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Angband on the Nintendo DS
This picture hopefully says it all:
http://immir.com/nds/img/dsi.png Well, perhaps I can add a little more... I've started a page for releases of various versions of Angband on the DS: http://immir.com/nds On this page you will find an initial port of 3.1.0beta to the DS, including the current competition character installed as the save game. This is early days, but it's playable (my Elen is currently level 28 and diving). As usual, thanks go to lots of people other than myself; Andi and Nick in particular... Comments / suggestions / complaints to this thread, which I'll try and keep track of. Cheers, Immir (um, Michael) [AKA Nick's silent partner] |
This looks pretty good. Hope to d/l and give it a try later this week.
Kudos for the effort so far. -Neil. |
Wow. That R4 I ordered yesterday has paid for itself already. Thanks so much for doing this!
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Awesome stuff, as expected. I especially like what you've done with the upper screen, splitting it into multiple parts - I was about to file a feature request for something like that for the faangaband DS port. The ability to go into the =options menu through the 'enter' command menu is also very nice.
A couple of issues that you probably already know about: 1. The contextual buttons from character generation stick around after the game starts. 2. When the game is exited/ended, the program hangs instead of turning off the DS, which is a little unnerving. 3. Hitting the @ executes the "rest" command. Resting is a common enough activity that I think it deserves a permanent button, especially given how difficult it is to hit the @ in regular play. 4. Other obvious stuff from the faangband port like the appearance of context-specific buttons (">" when you're over a staircase, &c). Anyway, great work, and I'll provide more feedback as I continue to play. Make sure to keep posting as you update! Cheers. edited for content. |
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1. Just fixed (update soon). 2. Shows that end-game is treated differently in vanilla vs fa (like start game was, took me while to figure that change out). 4. I'm just starting to look at (basically, whatever is bugging me most whilst playing gets worked on...), 3. I've tried to make configuring controls as easy as possible --- just go L+R then double click a button to edit it --- if you want rest bound to L+A just enter "R\r" or "R&\r" or something... I do this all the time while playing (say, when I run out of id scrolls and need to switch to staffs, I just remap my "id-" key from "r0-a" to "u0-a"). I'll add a section of issues that I'm aware of to my page. Notably: lots of places information displayed out of bounds of small width screen. I've sort of fixed the menu-driven stuff, but it's not used everywhere (yet). Probably need to copy lots of mods from FA/O... Cheers, immir. |
Quick note to self; sort out character dump when dying... my comp character bit the dust at char level 29 dungeon level 31, but sadly no dump [lucky finding Nimthanc on floor dlvl 7, then Cambeleg dropped shortly thereafter... sigh].
Update: Okay, this is more serious than I thought. On dying, the program stops updating the main term (to show the tomb, etc) but debug statements are still working... this might take a while. *sigh* |
At risk of looking like a complete halfwit (I only got my R4 version 2 today!) I tried running this but only got a pair of black screens.
What am I doing wrong? |
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Did the thing with the Win32 GUI patcher and R4-specific patch, got the "Patch successful" message, no joy though.
The same thing happens with Doom DS, though I have got the Tetris Attack clone running. |
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