 /* A monster casts a miscellaneous spell */
4405: #define SOUND_SUMMON 38 /* A monster casts a summoning spell */
4406: #define SOUND_BREATH 39 /* A monster breathes */
4407: #define SOUND_BALL 40 /* A monster casts a ball / bolt spell */
4408: #define SOUND_M_HEAL 41 /* A monster heals itself somehow */
4409: #define SOUND_ATK_SPELL 42 /* A monster casts a misc. offensive spell */
4410: #define SOUND_EVIL 43 /* Something nasty has just happened! */
4411: #define SOUND_TOUCH 44 /* A monster touches you */
4412: #define SOUND_STING 45 /* A monster stings you */
4413: #define SOUND_CRUSH 46 /* A monster crushes / envelopes you */
4414: #define SOUND_SLIME 47 /* A monster drools/spits/etc on you */
4415: #define SOUND_WAIL 48 /* A monster wails */
4416: #define SOUND_WINNER 49 /* Just won the game! */
4417: #define SOUND_FIRE 50 /* An item was burned */
4418: #define SOUND_ACID 51 /* An item was destroyed by acid */


The missing rest is pretty selfexplanatory with a minimum % of mistake guesses.

Kvin

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kvinkunx 
Re: Rogue-like ports thread
Posted on 29-May-2005 19:09:29
#65 ]
Regular Member
Joined: 12-Mar-2003
Posts: 147
From: Prague, Czech Republic

Okay, so finally it is here, me completed the sampleset. Two of them actually. So choose any of the two archives and enjoy. Suggestions, praises, curses... share whatever after you give it a try.

It is already up on OS4 depot and should appear soon on Aminet too. Both Classic and OS4 versions are included.

Kvin

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Mr_Capehill 
Re: Rogue-like ports thread
Posted on 29-May-2005 20:56:19
#66 ]
Super Member
Joined: 15-Mar-2003
Posts: 1933
From: Yharnam

@kvinkunx

Oh, thanks a lot. I will update Angband port sound code to use AHI soon to celebrate this ;)

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kvinkunx 
Re: Rogue-like ports thread
Posted on 11-Jun-2005 20:25:39
#67 ]
Regular Member
Joined: 12-Mar-2003
Posts: 147
From: Prague, Czech Republic

@Mr_Capehill

Does it mean all of your ports, or even all of the ports on OS4depot can get the AHI support?



Other thing that would improve the playing enjoyment would be to do something about the gfx set.
1. It is outdated, in some versions it even isn't clear enough what is what
2. It is small, there are nice 32x32 sets out there for win versions

Would it be to hard to bring these sets to the Amiga versions? One archive I have looked at consists of a gfx and a mask BMP file, so perhaps it would just need to convert these?

Please let me know whether I can help with anything like setting proper definitions in a pref/graf-xxx.prf file to match a new set, etc.

Kvin

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Mr_Capehill 
Re: Rogue-like ports thread
Posted on 12-Jun-2005 14:26:02
#68 ]
Super Member
Joined: 15-Mar-2003
Posts: 1933
From: Yharnam

@kvinkunx

It would be cool to have better graphics. Unfortunately I have too many projects so I'm not sure how easily the graphics support could be improved...maybe by using Windows code as help?

I haven't added AHI support yet. Again, time problem and I also noticed that none of my ports have got any updates since their last release :( Well, keep on reminding me...some day :)

Argghh..and Nethack has still that unfixed filesystem related problem ... :(

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kvinkunx 
Re: Rogue-like ports thread
Posted on 12-Jun-2005 19:57:39
#69 ]
Regular Member
Joined: 12-Mar-2003
Posts: 147
From: Prague, Czech Republic

@Mr_Capehill

Hey man, you're doing a great job already. Too bad a day doesn't have more than 24h... oh what the heck anyway.

Let me know if I can take part in anything that doesn't involve coding.

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kvinkunx 
Re: Rogue-like ports thread
Posted on 3-Dec-2005 10:09:11
#70 ]
Regular Member
Joined: 12-Mar-2003
Posts: 147
From: Prague, Czech Republic

@Mr_Capehill

Hi there, just wondering if your free time allows you to work on the AHI support already?

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Mr_Capehill 
Re: Rogue-like ports thread
Posted on 3-Dec-2005 10:46:21
#71 ]
Super Member
Joined: 15-Mar-2003
Posts: 1933
From: Yharnam

@kvinkunx

Uh ... :)

Ok, I will take a look if there is some updated variant available ;)

Do you need 8 or 16 bit samples or both or ?

EDIT:

There are updated version of Angband (3.0.6) and T.o.M.E (2.3.2) so maybe I try to compile these...

Last edited by Mr_Capehill on 03-Dec-2005 at 10:59 AM.

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kvinkunx 
Re: Rogue-like ports thread
Posted on 3-Dec-2005 11:08:40
#72 ]
Regular Member
Joined: 12-Mar-2003
Posts: 147
From: Prague, Czech Republic

@Mr_Capehill

I guess the samples I have packed together into the sample sets are a mixture of both 8 and 16 so probably both?

Personally, I would love to have a sound support in Zangband or any quest featuring variant. But any would be nice, sure.

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Mr_Capehill 
Re: Rogue-like ports thread
Posted on 7-Dec-2005 14:37:04
#73 ]
Super Member
Joined: 15-Mar-2003
Posts: 1933
From: Yharnam

@kvinkunx

Ok, new versions Angband & ToME are now uploaded. There was unfortunately no ZAngband updates during the year but Kvinkunx requested some other variants so let's see if I can compile them some day.

In other news, Alfred has updated ULarn port and some serious bugs were found from IVAN (damn!).

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kvinkunx 
Re: Rogue-like ports thread
Posted on 10-Dec-2005 20:48:32
#74 ]
Regular Member
Joined: 12-Mar-2003
Posts: 147
From: Prague, Czech Republic

@Mr_Capehill

Tested ToME. Works fine except for the graphical mode.

In order to run in with graphics the whole missing xtra/gfx/ directory must be supplied from an older version eg. tome-231.

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kvinkunx 
Re: Rogue-like ports thread
Posted on 10-Dec-2005 22:53:32
#75 ]
Regular Member
Joined: 12-Mar-2003
Posts: 147
From: Prague, Czech Republic


Ok, so it doesnÿt work that much fine.

Testing right now with the gfx files supplied from the 231 version.
Tried with several windows activated for

Overview Map
Inventory
Recall
Message Log

I get reminded that I have to resize the windows. Have no clue what is the right size. Badly resized main window results in wrong Charprofile/Inventory colours, wrong tiles displayed (eg. there is a gray tile instead of a wall, but the tile behaves as a wall).

After a while I got distorted pixels over the Workbench screen.

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Mr_Capehill 
Re: Rogue-like ports thread
Posted on 11-Dec-2005 15:32:19
#76 ]
Super Member
Joined: 15-Mar-2003
Posts: 1933
From: Yharnam

@kvinkunx

True, no tilesets provided this time. One reason is that because they don't "work" reliably with ToME (I believe one should write a new settings or something) I decided not to support them. With little luck, the old tileset work with Angband. I recommend ASCII.

I have thought about rewriting the AmigaOS specific code from scratch. Currently there are 5000 lines of messy C which carries 1.3/2.x/3.0/AGA/RTG stuff in the same soup. It's a monster to work with ;) Ideally, I would add support for 16x16/32x32 graphics but only after ASCII display works. There is no any schedule for this, it's just a distant thought in my head so better not expect too much yet.

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A3000T 
Re: Rogue-like ports thread
Posted on 11-Dec-2005 17:48:43
#77 ]
Cult Member
Joined: 7-Nov-2003
Posts: 633
From: the Netherlands

@Mr_Capehill

> I have thought about rewriting the AmigaOS specific code from scratch.

Please do so.

> Currently there are 5000 lines of messy C which carries 1.3/2.x/3.0/AGA/RTG
> stuff in the same soup. It's a monster to work with ;) Ideally, I would add
> support for 16x16/32x32 graphics but only after ASCII display works. There
> is no any schedule for this, it's just a distant thought in my head so
> better not expect too much yet.

I planned on making support for tilesets and loading graphics with datatypes over a year ago. Lack of programming experience, lack of time (they're making me work), and the mess in main-ami.c have kept me from making the changes I wanted. In a couple of months, I hope to have more time for programming again. If there is no support for graphic tiles and stuf in Amiga Angband by that time, I'll try to add it myself.

Kind regards,

Dennis

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Mr_Capehill 
Re: Rogue-like ports thread
Posted on 11-Dec-2005 18:41:05
#78 ]
Super Member
Joined: 15-Mar-2003
Posts: 1933
From: Yharnam

@A3000T

Hi,

There is basic support (8x8, 16x16) for tiles but I don't know if it works with all variants. However, the Amiga code is deprecated and maybe even the settings files are too old.

There is main-xxx.c file in Angband source directory, which contains the necessary functions to add an OS specific support.

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Mr_Capehill 
Re: Rogue-like ports thread
Posted on 11-Dec-2005 20:08:59
#79 ]
Super Member
Joined: 15-Mar-2003
Posts: 1933
From: Yharnam

I found another canditate ;)

http://www.dungeoncrawl.org/?d

There is already an AmigaOS port, so with little effort it could be perhaps updated to the latest code.


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Juzz 
Re: Rogue-like ports thread
Posted on 2-Jan-2014 12:11:16
#80 ]
Regular Member
Joined: 31-Mar-2003
Posts: 234
From: Korsør, Denmark

@Mr_Capehill

About CWMMoria:
In AmigaOS 4.1 update 6 the savefile that the game tries to create is created without ANY attributes - so it can't be written to or deleted.

And if I open up a cli to give it rwed attributes then the game just removes the attributes again and complains that it can't write to the file (the same thing happens when you provide a name for the new savegame).

(I know this is old stuff, but can anyone investigate? )

_________________
AmigaOne Owner since 2002.
The first person to get a Linux installer running on the AmigaOne :-

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