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Old October 24, 2010, 10:58   #1
Nick
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Double and triple tiles

For those who like tiles and have tried Un or FA with double and triple size tile support, here is a windows port of latest Vanilla with that support added (and a lot of other files you can ignore, because I was too lazy to remove them). Comments encouraged.
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Old October 24, 2010, 16:28   #2
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Quote:
Originally Posted by Nick View Post
For those who like tiles and have tried Un or FA with double and triple size tile support, here is a windows port of latest Vanilla with that support added (and a lot of other files you can ignore, because I was too lazy to remove them). Comments encouraged.
Awesome Nick. Attn Will_Asher, you really need to nab DT/TT for DaJ (it's the missing link ).
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Old October 27, 2010, 21:10   #3
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Quote:
Originally Posted by Nick View Post
For those who like tiles and have tried Un or FA with double and triple size tile support, here is a windows port of latest Vanilla with that support added (and a lot of other files you can ignore, because I was too lazy to remove them). Comments encouraged.
Cool. Am I being stupid or does github not record which commit it was built from? I guess if the zipfile is built locally and uploaded it can't necessarily tell, but it would be handy if we (that's all of us, not the royal we) could get into the habit of noting this somewhere.

I'm loving the fact that there is so much activity on github, but not looking forward to trying to synthesise much of it into a new version ...
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Old October 28, 2010, 00:10   #4
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Originally Posted by Nick View Post
For those who like tiles and have tried Un or FA with double and triple size tile support, here is a windows port of latest Vanilla with that support added (and a lot of other files you can ignore, because I was too lazy to remove them). Comments encouraged.
I'll whack that support into the SDL version when I get around to tidying and rearranging the SDL frontend code. (probably in the new year, when I have time and this support is added to the main angband source, and there's no reason why it shouldn't)

On a slightly related point, I was looking at ticket #230 and was wondering whether you could go further and have a window for the top message line as well, meaning you could set the tile size to whatever you want. Probably a lot of work though since that top line is hard coded by getcom() and more...

Having the main term window only display graphics has a few other advantages for more elaborate displays:
An isometric view would involve little to no code changes to the main code, since the frontend would just tell angband that the term size was 256x256 or whatever max dungeon size is, and all updates get sent to the frontend.
I've always had in the back of my mind an OpenGL version which would be, well, interesting....

This combined with transparent subwindows which can be displayed on top of the main display could bring a much more modern look to angband.

Maybe it's all a bit 'pie in the sky', but certainly food for thought...

Iain
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Old October 28, 2010, 01:06   #5
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Originally Posted by Omnipact View Post
I'll whack that support into the SDL version when I get around to tidying and rearranging the SDL frontend code. (probably in the new year, when I have time and this support is added to the main angband source, and there's no reason why it shouldn't)
I've already got it in the SDL port in my fork - main-sdl.c is one of the easier ones to deal with

Quote:
On a slightly related point, I was looking at ticket #230 and was wondering whether you could go further and have a window for the top message line as well, meaning you could set the tile size to whatever you want. Probably a lot of work though since that top line is hard coded by getcom() and more...

Having the main term window only display graphics has a few other advantages for more elaborate displays:
An isometric view would involve little to no code changes to the main code, since the frontend would just tell angband that the term size was 256x256 or whatever max dungeon size is, and all updates get sent to the frontend.
I've always had in the back of my mind an OpenGL version which would be, well, interesting....
I have thought along these lines before too - and I have a feeling that a map-only main window is actually implemented in Un.

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This combined with transparent subwindows which can be displayed on top of the main display could bring a much more modern look to angband.
The NDS port has transparent overlay buttons. Transparent subwindows (menus, for example) would be great. Another thing I'd like to see is port-specific mouse buttons - so far they only exist in Psi's WinCE port of FA, but I'm thinking of trying to add them in a couple more places.
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Old October 30, 2010, 13:57   #6
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Latest progress on my fork is extended character support - windows port is here. Note that the fonts have completely changed, too (of necessity, as the old ones didn't have the extended characters). Note also that the file is labeled with the commit (for those who care).

Edit: Don't download yet - it doesn't work. I'll be back.

Edit2:OK, should work now. And here's a picture:
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Old October 31, 2010, 04:29   #7
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@Nick: I've just been looking at that double/triple tile stuff, and all those nested if-statements and checks for instances of one or the other or both and/or bigtile or....

A classic case of bolting one thing on after another...

Maybe you could ditch the big/double/triple tile thing and have two variables 'tile_width' & 'tile_height' which would simply store the size of a graphical tile in chars.

To achieve the look of the screenshot above set tile_width to 3, and tile_height to 2.

It would, I'm sure, reduce most of those if-statements to dust, and if someone wants quad, quin or even sex, well they can have it!

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Old November 2, 2010, 12:33   #8
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OK, improved windows port with extended versions of some of the standard windows fonts.

Here's a picture with the 9x15 font, and using special glyphs for traps, doors and walls:
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Old November 4, 2010, 00:36   #9
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Maybe you could ditch the big/double/triple tile thing and have two variables 'tile_width' & 'tile_height' which would simply store the size of a graphical tile in chars.
This is probably quite feasible - although I suspect that the "Nice Graphics" option in windows depends more strongly on the current impementation than the SDL port does. UnAndrew?

While we're on the topic of SDL, I noticed recently that it claims Windows CE as one of its platforms. Do you know anything about this? The reason why there Psi's excellent WinCE port of FA has not come to Vanilla is that it is based on the current V WCE port, and we have been unable to contact him. So getting in via SDL seems like an option.
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Old November 4, 2010, 11:27   #10
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This is probably quite feasible - although I suspect that the "Nice Graphics" option in windows depends more strongly on the current impementation than the SDL port does. UnAndrew?
Not especially. It just tries to find some obvious values that make sense. Nothing that couldn't be converted to a more general algorithm.

Which makes me wonder if it might be worth supporting ratios, not merely whole numbers. (e.g. 3 tiles to 5 characters wide).

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