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Old July 26, 2016, 01:27   #281
raz
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Are these two links accurate for everything that is included in PCB?

http://mikedebo.ca/files/poschengban...s/mon-desc.spo
http://mikedebo.ca/files/poschengban...s/obj-desc.spo

If so I can just position them in order as I see them in those two files and someone smarter than me can help with making the game read them in the correct order later...
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Old July 26, 2016, 02:07   #282
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Correct. The number is the position in the file, indexed from 0 (black/unknown grid). It's sequential order, not x,y. The pref file already is exactly what you want. It looks like the file is already sorted by index.
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Old July 26, 2016, 02:35   #283
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Not quite. There's also the player,various tiles for empty squares and other features. It'd be a whole lot easier just to use the same pref file.

Quote:
Originally Posted by raz View Post
Are these two links accurate for everything that is included in PCB?

http://mikedebo.ca/files/poschengban...s/mon-desc.spo
http://mikedebo.ca/files/poschengban...s/obj-desc.spo

If so I can just position them in order as I see them in those two files and someone smarter than me can help with making the game read them in the correct order later...
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Old July 26, 2016, 07:21   #284
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So, I was able to compile poschengband using gcc, in Seeing whether it's easy to allow other tile sizes.
1. Fix dir_exists in init2.c so it doesn't use stat(). Just return true. (I have no idea how to get this to compile correctly. I tried using _stat, and a whole lot of other things.)
2. Fix makefile.win so it _actually works_. The one in there is horribly stale.
3. Replace main-*.c with more recent versions--pick the one from angband-3.1v2, as that is fully compatible. This lets you select any of the other bitmap sizes, though it still requires bmp and mask files--and the names are 'Adam Bolt' and 'David Gervais', and 'Shockbolt', not 8x8, 16x16, and 32x32. (It'd take a very little more work to allow png files--just add readpng and libpng.)


In passing I noticed some really strange stuff. It uses "software" 64-bit numbers, rather than using the 64-bit built-ins from even C89. And it is just plain mean about assigning exp for summoned uniques, giving them even less relative EXP than for ordinary monsters. Allow me to observe that it is IMPOSSIBLE TO FARM SUMMONED UNIQUES. At least I think that's what's happening. That stretch of code in xtra2.c is under-commented, and for no particular reason, it uses RSHIFT(1), iterated n times, rather than just RSHIFT(n).

Edit: I will further note that dependencies are horribly messed up in Makefile.inc. Really, all files should depend on z-*.h, just on general principles. It beats spending time trying to figure out why your exe doesn't link.
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Old July 26, 2016, 21:46   #285
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Quote:
Originally Posted by Pete Mack View Post
Not quite. There's also the player,various tiles for empty squares and other features. It'd be a whole lot easier just to use the same pref file.
OK, will do. Thanks for the help!
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Old July 27, 2016, 21:44   #286
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Found a bug with monks in 5.0.0:
Assume posture doesn't work one-handed if the Shield is on the Right Hand (i.e., character melees left -handed)
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Hugo = Big-time PosChengband player

My YouTube channel, where I'm known as TonberryKing47 (includes my PosChengband gameplay+music):
https://www.youtube.com/channel/UCqG...vf4c0P8ipsIeQQ
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