Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: V1mes on November 23, 2012, 09:17:03 pm

Title: AxeRL
Post by: V1mes on November 23, 2012, 09:17:03 pm
Hey guys,

I know I haven't been around for quite a while, but anyway.

I am planning to write a roguelike in Axe, the plot of which would be similar to the original Rogue, but with the Amulet of Yendor replaced by the Axe...
Would you guys prefer a coffebreak roguelike or a full-blown nethack-style one?

If that makes no sense to you the terms are all 'defined' on rougebasin.com

All ideas appreciated!  ;D
Title: Re: AxeRL
Post by: DJ Omnimaga on November 23, 2012, 11:39:27 pm
Nice to see you again. :) I would personally like one like Rogue, since there has been one for 68K calcs for ages and most Z80 ones were abandonned. Due to the 68K clone, a Z80 one would probably be a bit more popular as well.

I wonder how hard is it to code random maps in that game?
Title: Re: AxeRL
Post by: V1mes on November 23, 2012, 11:43:43 pm
Map size is an issue.
Placing rooms is quite tricky in my opinion, because i think bsp generated dungeons look and play boring, and tunelling algorithms require extra checsk to see if there is enough space for them (map size issue again).

Fractal generation is awesome, but slow...?

There are plenty of algorithms out there. See roguebasin articles if you're interested.

Rogue is more of a coffeebreak roguelike... go down, grab loot, get Amulet and go all the way back up. Would be *relatively* simple to make... in concept obviously.

Any other suggestions?
Title: Re: AxeRL
Post by: leafy on November 24, 2012, 12:48:07 am
Well, make whatever you're comfortable with. Maybe as you start with a simpler roguelike you'll eventually start to flesh it out and make it more complex over the development cycle.
Title: Re: AxeRL
Post by: V1mes on November 24, 2012, 05:20:02 am
^^

I like that.
I'll get back to you when I have screenies of dungeon generation  :)
Title: Re: AxeRL
Post by: V1mes on December 10, 2012, 07:11:36 am
Spent all night coding in map data structures only to be struck down by random RAM clear  :banghead:

Should have sample/screenie up by end of week tho  :thumbsup:

Also, as each letter of the alphabet (capitals counted separately) will represent a 'race' or 'species' of monster could people please post some ideas for each letter? Any theme of monster will do  ;D I ran out of ideas quite quickly  ??? Thank you!
Title: Re: AxeRL
Post by: Hayleia on December 10, 2012, 11:16:32 am
Spent all night coding in map data structures only to be struck down by random RAM clear  :banghead:
We all need to learn to backup. It is just sad you had to learn it the hard way.

Axe has an "auto backup" option, it copies your code in an archived appvar each time you compile it (only works if you compile an unarchived code). This way, even if you lose the original copy, you only lose your progress since the last compilation.

zStart also allows you to edit archived programs (among other amazing things) and automatically reinstalls its hooks after each RAM Clear so it can also be a solution to your problem :)
Title: Re: AxeRL
Post by: V1mes on December 10, 2012, 11:30:21 am
Hmmm i have zStart.
The problem came after editing from archive, the names of my programs changed into random tokens and then somehow became corrupt...
Title: Re: AxeRL
Post by: Hayleia on December 10, 2012, 11:37:24 am
???
Which version of zStart do you use ?
Title: Re: AxeRL
Post by: stevon8ter on December 10, 2012, 11:38:54 am
Make sure your calc is in classic mode...
Title: Re: AxeRL
Post by: V1mes on December 10, 2012, 11:39:10 am
Currenty 1.3.010

@steven8ter: does that make a difference? plus i was in classic
Title: Re: AxeRL
Post by: stevon8ter on December 10, 2012, 11:45:23 am
Yes it does...
Title: Re: AxeRL
Post by: leafy on December 10, 2012, 11:46:54 am
Yeah, I'm having the same corruption token bug. I think it happens when you try to use Axe's jump to error feature in conjunction with MirageOS under zStart; I could be wrong, though. I just tend to avoid using Axe's jump to, because that's the most frequent way I lose my progress.
Title: Re: AxeRL
Post by: V1mes on December 10, 2012, 11:50:14 am
Do you mean compile for mirageos? Because i was compiling to asm

In any case, crazily annoying, do it again  :thumbsup:
Title: Re: AxeRL
Post by: DJ Omnimaga on December 10, 2012, 01:05:07 pm
I personally just avoided having any shell or mods installed on my calc when I was using Axe or xLIB. That minimized risks of crashes a lot more. (MirageOS isn't known to be very stable, which is why many people switched to DCS, but DCS will not work properly with ZStart installed)
Title: Re: AxeRL
Post by: Hayleia on December 10, 2012, 01:43:12 pm
Do you mean compile for mirageos? Because i was compiling to asm
No, he means that when Axe says "error" and when you press a key to see where is the error when your program is archived, then you have problems. So when Axe says "error", press clear, then unarchive your prog, then run Axe again and here jump to the error.
Title: Re: AxeRL
Post by: V1mes on December 11, 2012, 01:16:59 pm
Anyway, small progress, showing simple map scrolling, loading and saving, ready for monster and item implementation  ;D

Edit 1: For anyone who has played rogue/nethack, spellbooks will now be ROM files, calculators will be wands whose spells (programs) can actually be changed; also batteries will be needed to power the calculators ;D