Angband/65
Angband/65 | |
---|---|
Angband Variant | |
Developer | PaulBlay |
Based on | Angband 3.1.1,Angband/64 |
Theme | Fantasy |
Released | Soon. |
Updated | Not yet. |
Download | Not yet. |
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
This is just approaching 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++
- 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
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.