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Mr_Capehill
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Re: Rogue-like ports thread Posted on 1-Feb-2005 11:01:08
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Joined: 15-Mar-2003 Posts: 1933
From: Yharnam | | |
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| @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
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Re: Rogue-like ports thread Posted on 2-Feb-2005 0:55:11
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Regular Member |
Joined: 12-Mar-2003 Posts: 147
From: Prague, Czech Republic | | |
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| @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
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Re: Rogue-like ports thread Posted on 2-Feb-2005 10:41:52
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Super Member |
Joined: 15-Mar-2003 Posts: 1933
From: Yharnam | | |
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| @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
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Re: Rogue-like ports thread Posted on 12-Feb-2005 14:41:46
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Joined: 12-Mar-2003 Posts: 147
From: Prague, Czech Republic | | |
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kvinkunx
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Re: Rogue-like ports thread Posted on 29-May-2005 19:09:29
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Joined: 12-Mar-2003 Posts: 147
From: Prague, Czech Republic | | |
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Mr_Capehill
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Re: Rogue-like ports thread Posted on 29-May-2005 20:56:19
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Super Member |
Joined: 15-Mar-2003 Posts: 1933
From: Yharnam | | |
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| @kvinkunx
Oh, thanks a lot. I will update Angband port sound code to use AHI soon to celebrate this ;) |
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kvinkunx
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Re: Rogue-like ports thread Posted on 11-Jun-2005 20:25:39
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Joined: 12-Mar-2003 Posts: 147
From: Prague, Czech Republic | | |
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| @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
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Re: Rogue-like ports thread Posted on 12-Jun-2005 14:26:02
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Super Member |
Joined: 15-Mar-2003 Posts: 1933
From: Yharnam | | |
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| @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
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Re: Rogue-like ports thread Posted on 12-Jun-2005 19:57:39
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Joined: 12-Mar-2003 Posts: 147
From: Prague, Czech Republic | | |
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kvinkunx
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Re: Rogue-like ports thread Posted on 3-Dec-2005 10:09:11
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Joined: 12-Mar-2003 Posts: 147
From: Prague, Czech Republic | | |
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| @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
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Re: Rogue-like ports thread Posted on 3-Dec-2005 10:46:21
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Super Member |
Joined: 15-Mar-2003 Posts: 1933
From: Yharnam | | |
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| @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
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Re: Rogue-like ports thread Posted on 3-Dec-2005 11:08:40
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Regular Member |
Joined: 12-Mar-2003 Posts: 147
From: Prague, Czech Republic | | |
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| @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
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Re: Rogue-like ports thread Posted on 7-Dec-2005 14:37:04
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Super Member |
Joined: 15-Mar-2003 Posts: 1933
From: Yharnam | | |
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| @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
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Re: Rogue-like ports thread Posted on 10-Dec-2005 20:48:32
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Regular Member |
Joined: 12-Mar-2003 Posts: 147
From: Prague, Czech Republic | | |
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| @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
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Re: Rogue-like ports thread Posted on 10-Dec-2005 22:53:32
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Regular Member |
Joined: 12-Mar-2003 Posts: 147
From: Prague, Czech Republic | | |
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| 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
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Re: Rogue-like ports thread Posted on 11-Dec-2005 15:32:19
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Super Member |
Joined: 15-Mar-2003 Posts: 1933
From: Yharnam | | |
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| @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
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Re: Rogue-like ports thread Posted on 11-Dec-2005 17:48:43
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Cult Member |
Joined: 7-Nov-2003 Posts: 633
From: the Netherlands | | |
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| @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
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Re: Rogue-like ports thread Posted on 11-Dec-2005 18:41:05
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Super Member |
Joined: 15-Mar-2003 Posts: 1933
From: Yharnam | | |
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| @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
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Re: Rogue-like ports thread Posted on 11-Dec-2005 20:08:59
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Super Member |
Joined: 15-Mar-2003 Posts: 1933
From: Yharnam | | |
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| 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
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Re: Rogue-like ports thread Posted on 2-Jan-2014 12:11:16
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Regular Member |
Joined: 31-Mar-2003 Posts: 234
From: Korsør, Denmark | | |
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| @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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