Difference between revisions of "Angband/65"
Line 35: | Line 35: | ||
* Change to source directory | * Change to source directory | ||
* Enter "nmake /fMakefile.nmake" | * Enter "nmake /fMakefile.nmake" | ||
=== With Dev-C++ === | |||
* Create an empty C project, located in the source directory | |||
* Add every C file from src/, src/win, src/monster, src/object and src/player. | |||
* From Project -> Project Options, General tab set "Win32 console application" | |||
* From Project -> Project Options, Build Options tab, set the executable output directory to "..\". | |||
* From Project -> Project Options, parameters tab, add -mwindows -DWINDOWS -I. to the compiler options and -lmingw32 -lwinmm -mwindows to the linker options. | |||
=== With Linux === | === With Linux === |
Revision as of 07:32, 13 April 2009
Angband/65 | |
---|---|
Angband Variant | |
Developer | PaulBlay |
Based on | Angband 3.1.1,Angband/64 |
Theme | Fantasy |
Released | Apr 10 2009 |
Updated | Not yet. |
Download | Windows |
The aim of this project is to produce Angband/64 reborn.
Rather than attempt to update the Angband/64 code directly I have decided to start from the Vanilla Angband code in the SVN repository and change the data (and code where required) to reproduce the Angband/64 gameplay.
Because I'm using GPL clean Angband + My code + (some of) Jurriaan Kalkman's code this should be under the GPL.
I would welcome help, from coders or from normal Angband players, if anyone is interested, write in the talk page.
Current status
I have just brought out a 'preAlpha' release with the purpose of finding new bugs. Do not expect a functional game! Please report new bugs found on the talk page, by email or on the SourceForge page
Compiling Angband/65
With Visual C++ (IDE)
- Copy 'angband.ico' into the \src\win directory.
- Start the VC++ IDE and create a new empty project
- Add all the *.c, *.h and *.rc files from the \src directory and the monster, object, player and win subdirectories.
- From Project -> Properties -> Linker -> Input set "additional dependencies" to winmm.lib
- From Project -> Properties -> C/C++ -> Advanced set "Compile as" to "Compile as C code /TC"
With Visual C++ (Command prompt)
- Start Visual C++ Command Prompt
- Change to source directory
- Enter "nmake /fMakefile.nmake"
With Dev-C++
- Create an empty C project, located in the source directory
- Add every C file from src/, src/win, src/monster, src/object and src/player.
- From Project -> Project Options, General tab set "Win32 console application"
- From Project -> Project Options, Build Options tab, set the executable output directory to "..\".
- From Project -> Project Options, parameters tab, add -mwindows -DWINDOWS -I. to the compiler options and -lmingw32 -lwinmm -mwindows to the linker options.
With Linux
Compiling with Linux should be possible (now that some initial problems have been fixed). Compiling guides, hints, etc. are welcome.
Known issues
Linux
- Reportedly 'not possible to move' in Linux.
Windows
- Spellcasting classes are not yet supported. Play a warrior type.
- Items with negative bonuses are generated in the shops (also things like Rings of Strength with +0).
- Ego items are not being generated in the black market.
Non-reoccurring bugs
- Memory problems (segmentation faults) along with game crashes when pressing 'x' or 'y'. This is possibly a compiler issue rather than a code issue.