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TI Z80
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Rogue Z80
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Topic: Rogue Z80 (Read 30738 times)
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calcdude84se
Needs Motivation
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Wondering where their free time went...
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.
DJ Omnimaga
Clacualters are teh gr33t
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CodeWalrus founder & retired Omnimaga founder
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 -.-
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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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mapar007
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The Great Mata Mata
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.
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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
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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
j/k (sdcc is bad)
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DJ Omnimaga
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Re: Rogue Z80
«
Reply #96 on:
June 25, 2010, 09:09:00 am »
Lol
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.
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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.
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DJ Omnimaga
Clacualters are teh gr33t
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CodeWalrus founder & retired Omnimaga founder
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.
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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
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DJ Omnimaga
Clacualters are teh gr33t
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Re: Rogue Z80
«
Reply #100 on:
June 26, 2010, 01:01:41 pm »
oooh nice
I can't wait to hear the sound in your game ^^
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Builderboy
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Would you kindly?
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
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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
)
«
Last Edit: June 28, 2010, 03:13:28 pm by mapar007
»
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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
. I sometimes forget to hit post and this happens
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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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Rogue Z80