Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: mapar007 on January 12, 2010, 01:31:44 pm

Title: Rogue Z80
Post by: mapar007 on January 12, 2010, 01:31:44 pm
I've started porting the famous 'old skool' ascii game called 'Rogue'. You probably know it. It'll be in asm.

This is a screenie of my current scrolling tilemap routine. I still have to edit it to leave one row for messages, but that won't be hard.

The screenshot was taken with wabbitemu, but running under wine, so it's a bit worse than the actual thing.

(http://www.ti-wereld.nl/phpBB3/download/file.php?id=835)

EDIT: fyi, that map was NOT randomly generated. I'll first finish all the rest before I get to the map generator.
Title: Re: Rogue Z80
Post by: DJ Omnimaga on January 12, 2010, 01:37:54 pm
Oooh nice, glad to see this for 83+ now ^^. It was attempted many times before in TI-BASIC. However, everyone gave up at the random map generator, becuase it took several minutes to generate them. Everything else ran at decent speed.

Will you have Fog Of War like in Starcraft too?
Title: Re: Rogue Z80
Post by: ztrumpet on January 12, 2010, 04:35:30 pm
Wow, looks great! I can't wait to see more.
Title: Re: Rogue Z80
Post by: Builderboy on January 12, 2010, 06:55:53 pm
Looks good!  At first i thought to myself, why isn't he doing it in Basic?  Looks simple enough, but then DJ talked about the random map generator, and i see where assembly comes in handy :) Plus it gives a very nice speed boost/graphics ect... so good job! Can't wait to see more progress :)
Title: Re: Rogue Z80
Post by: mapar007 on January 13, 2010, 12:27:02 am
I first wanted to do it on the homescreen, but having to use OS routines lagged everything, so I picked up my old tilemap scroller and used it here.

About the fog of war:
I will (try to) implement a 'line of sight'+lighting system, with your torch lighting the squares in a certain radius up to n squares (depending on the 'power' of the light). There would also be perma-lit squares. You can always see what is on a perma-lit square if it's in your line of sight, regardless of the distance/power of your light source.
Title: Re: Rogue Z80
Post by: DJ Omnimaga on January 13, 2010, 01:25:23 am
Nice ^^
Title: Re: Rogue Z80
Post by: mapar007 on January 13, 2010, 03:39:12 pm
More progress (not much due to the annual math olympiad today...):
- You can now move diagonally
- The keys have been remapped to the number pad (like the real thing ;-) )
- The bottom row will hold text, but I've grayed it out as a placeholder.
(Yes, the screenshot quality sucks, but it looks way better on tiLem/hardware):
EDIT: by better, I mean faster.
Title: Re: Rogue Z80
Post by: DJ Omnimaga on January 13, 2010, 04:11:19 pm
Will it be possible to still use the arrow keys too for movement? A few of us primarly play calc games on WabbitEmu and would still like to be able to use the computer keyboard to move around. WabbitEmu doesn't use the numpad as number keys, only the number keys below the F keys are used as digits. It can be very hard to move using these x.x

Looks nice, though.
Title: Re: Rogue Z80
Post by: mapar007 on January 14, 2010, 01:56:00 am
Yes; it still is possible to use the arrow keys. I don't know if I will implement diagonal movement using the arrow keys, though... (It's not that hard, but yeah...)
Title: Re: Rogue Z80
Post by: DJ Omnimaga on January 14, 2010, 02:21:42 am
Don't worry too much about it, but yeah since several gamers who never played old DOS games are used to arrow controls and especially for emulator users, it might be good to not get rid of arrow keys controls ^^

But seriously, I'm not one to talk XD, at least numpad movement is still better than the following XD

Keep in mind that it was a TI-81 game I made, though, meaning no getkey function :P
Title: Re: Rogue Z80
Post by: mapar007 on January 14, 2010, 11:48:41 am
Lolz...

Well, today was a no-progress day, due to me epically failing today during the swimming class, and having to go to the doctor, who stitched the newly created hole in my head :P, and told me I had to rest for the rest of the day.
Title: Re: Rogue Z80
Post by: DJ Omnimaga on January 14, 2010, 01:45:14 pm
Ouch that sucks x.x I hope you are OK right now :S
Title: Re: Rogue Z80
Post by: ztrumpet on January 14, 2010, 02:10:27 pm
Ouch.  Good luck with your head...
Title: Re: Rogue Z80
Post by: Eeems on January 14, 2010, 05:32:03 pm
X.X
ow
get better soon!
Title: Re: Rogue Z80
Post by: simplethinker on January 18, 2010, 02:43:54 pm
Ouch o_o  What happened?
Title: Re: Rogue Z80
Post by: JoeyBelgier on January 18, 2010, 04:14:16 pm
Fick D:
Veel beterschap xd
Title: Re: Rogue Z80
Post by: DJ Omnimaga on January 18, 2010, 11:24:15 pm
I assume this means Fuck D:, feel better?
Title: Re: Rogue Z80
Post by: mapar007 on January 19, 2010, 08:41:44 am
'course, the reason why nothing appeared lately, was homework again...

Basically, we had to dive down twice (90°) in the swimming pool. Our school's swimming pool, however, has a deep part and a shallow part. I busted my head on the edge of the two. Epic fail xD
Title: Re: Rogue Z80
Post by: DJ Omnimaga on January 19, 2010, 01:24:48 pm
X.x OUCH, that sucks. Back when I went to hi school, not every teachers had swimming classes. Some had workout classes instead and sometimes other kind of stuff. Swimming classes would have been annoying anyway cuz the closest pool isn't even part of the school building, it's on the other side of the street near an arena. That said, such accidents would probably not have been a big issue because the deep part is gradual: there's like a 45° part
Title: Re: Rogue Z80
Post by: mapar007 on January 19, 2010, 02:23:55 pm
Well, yeah, the pool even has a slope, and somehow I managed to hit it while swimming upwards 0.0

(for clarity) The pool looks like this:
_______   <--------------- I busted my head here
          \
           \_____________


Back on-topic:

I've managed to get some minor stuff done, like stat menu's and so on. As of now, I'm writing the monster placement routines, fighting system and maybe start working on the AI.
Title: Re: Rogue Z80
Post by: DJ Omnimaga on January 19, 2010, 02:27:07 pm
aaah ok I see ^^

and nice to hear more progress ^^

Title: Re: Rogue Z80
Post by: ztrumpet on January 19, 2010, 04:09:19 pm
Ah. I see too.  Ouch!  Feel better!

And nice to hear more progress!
Title: Re: Rogue Z80
Post by: Builderboy on January 19, 2010, 04:11:19 pm
D: Feel better soon!
Title: Re: Rogue Z80
Post by: mapar007 on January 21, 2010, 01:07:45 am
Spam Alert!
Title: Re: Rogue Z80
Post by: DJ Omnimaga on January 21, 2010, 02:11:58 am
Deleted ^^

It was another WoW ad spambot x.x
Title: Re: Rogue Z80
Post by: JoeyBelgier on January 21, 2010, 05:59:10 pm
Fick = Fuck in German
In Belgium it's just fuck, c'z a translation would sound like shit :p
Title: Re: Rogue Z80
Post by: mapar007 on January 25, 2010, 01:40:31 pm
Yay, progress!

Monster display routines work, there are a few bugs in the monster generator though. This vid demonstrates moving around the map with a few monsters around.
Title: Re: Rogue Z80
Post by: DJ Omnimaga on January 25, 2010, 02:27:11 pm
Nice, are you planning to make them bigger, though? They seems quite small compared to your character. Otherwise good job and glad to see more progress :)
Title: Re: Rogue Z80
Post by: ztrumpet on January 25, 2010, 03:19:54 pm
Looks nice.  It's very smooth.  I'm glad you're feeling better! :)
Title: Re: Rogue Z80
Post by: mapar007 on January 26, 2010, 01:39:51 am
Thanks all!

@DJ: thanks for the remark, I didn't notice. I'll use the large font routines for monster display.
Title: Re: Rogue Z80
Post by: mapar007 on January 28, 2010, 02:48:11 pm
Progress!

Random monster placement works (only rarity/uniqueness support still to be done. This didn't exist in Rogue, I got that from Angband). The bug was idiotic: I forgot to initialize the byte defining the dungeon level.

I also switched to the large charset, as DJ suggested.

N: novice
v: lesser vortex
r: rat
b: bat

Mini-demo included. (nostub asm)

EDIT: please tell me whether there are too many/too few monsters. The routine currently attempts to place 16 monsters, but monsters placed on walls/etc are deleted.
Title: Re: Rogue Z80
Post by: ztrumpet on January 28, 2010, 02:56:39 pm
That's awesome!  It's a lot of fun. :D

I don't have anything to compare it to, so I have no idea on the number of enemies.
Title: Re: Rogue Z80
Post by: DJ Omnimaga on January 28, 2010, 10:47:31 pm
Nice, the amount of enemies I see in the screenshot seems fine, altough it might be easier to tell if they could move around, attack you and if you could kill them. Keep up the good work!
Title: Re: Rogue Z80
Post by: mapar007 on March 12, 2010, 10:25:27 am
At last! Some progress has been made!

(I hate homework... Grrrr)

Today I took up my old code, and I managed to fix the monster attack engine. Monsters can now hit you, but they can't move yet.

I also implemented a message system, but I still need to fix some stuff in there.
(this is like in rogue: "The emu misses you", e.g.)
Title: Re: Rogue Z80
Post by: DJ Omnimaga on March 12, 2010, 05:32:39 pm
I am glad this is still alive :D
Title: Re: Rogue Z80
Post by: ztrumpet on March 12, 2010, 06:22:22 pm
Yay, progress!  ;D

This sounds neat so far.  Keep up the nice work. :)
Title: Re: Rogue Z80
Post by: mapar007 on March 23, 2010, 01:40:16 am
Yesterday, I managed to write a placeholder for attacks from the player, but so far the only thing it does is displaying: 'you hit the <monster name here>'. Message system and battle system are still based on some awkward hacks, but once I finish this, I might once be brave enough to rewrite the whole thing. (Yes, huge if, and yes, I know it's a bad idea, but I'm lazy :P )

Will post a screenie ASAP.
Title: Re: Rogue Z80
Post by: DJ Omnimaga on March 23, 2010, 01:44:15 am
I hope you don,t rewrite the game too many times, though x.x, I mean like over and over x.x, because I saw some projects die this way before. Author would just keep rewriting and make no more progress, then eventually give up, getting discouraged at the lack of progress :(

Glad to see it is still alive, though :)

Btw there's a plan for sub-forum for this project in RPG section. I was just waiting a bit, to make sure it was still alive, though.
Title: Re: Rogue Z80
Post by: mapar007 on March 23, 2010, 12:31:42 pm
Oooh... That'd be awesome! (I feel honoured)

Well, should be sure to keep my promises, then. (exams coming up again, but only for three subjects: Dutch, math and Latin, so it'll be the 'quick pain'). I'll code as much as is possible without impeding my schoolwork. (or, do as much schoolwork as possible without impeding the coding work, depends on how you look at it :P )
Title: Re: Rogue Z80
Post by: DJ Omnimaga on March 23, 2010, 01:32:19 pm
(as long as you don't neglect school x.x)

I always wanted to see a good rogue clone coming out for z80 calcs.
Title: Re: Rogue Z80
Post by: mapar007 on March 23, 2010, 04:20:24 pm
Today's progress:

The monsters can be attacked and killed, but if they die, they are not removed from the buffer, so they still attack etc.
I'm still thinking how I'm going to do this. (either shift everything, or 'mark' the monsters as dead, but the latter will require me to add extra checks in all my code, and it is less 'elegant')
Title: Re: Rogue Z80
Post by: Raylin on March 23, 2010, 04:20:55 pm
I CAN HAS [UPDATED] DEMO? :D
Title: Re: Rogue Z80
Post by: DJ Omnimaga on March 23, 2010, 04:24:38 pm
Nice to see more progress. For my Zelda game, I think for the dead monsters, I just had them not being displayed/acting if they had 0 HP, if I remember. I had to manually remove them from screen when they died, though.
Title: Re: Rogue Z80
Post by: Hot_Dog on March 23, 2010, 04:29:22 pm
Keep it up, man!
Title: Re: Rogue Z80
Post by: mapar007 on March 24, 2010, 08:27:30 am
Updat0z:

- Monsters are now deleted when they die, with fancy live buffer editing and all... It turned out not to be that hard to implement.

@prophets: You can haz demo ASAP, but for now you can just haz 1337 scr33sh0t :P
(I don't post from the PC I work on, so I don't have my code/binaries at hand)
Title: Re: Rogue Z80
Post by: mapar007 on March 24, 2010, 10:13:17 am
(sorry for double post)

Guys, you can haz demo. (there are also some items floating around, they don't do anything yet)

Controls:
Number keypad: move around
COS: 'secret' list of items on the level. (WPN ('|'): weapon, ARM ('('): armour , POT ('!'): potion, SCR ('?'): book/scroll, JNK ('~'): worthless junk)
PRGM: Equipment list
STATS: stats, duh.

Tell me everything about your crash/bug experience. I can't test everything exhaustively.

(yes, it's normal that monsters like fighters and stags always kill you, your hp doesn't start full and those monsters are pretty strong for a little @-guy with a rusty sword)
Title: Re: Rogue Z80
Post by: trevmeister66 on March 24, 2010, 12:08:16 pm
Downloading and testing now.
Title: Re: Rogue Z80
Post by: Raylin on March 24, 2010, 02:20:29 pm
Not bad.
Not bad at all.
:)
Title: Re: Rogue Z80
Post by: DJ Omnimaga on March 24, 2010, 03:14:11 pm
wow pretty nice and fast ^^

Are you planning to have the character centered, though?

Also it crashes when hitting enemies, nothing responds anymore. Is it supposed to happen at the moment?

When pressing CLEAR, calc turns OFF, then RAM Cleared.

And I'm happy you also implemented arrow keypad support ^^, much eaiser to play on emulators :)

Love the old-skoolness

Tested on TI-84+ Silver Edition OS 2.41 btw under Wabbitemu
Title: Re: Rogue Z80
Post by: mapar007 on March 24, 2010, 04:10:21 pm
Aaah, no that isn't a crash, I forgot to tell. You press ENTER there.
/me hides.

Yes I intend to center the character, but it's not a priority.

For clear: sorry, I modified that bit and forgot to adapt the exit routine. That's a one-line fix.
Title: Re: Rogue Z80
Post by: SirCmpwn on March 24, 2010, 04:17:17 pm
I like it, very nice!  Also quite fast, which is good, too.
Title: Re: Rogue Z80
Post by: DJ Omnimaga on March 24, 2010, 11:07:10 pm
Aaah, no that isn't a crash, I forgot to tell. You press ENTER there.
/me hides.
Lol ok thanks ^^, I am so used to press 2nd in games now x.x... quite ironic considering all my old games used ENTER
Title: Re: Rogue Z80
Post by: mapar007 on March 25, 2010, 01:48:29 am
OK, any more votes in favour of 2nd? :P I'll change it if you want.
Title: Re: Rogue Z80
Post by: DJ Omnimaga on March 25, 2010, 01:58:57 am
well, the thing is that the numpad is used for movement and also supports diagonals, so maybe people would prefer using the bottom. I guess you could always have the user choose?
Title: Re: Rogue Z80
Post by: mapar007 on March 25, 2010, 07:38:40 am
I could of course map both 2nd and enter to that function.

Btw, I was testing on a real calc and I found some interesting/damn annoying memory leaks and cleanup bugs... I haven't got a clue on how to eliminate those, though... Got to think about it.
Also, there probably won't be any major updates till next Wednesday, when my exams are over.
Title: Re: Rogue Z80
Post by: DJ Omnimaga on March 25, 2010, 09:28:51 am
Good luck with your exams! (Hoping this remains alive afterward though :O)
Title: Re: Rogue Z80
Post by: SirCmpwn on March 25, 2010, 09:35:24 am
Yeah, good luck on those tests!  I expect more updates, though - no abandoning!
Title: Re: Rogue Z80
Post by: mapar007 on March 25, 2010, 10:46:01 am
No worries, during the Easter break (do you have that in the US?) I'll probably have plenty of time for coding, except for a few days of work/scouts/school trip. That's all.
Title: Re: Rogue Z80
Post by: SirCmpwn on March 25, 2010, 10:49:33 am
No worries, during the Easter break (do you have that in the US?)
We have spring break, but more or less the same.  We are just too damn politically correct here ;)
Enjoy your scouts trip, and good luck on those tests again!
Title: Re: Rogue Z80
Post by: DJ Omnimaga on March 25, 2010, 05:40:26 pm
Over Quebec there's easter break in some school (which is also the start of the last term). You get thursday through monday free most of the time. However, I think Easter in Western part of the world is one month earlier, right? (I read somewhere than in the East it could be as far as May?)
Title: Re: Rogue Z80
Post by: ztrumpet on April 01, 2010, 04:16:28 pm
Yay, you're done with your exams, so this can be worked on. ;D

I really like the screenie you posted!  This is going to be a great game! :D

Congratz on the feature! ;D
Title: Re: Rogue Z80
Post by: mapar007 on April 02, 2010, 04:42:02 am
Yup, indeed, tonight I start the coding run.

This afternoon, I'll have to lend a hand at my little brother's birthday party... Don't really like that, but someone has to volunteer to run around the house with a bunch of 10-year olds. :P
There's no fencing training tonight (last friday before Easter), so nothing impedes the Sacred activity of Coding. :P
Title: Re: Rogue Z80
Post by: mapar007 on April 03, 2010, 01:23:38 am
OK, update, people:

Last night I modified my code so that it could be used in an app, I really needed the space. Next, having plenty of room :P, I made a splash screen. (it kinda sucks, but yeah...), and I started working on the 'look' routine.

I don't think the original rogue had 'look', but I've seen it in several roguelike games, so I decided to implement it. The command allows you to look at visible objects on the screen, without having to waste a turn, some hitpoints, etc. etc.

I'll post a screenie as soon as I finish the looking routine.
Title: Re: Rogue Z80
Post by: DJ Omnimaga on April 03, 2010, 01:42:31 am
Nice, I like APPs because they won't take any RAM when not used and  won't spam you with garbage collections when exiting like Ion games. The only issue is the lack of SMC support but that's why there are Appvars ^^

Can't wait for screenie ^^

If finished this will sure be a ticalc news, considering Rogue is pretty popular on 68k calcs
Title: Re: Rogue Z80
Post by: mapar007 on April 03, 2010, 01:52:02 am
Ticalc news is equivalent with feature, and feature requires awesomeness. I don't think I can do that, but let's give it a try.
Title: Re: Rogue Z80
Post by: DJ Omnimaga on April 03, 2010, 01:55:44 am
Well, since Rogue for 68k was featured, I don't see why the z80 counterpart wouldn't be. It would be kinda unfair IMHO
Title: Re: Rogue Z80
Post by: mapar007 on April 03, 2010, 01:57:58 am
Provided I port it well :D I'll do my best. (and Omnimaga is in the splash screen :P )
Title: Re: Rogue Z80
Post by: DJ Omnimaga on April 03, 2010, 02:02:38 am
Hehe nice, but yeah make sure to port it nicely, altough I think you'll do well :)
Title: Re: Rogue Z80
Post by: ztrumpet on April 03, 2010, 09:47:44 am
Alright, you converted it to an App!  Cool!
Good luck with it! ;D
Title: Re: Rogue Z80
Post by: Raylin on April 03, 2010, 09:58:50 am
I agree.
I just like my games in APP format.
It makes things sooo~ much easier.
:D
Title: Re: Rogue Z80
Post by: SirCmpwn on April 03, 2010, 11:33:49 am
Oooo, Apps are nice!  I'm starting to like that a lot of game programmers are switching their games over to apps, it's really quite nice.
Title: Re: Rogue Z80
Post by: DJ Omnimaga on April 03, 2010, 12:36:06 pm
Yeah I like it. The only bad thing is that with 80 apps the menu is incredibly slow and there are always people asking why the game won't show up in PRGM menu but that doesn't hinder the awesomeness that is apps. I think back in the days people didn't use them because they were not documented well and even for hardcore ASM coders, they were hard to program for.
Title: Re: Rogue Z80
Post by: Raylin on April 03, 2010, 12:41:28 pm
Then, Wabbitsign and Basicbuilder hit the scene. :D :D
Title: Re: Rogue Z80
Post by: DJ Omnimaga on April 03, 2010, 01:14:32 pm
Except that for BBUilder, it is not really reliable for large BASIC games. Try converting Reuben Quest 2 or Zelda: Dark Link Quest to Basic Builder. Good luck
Title: Re: Rogue Z80
Post by: Raylin on April 03, 2010, 01:17:23 pm
What was the matter with them in the first place?
Does BasicBuilder have a size limit or something?
Title: Re: Rogue Z80
Post by: jsj795 on April 03, 2010, 01:20:04 pm
I think you can only fit 1 page of app using basic builder, which is around 16000 bytes, right?
Title: Re: Rogue Z80
Post by: Raylin on April 03, 2010, 01:21:12 pm
Is Reuben's Quest that big?
0_o
My God.
Title: Re: Rogue Z80
Post by: DJ Omnimaga on April 03, 2010, 03:03:38 pm
yeah it's 1 page limitation IIRC in BBuilder, but the major issue is pic storage. If you want them to be useable with xLIB' on the first program startup you need your game to copy all included pics (a  max of 26) to regular calc pics, archiving them in the process, which makes your game take much more archive memory in the end, then comes the inability to copy basic builder programs to archive directly (or reading them directly from basic builder). All this makes Reuben impossible in Basic Builder. Btw the game is in the hundreds of KB with Omnicalc included.

With Bowling, the pics were a major issue too. It was a major PITA for Nitacku to compile his xlib bowling clone in Basic Builder format
Title: Re: Rogue Z80
Post by: mapar007 on April 04, 2010, 01:34:08 am
Let's try not to go too offtopic, guys ;-)
Title: Re: Rogue Z80
Post by: DJ Omnimaga on April 04, 2010, 02:12:59 am
Sorry XD we got carried away on the whole app thing.

Anyway can't wait more progress for this :)
Title: Re: Rogue Z80
Post by: JustCause on April 28, 2010, 01:39:41 pm
Looks nice! Will this be a port of an existing roguelike, or will you be designing your own?
Title: Re: Rogue Z80
Post by: mapar007 on April 28, 2010, 01:41:23 pm
An in-between, sort of.
/me pokes himself to get back to coding finally....
Title: Re: Rogue Z80
Post by: DJ Omnimaga on April 28, 2010, 03:09:48 pm
Moar progress D:
Title: Re: Rogue Z80
Post by: DJ Omnimaga on May 24, 2010, 01:35:17 am
Hey I wondered if this was still alive? I hope you didn't ditch this project :/
Title: Re: Rogue Z80
Post by: mapar007 on May 24, 2010, 05:42:30 am
I definitely didn't. The problem is, lately I find myself doing brainless activities that serve no purpose for 90% of the time (AKA homework). I _hope_ to be able to do more coding after exams. (or maybe even during the finals period. I'm not planning do do any work for things like religion, Dutch, French or English, because either the content is the same as last year (in practice, this is the case for French and English), or is utterly useless. (religion, Dutch,...)
Title: Re: Rogue Z80
Post by: DJ Omnimaga on May 24, 2010, 12:23:12 pm
I hate useless homework D:

I usually found myself not doing any when the teacher didn't check it (or if the homework didn't affect my grades directly), because I found no purpose redoing stuff I already understand quite well. The only homework I really did that didn't count in grades was in french class because I had trouble in that class and wanted to practice some stuff more. Besides that usually I finished my homework inside classes since I started before the teacher finishes explaining what work/homework we'll have to do (since I wrote notes in advances). However this is not possible in every class because some are really demanding x.x

Glad to see the project isn't dead. I was just a bit worried since it seemed to show no more sign of life x.x
Title: Re: Rogue Z80
Post by: mapar007 on May 25, 2010, 10:46:41 am
I hate useless homework D:

I usually found myself not doing any when the teacher didn't check it (or if the homework didn't affect my grades directly), because I found no purpose redoing stuff I already understand quite well. The only homework I really did that didn't count in grades was in french class because I had trouble in that class and wanted to practice some stuff more. Besides that usually I finished my homework inside classes since I started before the teacher finishes explaining what work/homework we'll have to do (since I wrote notes in advances). However this is not possible in every class because some are really demanding x.x

Glad to see the project isn't dead. I was just a bit worried since it seemed to show no more sign of life x.x

This.

E.g. math. I haven't learned anything in the last 2 months... Yet I got a 66.7% (originally 6/9) on my math test today, so I ran across it: all my answers were correct. I just lost 33+1/3% because I didn't explain what I was doing, or I made some stupid notational mistakes. I agree if the teacher subtracts points because of the latter, but about all the rest: when I think something is evident/trivial/whatever I don't care about the underlying stuff, since I can prove it easily. Why do such things matter if I have the insight and I can apply it correctly? Honestly, I can't just have guessed all the answers, can I?
The problem with the teaching system (at least in Flanders), is the fact that everyone should get to the same level as the 'average pupil'. This has two consequences:
- slower-than-average people can't keep up and have to redo their term. (I don't know how that works in the US.)
- faster-than-average people get bored, and the only thing they do is sit on a chair, look at the blackboard and numb their brains.

Well, I don't want to brag, but I'm well into that second category. I am hardly challenged at school, so I get bored. The teachers still dare do ask why I don't bother studying=>bad marks for all the 'parrot subjects' (=classes where you, in practice, only write stuff on a test that comes literally from the textbook)... And they wonder why I ask all those annoying questions. (some teachers, i.e. the guys who know their stuff, can answer those. Other teachers can't. They are distributed approx. fifty-fifty)
If our brain is not constantly driven to its extremes, how do we expect to get cleverer? School kinda makes us dumb.

F r u s t r a t i o n

[/end rant]

EDIT: No tl;dr's, please. Read everything before responding, I know some things are ambiguous when out of context. (but feel free to ask me to clarify)
Title: Re: Rogue Z80
Post by: DJ Omnimaga on May 25, 2010, 01:14:49 pm
It seems similar to what was the school system in Quebec when I still had hi school. We were forced to learn at the same rate as everyone else. No way to go faster and no way to slow down. I think now it's possible, because I heard people doing so, but I'm not sure to which extent.

What sucks about faster learning, though, is that people gets so busy they have to quit every hobby they had in their life, such as calc programming, then eventually lose interest toward these hobbies. Noahbaby94 and Nitacku are big examples of that
Title: Re: Rogue Z80
Post by: mapar007 on June 17, 2010, 11:19:57 am
There is a fair chance of progress tomorrow and in the weekend. Just to let you guys know. :)
Title: Re: Rogue Z80
Post by: SirCmpwn on June 17, 2010, 12:11:29 pm
Cool!
Title: Re: Rogue Z80
Post by: calcdude84se on June 17, 2010, 12:44:41 pm
Hurray! Progress! I can't wait. :)
Title: Re: Rogue Z80
Post by: DJ Omnimaga on June 17, 2010, 11:42:36 pm
I am glad to see this is still alive. I was getting a bit worried -.-
Title: Re: Rogue Z80
Post by: meishe91 on June 18, 2010, 12:07:40 am
Glad to hear it :)
Title: Re: Rogue Z80
Post by: mapar007 on June 22, 2010, 07:20:11 am
OK:
Coding is slow when you have to clean up first, and you can only code in relatively short intervals, but at least I managed to get something done.

I've coded (not debugged) the base for the inventory/items system. I'll synthesize the inventory display next, and then go into debugging. I'll keep ya posted.
Title: Re: Rogue Z80
Post by: DJ Omnimaga on June 22, 2010, 11:39:07 am
aaah cool to hear ^^

I hope this won't die. I would like to see CalcRogue finally come out on z80. I am certain a lot of people would like, too, since CalcRogue was pretty popular on 68K calcs
Title: Re: Rogue Z80
Post by: mapar007 on June 25, 2010, 02:59:47 am
Maybe I could just brush up on my C, and then cross-compile calcRogue to the Z80 :P

j/k (sdcc is bad)
Title: Re: Rogue Z80
Post by: DJ Omnimaga on June 25, 2010, 09:09:00 am
Lol :P

I cannot judge SDCC, though. Some people claimed it wasn't that bad, other told me it might not be bad and be a good alternative to z88dk (which is apparently the worst) but other people said it wasn't too great either. It seems like anything involving C on the 83+ is bad. The reason why it's not the case with Axe Parser is apparently because it's a brand-new language made specifically with the z80 processor in mind. C is apparently just not suitable for z80 platforms.
Title: Re: Rogue Z80
Post by: mapar007 on June 25, 2010, 09:51:53 am
No, it's not that, basically, sdcc was underdeveloped. An sich, C isn't bad, but with bad compilers and no standard libraries, it's a bit of a PITA.
Title: Re: Rogue Z80
Post by: DJ Omnimaga on June 25, 2010, 05:36:01 pm
AAah ok. I heard that it would be very hard (if not impossible) to make a C compiler that produced z80 code as good as a language designed for the platform like Axe, though, because apparently the z80 is just too limited for such language compared to 68k processors.
Title: Re: Rogue Z80
Post by: mapar007 on June 26, 2010, 04:42:23 am
It depends on what you write in it :) Also, you can't expect it to do stuff like fork() and spawn(), but those are system calls and do not inherently belong to the C language.


I had this idea yesterday evening: I wrote a sound program, so now I can add sound to rogue. (I know, my priorities are messed up, but I thought it'd be nice).

It is compatible with Pyoro sound because I ripped the frequency constants out of Quigibo's source code. (the actual routine is my own, but it functions similarly to quigibo's, with less features because I don't need them)/me runs


PS: I made it play back the Song of Storms from tloz :D
Title: Re: Rogue Z80
Post by: DJ Omnimaga on June 26, 2010, 01:01:41 pm
oooh nice :D I can't wait to hear the sound in your game ^^
Title: Re: Rogue Z80
Post by: Builderboy on June 26, 2010, 01:59:12 pm
Song of Storms ftw ^^ glad to see that your back into your groov and progressing nicely :)
Title: Re: Rogue Z80
Post by: mapar007 on June 28, 2010, 03:09:43 pm
Inventory code implemented and WORKING! Huzzah! You can now pick up items, and view the inventory. Your screenshot should be arriving shortly*.


Read: as soon as I think of recording one and putting it on my flash drive.


EDIT: Damn, I'd have sworn that I made another post about the sound yesterday, but it magically disappeared. (or I forgot to click 'post', pick either :p)

So, anyway, to spare my flash chip I'll implement the sound at the end. Wabbitemu is being stubborn, so I can't emulate the sound for now. Hence, once everything is done, I might do some background music, but I don't want to go through the trouble just yet. (transferring these apps back and forth is probably no good for the lifetime of my flash chip, and I don't care whether the 100000 writes/byte is an urban legend :P )
Title: Re: Rogue Z80
Post by: DJ Omnimaga on June 28, 2010, 10:48:15 pm
nice to see progress ^^

and sorry to hear about the post x.x. I sometimes forget to hit post and this happens x.x
Title: Re: Rogue Z80
Post by: mapar007 on July 24, 2010, 01:17:01 pm
GAAAHH... I was playing Angband today (my personal favorite among the roguelike games), and I got my lvl 44 High-elf mage killed. I ran into Maeglin at level 70 in some greater vault. Now, Maeglin is a level 81 Unique that can bore through walls, hence why I couldn't just get rid of him by teleporting/gravity warping him away... Fight was going on nicely, until he 'summoned Special Opponents' (read: other uniques). Ungoliant or Feagwath (don't remember) cast an earthquake, and I was dead...

High-elf mages take loads of training, and this was the second-farthest I ever got. (I managed to finish the game exactly once before, also with a HIE mage). Meh.

[/offtopic]
Title: Re: Rogue Z80
Post by: calcdude84se on July 24, 2010, 01:22:01 pm
On topic, any progress lately? ;D
How's it been going?
Title: Re: Rogue Z80
Post by: mapar007 on July 24, 2010, 01:27:43 pm
I haven't coded anything yet since I returned from Corsica... Shame on me :S
Title: Re: Rogue Z80
Post by: Raylin on July 24, 2010, 01:38:08 pm
@mapar007: LOL. I'm just learning that game. I just died from a LV 1 Floating Eye.
Title: Re: Rogue Z80
Post by: mapar007 on July 24, 2010, 04:18:15 pm
If you're a warrior, kill him with arrows or oil flasks. As a mage, just pwn him with magic missile.


(also: download the spoiler files. There's a guide or two in there. It's really useful and will save you loads of frustration.)

My first death was against a battle-scared veteran in town. :D
Title: Re: Rogue Z80
Post by: DJ Omnimaga on July 29, 2010, 04:50:13 am
I hope this project doesn't die :(
Title: Re: Rogue Z80
Post by: mapar007 on July 30, 2010, 04:31:37 am
Right now, I'm planning stuff for next year's exams, which come in September/October. I won't be able to get done a lot :(
Title: Re: Rogue Z80
Post by: DJ Omnimaga on July 30, 2010, 04:44:24 am
Ouch I see, what kind of stuff are you planning?

I hope you aren't gonna quit calcs :/
Title: Re: Rogue Z80
Post by: V1mes on August 04, 2011, 02:48:08 pm
hey maybe you could take your existing code for this and port doom the roguelike
see here: http://doom.chaosforge.org/
Title: Re: Rogue Z80
Post by: DJ Omnimaga on August 04, 2011, 04:05:33 pm
Holy necropost batman, it's not even halloween yet! O.O

I guess that might be an idea, although it would certainly not be Mapar007 who would work on it, since he left the forums a long while ago.
Title: Re: Rogue Z80
Post by: TIfanx1999 on August 04, 2011, 05:02:32 pm
@V1mes: Please check the last post date when posting. This thread has been inactive for over a year, and as DJ_O said, the author no longer visits here regularly. Welcome here by the way. =)
Title: Re: Rogue Z80
Post by: mapar007 on May 01, 2013, 04:14:05 am
Ladies and gentleman, you might ask "Why is this dude posting in a thread that's been dead for 1.5 years?".


Because PROGRESS!


I've started to slowly revive this little pet project of mine. I'll be coding away throughout May, but June will be calmer due to exams. Just don't expect me to perform any miraculous feats; my skills have rusted a lot so I'm spending loads of time debugging.

So anyway, monster movement AI now mostly works (save a couple quirks).
Current working features:
- Moving around the map/collision detection
- Monsters move and attack the player (the @ on the map)
- Can pick up items
- see inventory and equipment
- look around without moving/losing a turn
- Can battle/kill monsters/get killed by monsters


EDIT: keep in mind, most graphics/menus are still in the "placeholder" phase. Rest assured that the game will look better when finished. Graphics aren't my top priority now.


Title: Re: Rogue Z80
Post by: DJ Omnimaga on May 02, 2013, 02:17:19 am
THat is great! I am glad this is revived :). As for the graphics I don't mind them since they are similar to the 68K one. Some grayscale would be nice though (assuming ThePenguin77's routine/tutorial works for the regular 83+)

Welcome back!
Title: Re: Rogue Z80
Post by: mapar007 on May 02, 2013, 03:57:17 am
More progress to report!

I've implemented a random map generator. (Algorithm used: http://kuoi.com/~kamikaze/GameDesign/art07_rogue_dungeon.php)


I turned off items for the demonstration because random item placement hasn't been implemented yet, which caused items to get stuck in walls. I already have a routine that populates the level with monsters, so writing an item placement routine shouldn't be that hard.

I also made the death screen less shitty and replaced the wall tiles. Let me know what you think.


EDIT@DJ: I'll see what I can do about grayscale. Never worked with it thus far, but AFAIK my tilemapper should support it with a few edits. It'll also be a good excuse to rewrite my key input loop, which is a giant piece of crud at the moment.

EDIT2: More progress:
Title: Re: Rogue Z80
Post by: mapar007 on May 02, 2013, 05:24:10 pm
Double post because there's progress again.

I implemented stairs, so now you can go up and down between randomly generated levels. The town has been added too, but it's completely featureless as of now (except for a set of stairs).

Two screenies included: one with monsters disabled to demonstrate exploring. The other one has monsters enabled to showcase actually diving into the depths of the dungeon and mauling some malicious monsters out there.

I've also included a binary. Be warned: I'd not run this on actual hardware just yet, there might be some nasty bugs around. Be safe, use an emulator. ;)

Controls:

EDIT: I'll be coding shops next
Title: Re: Rogue Z80
Post by: Sorunome on May 02, 2013, 07:25:18 pm
That looks pretty nice, awesome that you picked it on again :D
Title: Re: Rogue Z80
Post by: alex99 on May 05, 2013, 07:30:11 am
hey this is looking nice (a bit like pokemon topaze) but this is nice.
it has also a good performance.
Title: Re: Rogue Z80
Post by: mapar007 on May 05, 2013, 08:18:05 am
More progress! Sorry for the delay, I was busy IRL and had to rework some older code.

I've added shops. I restructured some of my code to be able to reuse my player inventory menu for shops. Inventory/shops now (finally) have a cursor, and pressing enter would trigger a shop-dependent routine to process the item. This code hasn't been written yet, but that should be a fairly simple matter.

I also fixed a minor bug in the LOOK function while playing around with my new code.

EDIT: You'll notice that the items carried by the shops have little to nothing to to with their respective "themes". This is because I've defined only four or five items as of now, so I just filled the shops with arbitrary stuff.
Title: Re: Rogue Z80
Post by: utz on May 05, 2013, 09:03:42 am
Just stopping by to say that this is a pretty awesome project. I really hope it gets finished :)
Title: Re: Rogue Z80
Post by: alex99 on May 05, 2013, 02:28:42 pm
Just stopping by to say that this is a pretty awesome project. I really hope it gets finished :)
this projectis wonderful :D :P :ninja:
Title: Re: Rogue Z80
Post by: mapar007 on May 05, 2013, 04:56:34 pm
Not an official update, just a quick heads-up on the state of the project.

 I've started working on what's probably going to be one of the more challenging parts of the code: the magic system.

I'll be implementing several types of spells with potentially arbitrary effects, including bolt, ray, ball (not sure how I'm gonna do this), and if I find a way to integrate this into my current system, status spells will follow too. Map altering magic will be added too (like Angband's stone-to-mud). If I can get status spells to work, status affecting potions should be a breeze too since I can just recycle the same code. I'm also going to try and animate the magic, but that's a little further down the priority list. Having monsters cast magic would require significant modification of the AI, so that's going to be a problem for later too. I will try to write the magic code in such a way that spells can be used against the player too, if I'd want to do that.

Spells would be learned from scrolls/books, which can be found in the dungeon or in Araki's magic store.


That being said, items, magic and monsters are things I need some community input for. I've already decided I'm gonna name all spells in Japanese (a tad cheesy, I know), and my gf agreed to help me think up some awesome ones. This leaves items and monsters. If you have cool ideas, feel free to post them here! Graphical contributions for tiles/spell animations are always welcome too, but remember to make them symmetric. Don't bother drawing sprites for monsters and/or items because those are going to be marked by letters, as in the original rogue.
Title: Re: Rogue Z80
Post by: DJ Omnimaga on May 05, 2013, 07:06:12 pm
I never had much issues coding magic systems, but it's because most magic spells were identical to each others, just with a different sprite pallette and elemental property, and in the case of lightning spells, an extra bolt appeared over the animation. I do remember programming enemies was annoying in some games, though (especially bosses, where I sometimes needed one walking engine per boss to avoid slowdowns).

By the way I love the new graphics :D
Title: Re: Rogue Z80
Post by: mapar007 on May 05, 2013, 07:18:51 pm
I never had much issues coding magic systems, but it's because most magic spells were identical to each others, just with a different sprite pallette and elemental property, and in the case of lightning spells, an extra bolt appeared over the animation. I do remember programming enemies was annoying in some games, though (especially bosses, where I sometimes needed one walking engine per boss to avoid slowdowns).

By the way I love the new graphics :D

Thanks :D

What you say is probably true. The fun part of the system I have in place now is that I can recycle old routines for a new spell if I want to, but the option of adding special unique effects stays open.

I've attached a pic of the spellbook screen as it stands now. If anyone has good suggestions for elemental symbols, feel free. I'm keeping the one for "ancient" (bottom 古), but I'm not quite happy with the other ones yet. (from top to bottom: fire, earth, air, neutral, ice)
Title: Re: Rogue Z80
Post by: TIfanx1999 on May 06, 2013, 01:57:44 am
Not much to say that hasn't already been said. It's looking nice. :) What size are the elemental Icons?
Title: Re: Rogue Z80
Post by: mapar007 on May 06, 2013, 02:15:34 am
Not much to say that hasn't already been said. It's looking nice. :) What size are the elemental Icons?

8x8
Title: Re: Rogue Z80
Post by: Hayleia on May 06, 2013, 12:59:13 pm
Well I didn't know about that project before you came back, but I am glad you came back to finish it :D
It looks awesome :D
Title: Re: Rogue Z80
Post by: mapar007 on May 07, 2013, 02:42:53 am
I've implemented and debugged ray and bolt type spells. (ray passes through enemies, bolt stops on first contact)

No screenies because they would be incredibly boring: there's no animation or menu yet.

EDIT: Graphics done too!

Title: Re: Rogue Z80
Post by: DJ Omnimaga on May 07, 2013, 04:57:33 am
I like the magic spell sprites :D and the stair arrow is a nice touch to maps.
Title: Re: Rogue Z80
Post by: TIfanx1999 on May 07, 2013, 07:57:08 am
Looks nice. :) I'm not a fan of having to go into a menu every time I want to use a spell though. It seems it would slow the pace of the game as well. I'd suggest being able to "equip" a spell so you can just push a button and attack with that spell. If you want to make it even more user friendly you could use something like +/- to cycle through your spells and change which one is equipped. + would move to the next spell you have and select it, and minus would move to the previous spell and select it. You could even use your text box on the bottom to display which spell you are on (for a few seconds) as you are cycling through them.
Title: Re: Rogue Z80
Post by: JamesV on May 07, 2013, 08:41:43 am
This looks great! Awesome work :)
Title: Re: Rogue Z80
Post by: mapar007 on May 07, 2013, 10:02:40 am
Looks nice. :) I'm not a fan of having to go into a menu every time I want to use a spell though. It seems it would slow the pace of the game as well. I'd suggest being able to "equip" a spell so you can just push a button and attack with that spell. If you want to make it even more user friendly you could use something like +/- to cycle through your spells and change which one is equipped. + would move to the next spell you have and select it, and minus would move to the previous spell and select it. You could even use your text box on the bottom to display which spell you are on (for a few seconds) as you are cycling through them.

That's a nice idea, and not hard to implement. Noted.

EDIT: Wish granted.
Title: Re: Rogue Z80
Post by: mapar007 on May 08, 2013, 06:49:53 am
Update: I've been playing around with my new magic engine.


EDIT: Demo added.

EDIT2: The controls are still the same as before. New commands:

In general, when it looks like you're stuck on a prompt, try pressing ENTER or MODE. I haven't cleaned up certain areas in the code yet, so...
Title: Re: Rogue Z80
Post by: TIfanx1999 on May 08, 2013, 08:07:07 am
Looks nice. :) I'm not a fan of having to go into a menu every time I want to use a spell though. It seems it would slow the pace of the game as well. I'd suggest being able to "equip" a spell so you can just push a button and attack with that spell. If you want to make it even more user friendly you could use something like +/- to cycle through your spells and change which one is equipped. + would move to the next spell you have and select it, and minus would move to the previous spell and select it. You could even use your text box on the bottom to display which spell you are on (for a few seconds) as you are cycling through them.

That's a nice idea, and not hard to implement. Noted.

EDIT: Wish granted.
Awesome! Gonna try the demo out. :)
Title: Re: Rogue Z80
Post by: mapar007 on May 08, 2013, 08:52:43 am
Looks nice. :) I'm not a fan of having to go into a menu every time I want to use a spell though. It seems it would slow the pace of the game as well. I'd suggest being able to "equip" a spell so you can just push a button and attack with that spell. If you want to make it even more user friendly you could use something like +/- to cycle through your spells and change which one is equipped. + would move to the next spell you have and select it, and minus would move to the previous spell and select it. You could even use your text box on the bottom to display which spell you are on (for a few seconds) as you are cycling through them.

That's a nice idea, and not hard to implement. Noted.

EDIT: Wish granted.
Awesome! Gonna try the demo out. :)

Thanks :) Make sure to tell me what you think. I elaborated a little on the newly added controls in my post above.
Title: Re: Rogue Z80
Post by: mapar007 on September 06, 2013, 10:54:12 am
Soo, I've been coding over summer and I've made some progress, although not nearly as much as I would have liked to. Traps have been implemented, and I've cleaned up some old code (I'm not done with that yet).

Progress is slow because summer has been VERY hectic. I've been working a database management job in July which didn't leave me much time for off-the-job coding. Did make a nice amount of money there, though :P

Went traveling with my SO throughout the first two weeks of August, which was fun most of the time until she got diagnosed with a chronic illness (I'd prefer not to disclose any details), so I had to fly home alone :/ All things considered it did turn out a little better than I expected, but the news was a big shock nevertheless.

To add to all that, my grandfather's health worsened considerably over the course of August, and he passed away last week. Burial is going to take place tomorrow, so I hope to finally get some rest after that.

There's been other, less intense stuff, but anyway this should suffice for now.

I'll upload a screenshot of the new features ASAP, but I'm probably going to have to power down for a couple days when all this mess has been dealt with.
Title: Re: Rogue Z80
Post by: Matrefeytontias on September 06, 2013, 11:16:51 am
Wow, that's quite a bunch of sorry events :/

Despite that, it's good to see some progress on Rogue :)
Title: Re: Re: Rogue Z80
Post by: DJ Omnimaga on September 06, 2013, 12:05:54 pm
Sorry to hear about all that happened. Hopefully things get better soon.
Title: Re: Rogue Z80
Post by: Streetwalrus on September 07, 2013, 06:46:52 am
Yeah same as DJ and Matref. :( I hope that your GF's problem is not too bad/curable.
Title: Re: Rogue Z80
Post by: Sorunome on September 07, 2013, 07:41:43 am
Same as above. I'm sorry to hear all that happend :(
Title: Re: Rogue Z80
Post by: TIfanx1999 on September 16, 2013, 06:04:53 pm
Gonna echo what others said. Sorry for you recent hardships. Things will get better though. :)