Author Topic: Rogue Z80  (Read 30624 times)

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Offline calcdude84se

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Re: Rogue Z80
« Reply #90 on: June 17, 2010, 12:44:41 pm »
Hurray! Progress! I can't wait. :)
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I'll put it online when it does something.

Offline DJ Omnimaga

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Re: Rogue Z80
« Reply #91 on: June 17, 2010, 11:42:36 pm »
I am glad to see this is still alive. I was getting a bit worried -.-

Offline meishe91

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Re: Rogue Z80
« Reply #92 on: June 18, 2010, 12:07:40 am »
Glad to hear it :)
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Offline mapar007

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Re: Rogue Z80
« Reply #93 on: June 22, 2010, 07:20:11 am »
OK:
Coding is slow when you have to clean up first, and you can only code in relatively short intervals, but at least I managed to get something done.

I've coded (not debugged) the base for the inventory/items system. I'll synthesize the inventory display next, and then go into debugging. I'll keep ya posted.

Offline DJ Omnimaga

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Re: Rogue Z80
« Reply #94 on: June 22, 2010, 11:39:07 am »
aaah cool to hear ^^

I hope this won't die. I would like to see CalcRogue finally come out on z80. I am certain a lot of people would like, too, since CalcRogue was pretty popular on 68K calcs

Offline mapar007

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Re: Rogue Z80
« Reply #95 on: June 25, 2010, 02:59:47 am »
Maybe I could just brush up on my C, and then cross-compile calcRogue to the Z80 :P

j/k (sdcc is bad)

Offline DJ Omnimaga

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Re: Rogue Z80
« Reply #96 on: June 25, 2010, 09:09:00 am »
Lol :P

I cannot judge SDCC, though. Some people claimed it wasn't that bad, other told me it might not be bad and be a good alternative to z88dk (which is apparently the worst) but other people said it wasn't too great either. It seems like anything involving C on the 83+ is bad. The reason why it's not the case with Axe Parser is apparently because it's a brand-new language made specifically with the z80 processor in mind. C is apparently just not suitable for z80 platforms.

Offline mapar007

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Re: Rogue Z80
« Reply #97 on: June 25, 2010, 09:51:53 am »
No, it's not that, basically, sdcc was underdeveloped. An sich, C isn't bad, but with bad compilers and no standard libraries, it's a bit of a PITA.

Offline DJ Omnimaga

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Re: Rogue Z80
« Reply #98 on: June 25, 2010, 05:36:01 pm »
AAah ok. I heard that it would be very hard (if not impossible) to make a C compiler that produced z80 code as good as a language designed for the platform like Axe, though, because apparently the z80 is just too limited for such language compared to 68k processors.

Offline mapar007

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Re: Rogue Z80
« Reply #99 on: June 26, 2010, 04:42:23 am »
It depends on what you write in it :) Also, you can't expect it to do stuff like fork() and spawn(), but those are system calls and do not inherently belong to the C language.


I had this idea yesterday evening: I wrote a sound program, so now I can add sound to rogue. (I know, my priorities are messed up, but I thought it'd be nice).

It is compatible with Pyoro sound because I ripped the frequency constants out of Quigibo's source code. (the actual routine is my own, but it functions similarly to quigibo's, with less features because I don't need them)
* mapar007 runs


PS: I made it play back the Song of Storms from tloz :D

Offline DJ Omnimaga

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Re: Rogue Z80
« Reply #100 on: June 26, 2010, 01:01:41 pm »
oooh nice :D I can't wait to hear the sound in your game ^^

Offline Builderboy

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Re: Rogue Z80
« Reply #101 on: June 26, 2010, 01:59:12 pm »
Song of Storms ftw ^^ glad to see that your back into your groov and progressing nicely :)

Offline mapar007

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Re: Rogue Z80
« Reply #102 on: June 28, 2010, 03:09:43 pm »
Inventory code implemented and WORKING! Huzzah! You can now pick up items, and view the inventory. Your screenshot should be arriving shortly*.


Read: as soon as I think of recording one and putting it on my flash drive.


EDIT: Damn, I'd have sworn that I made another post about the sound yesterday, but it magically disappeared. (or I forgot to click 'post', pick either :p)

So, anyway, to spare my flash chip I'll implement the sound at the end. Wabbitemu is being stubborn, so I can't emulate the sound for now. Hence, once everything is done, I might do some background music, but I don't want to go through the trouble just yet. (transferring these apps back and forth is probably no good for the lifetime of my flash chip, and I don't care whether the 100000 writes/byte is an urban legend :P )
« Last Edit: June 28, 2010, 03:13:28 pm by mapar007 »

Offline DJ Omnimaga

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Re: Rogue Z80
« Reply #103 on: June 28, 2010, 10:48:15 pm »
nice to see progress ^^

and sorry to hear about the post x.x. I sometimes forget to hit post and this happens x.x

Offline mapar007

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Re: Rogue Z80
« Reply #104 on: July 24, 2010, 01:17:01 pm »
GAAAHH... I was playing Angband today (my personal favorite among the roguelike games), and I got my lvl 44 High-elf mage killed. I ran into Maeglin at level 70 in some greater vault. Now, Maeglin is a level 81 Unique that can bore through walls, hence why I couldn't just get rid of him by teleporting/gravity warping him away... Fight was going on nicely, until he 'summoned Special Opponents' (read: other uniques). Ungoliant or Feagwath (don't remember) cast an earthquake, and I was dead...

High-elf mages take loads of training, and this was the second-farthest I ever got. (I managed to finish the game exactly once before, also with a HIE mage). Meh.

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