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TI Z80
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Rogue Z80
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Topic: Rogue Z80 (Read 30570 times)
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mapar007
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Re: Rogue Z80
«
Reply #30 on:
January 28, 2010, 02:48:11 pm »
Progress!
Random monster placement works (only rarity/uniqueness support still to be done. This didn't exist in Rogue, I got that from Angband). The bug was idiotic: I forgot to initialize the byte defining the dungeon level.
I also switched to the large charset, as DJ suggested.
N: novice
v: lesser vortex
r: rat
b: bat
Mini-demo included. (nostub asm)
EDIT: please tell me whether there are too many/too few monsters. The routine currently attempts to place 16 monsters, but monsters placed on walls/etc are deleted.
«
Last Edit: January 28, 2010, 02:49:34 pm by mapar007
»
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ztrumpet
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Re: Rogue Z80
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Reply #31 on:
January 28, 2010, 02:56:39 pm »
That's awesome! It's a lot of fun.
I don't have anything to compare it to, so I have no idea on the number of enemies.
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DJ Omnimaga
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Re: Rogue Z80
«
Reply #32 on:
January 28, 2010, 10:47:31 pm »
Nice, the amount of enemies I see in the screenshot seems fine, altough it might be easier to tell if they could move around, attack you and if you could kill them. Keep up the good work!
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mapar007
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Re: Rogue Z80
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Reply #33 on:
March 12, 2010, 10:25:27 am »
At last! Some progress has been made!
(I hate homework... Grrrr)
Today I took up my old code, and I managed to fix the monster attack engine. Monsters can now hit you, but they can't move yet.
I also implemented a message system, but I still need to fix some stuff in there.
(this is like in rogue: "The emu misses you", e.g.)
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DJ Omnimaga
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Re: Rogue Z80
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Reply #34 on:
March 12, 2010, 05:32:39 pm »
I am glad this is still alive
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ztrumpet
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Re: Rogue Z80
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Reply #35 on:
March 12, 2010, 06:22:22 pm »
Yay, progress!
This sounds neat so far. Keep up the nice work.
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mapar007
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Re: Rogue Z80
«
Reply #36 on:
March 23, 2010, 01:40:16 am »
Yesterday, I managed to write a placeholder for attacks from the player, but so far the only thing it does is displaying: 'you hit the <monster name here>'. Message system and battle system are still based on some awkward hacks, but once I finish this, I
might
once be brave enough to rewrite the whole thing. (Yes, huge if, and yes, I know it's a bad idea, but I'm lazy
)
Will post a screenie ASAP.
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DJ Omnimaga
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Re: Rogue Z80
«
Reply #37 on:
March 23, 2010, 01:44:15 am »
I hope you don,t rewrite the game too many times, though
, I mean like over and over
, because I saw some projects die this way before. Author would just keep rewriting and make no more progress, then eventually give up, getting discouraged at the lack of progress
Glad to see it is still alive, though
Btw there's a plan for sub-forum for this project in RPG section. I was just waiting a bit, to make sure it was still alive, though.
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mapar007
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Re: Rogue Z80
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Reply #38 on:
March 23, 2010, 12:31:42 pm »
Oooh... That'd be awesome! (I feel honoured)
Well, should be sure to keep my promises, then. (exams coming up again, but only for three subjects: Dutch, math and Latin, so it'll be the 'quick pain'). I'll code as much as is possible without impeding my schoolwork. (or, do as much schoolwork as possible without impeding the coding work, depends on how you look at it
)
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DJ Omnimaga
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Re: Rogue Z80
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Reply #39 on:
March 23, 2010, 01:32:19 pm »
(as long as you don't neglect school
)
I always wanted to see a good rogue clone coming out for z80 calcs.
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mapar007
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Re: Rogue Z80
«
Reply #40 on:
March 23, 2010, 04:20:24 pm »
Today's progress:
The monsters can be attacked and killed, but if they die, they are not removed from the buffer, so they still attack etc.
I'm still thinking how I'm going to do this. (either shift everything, or 'mark' the monsters as dead, but the latter will require me to add extra checks in all my code, and it is less 'elegant')
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Raylin
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Re: Rogue Z80
«
Reply #41 on:
March 23, 2010, 04:20:55 pm »
I CAN HAS [UPDATED] DEMO?
«
Last Edit: March 23, 2010, 04:23:48 pm by ProphetsDementia
»
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DJ Omnimaga
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Re: Rogue Z80
«
Reply #42 on:
March 23, 2010, 04:24:38 pm »
Nice to see more progress. For my Zelda game, I think for the dead monsters, I just had them not being displayed/acting if they had 0 HP, if I remember. I had to manually remove them from screen when they died, though.
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Hot_Dog
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Re: Rogue Z80
«
Reply #43 on:
March 23, 2010, 04:29:22 pm »
Keep it up, man!
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mapar007
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Re: Rogue Z80
«
Reply #44 on:
March 24, 2010, 08:27:30 am »
Updat0z:
- Monsters are now deleted when they die, with fancy live buffer editing and all... It turned out not to be that hard to implement.
@prophets: You can haz demo ASAP, but for now you can just haz 1337 scr33sh0t
(I don't post from the PC I work on, so I don't have my code/binaries at hand)
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