Difference between revisions of "Angband/65"
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| parent = [[Angband]] 3.1.1,[[Angband/64]] | | parent = [[Angband]] 3.1.1,[[Angband/64]] | ||
| theme = Fantasy | | theme = Fantasy | ||
| released = Apr 10 2009 | | released = Apr 10 2009 (0.0.1 preAlpha) | ||
| updated = Not yet. | | updated = Not yet. | ||
| download = [http://sourceforge.jp/projects/angband65/releases/ Windows] | | download = [http://sourceforge.jp/projects/angband65/releases/ Windows] |
Revision as of 17:25, 16 April 2009
Angband/65 | |
---|---|
Angband Variant | |
Developer | PaulBlay |
Based on | Angband 3.1.1,Angband/64 |
Theme | Fantasy |
Released | Apr 10 2009 (0.0.1 preAlpha) |
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
Next feature to go into the SVN repository should be the Angband/64 spell system.
Angband/65 is based on the SVN repository of Vanilla Angband that is in development and is usually up to date within a few days. Currently we should have everything up to Changeset 1361 adapted to Angband/65.
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++
NOTE: Earlier builds compiled with Dev-C++ were associated with segment fault crashes. Now seems to be OK.
- 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
- Previous file (angband65_001.zip) failed to run on computers without VC++ installed. (See this gamedev post for how it might be fixed) Have replaced with new file (angband65_001a.zip) compiled with Dev-C++.
- Earlier builds crashed with segment faults when compiled with Dev-C++ (most often noticed when you viewing the next screen from the character screen ('C' + 'h' command). Now seems OK.
- 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.
- Angband/65 is based on recent Angband 3.1.1 dev code and so includes Angband 3.1.1 bugs. As Angband bugs are fixed we will catch up and copy those fixes too.
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.