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#41 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,725
Donated: $40
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@gg --
You can build curses-mode angband (from git) pretty easily in a linux window on android. You might have to install lynx to upload character dumps, but that is easy to. It is sort of a pain, but it does work. I had to make a small number of obvious changes to Makefile.std for it to build properly. |
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#42 |
Adept
Join Date: May 2007
Posts: 170
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Published Angband 4.2.0 for Android in the Play Store
Hi,
You can find it here: https://play.google.com/store/apps/d...hial.xyangband Sources: https://github.com/Cuboideb/angbandroid Vanilla sources were updated to the commit on 2020-02-09. Next version will add newer updates. TODO: -Fix term refresh while running and changing pannels. -Make a reduced keyboard (The player could drag and drop it across the screen). I'm open to suggestions here... Enjoy! |
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#43 |
Apprentice
Join Date: Feb 2020
Posts: 99
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Nice! Thanks for putting this together! I messed around with it for around an hour and it seems to work great. My only nitpicks are the running refresh problem (that you already noted) and that the min-map is a lot less usable, though I'm guessing you can't do anything to fix that.
PS: Your Git repo name is excellent. |
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#44 |
Adept
Join Date: May 2007
Posts: 170
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Im glad you like it!
Yes, I have to take a deeper look to that refresh glitch. By the way, I added a modification to the display visible monsters command. The trigger is Ctrl-U and it sort the monster list by experience gained. Im trying to figure out if its too much of a spoiler ![]() |
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#45 |
Adept
Join Date: May 2007
Posts: 170
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I've uploaded a new version in the playstore to fix the problem with running. I've also added the latest changes in the official repository.
https://play.google.com/store/apps/d...hial.xyangband https://github.com/Cuboideb/angbandroid The update takes a few days to appear in the play store. I put the change in player-calcs.c here because it may be a problem in Vanilla too. The game doesn't change the panel when running. Code:
@@ -2593,7 +2593,7 @@ void redraw_stuff(struct player *p) /* Hack - rarely update while resting or running, makes it over quicker */ if (((player_resting_count(p) % 100) || (p->upkeep->running % 100)) - && !(redraw & PR_MESSAGE)) + && !(redraw & (PR_MESSAGE|PR_MAP))) return; /* For each listed flag, send the appropriate signal to the UI */ |
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#46 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,463
Donated: $60
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Quote:
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#47 | |
Rookie
Join Date: Jun 2008
Posts: 15
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Quote:
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#48 |
Adept
Join Date: May 2020
Location: Argentina
Posts: 192
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The ribbon has two modes, one with icons and the other with keys. I'm using the one with keys right now.
There is a option menu for user defined keymaps. It's very handy. Thank you for playing! |
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#49 |
Rookie
Join Date: Jun 2008
Posts: 15
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Keymaps are very useful. I like the icons mode and it will be great if we can assign an icon (from http://angband.oook.cz/forum/showthread.php?t=9889) to a user defined keymap. I don't know if it's difficult and it's just an idea (the UI is already great) .
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#50 |
Adept
Join Date: May 2020
Location: Argentina
Posts: 192
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I'll do it in the next release. Its a nice addition.
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