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#1 |
Knight
Join Date: Jan 2009
Posts: 657
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Announcing Angband/65 (pre-alpha)
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 is intended to be under the GPL. I would welcome help, from coders or from normal Angband players, but I know you've all got your own things to do. ![]()
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#2 |
Knight
Join Date: Jan 2009
Posts: 657
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Now have a page up at SourceForge.JP. Currently lots of tickets, very little actual work done.
![]() Assistance welcome from all levels of expertise.
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#3 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,768
Donated: $40
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I have only one question: why?
Presumably it's not much more complicated than updating* main-c64.c, utils.c, init1.c, angband.h, and the makefile, but still... * PS: (as you requested help) when doing a port, these are the files that generally need to be modified. |
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#4 | |
Veteran
Join Date: Apr 2007
Posts: 1,951
Donated: $40
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Quote:
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takkaria whispers something about options. -more- |
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#5 | |
Knight
Join Date: Jan 2009
Posts: 657
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Quote:
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#6 |
Knight
Join Date: Jan 2009
Posts: 657
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If anybody's interested, here's a brief progress statement.
I'm just getting a grip on how much stuff I'll be including in the alpha release (and how much work it will be ;-). I currently have 39 open tickets (6 for alpha release) and 7 closed tickets. I'm sure there will be a few more tickets opened before the alpha release is out. See SourceForge site for specifics.
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#7 |
Apprentice
Join Date: Jun 2007
Posts: 78
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Hmm. Looking at this thread I feel like dinosaur. I actually played Angband/64 some years ago, but it seems I'm dying breed. Trying hard to remember what features it has, I think there were huge levels - many times larger than in Vanilla, levels within levels, few interesting races, extra bonuses while creating characters at the expense of slower leveling...and here my memory fails.
Anyway, huge levels - bad idea. Endless search for a stairs down gets boring quick. Towers and whatnot within levels - cool, but stairs leading to them were impossible to tell apart from stairs leading to another level, so it needs better implementation. Extra races and bonuses were great. So, that would be my - rather insignificant - two cents. Ah, and yes, Angband/64 had one of the best manuals in a roguelike world. Cheers. |
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#8 | |
Knight
Join Date: Jan 2009
Posts: 657
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Quote:
'Huge levels' and areas within areas will be one of the very last things to get implemented. I might put in a birth option to turn them off (assuming I can get them working in the first place ![]() In general, though, I plan to recreate Angband/64 rather than trying to change it. If anybody wants to change it they'll be welcome to take over from me at that point. ![]()
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#9 |
Angband Devteam member
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#10 |
Knight
Join Date: Jan 2009
Posts: 657
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Angband/64 does support the Amiga. Angband/65 might support Amiga (emulators), but only if I get as far as the beta version without incident.
![]() Current progress(?) is 41 open tickets, 9 closed. Anybody is welcome to comment on tickets or take on any I haven't assigned to me and submit patches. Some of them should be a walkover for anybody who's familiar with Angband code. ![]()
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