Cracks and Crevices

Wednesday, December 10, 2008

Other Projects

Random stuff that has been neglected for too long.

Bunyon
Cleaned up the head of the Bunyon interpreter last night, branched it for playing with the TRS80 format. The plan is to convert the TI99 bytecode into an more managable form of bytecode and strings internally. With the new internal representation I can load the TRS80 ScottFree format and convert that from its ASCII line oriented text into new one.

The hope is that there will be litle to no code change required regarding trs80 game code and ti99 game code for playing, but of course there are always edge cases, and probably the couple of opcodes that the TI99 does not use, the TRS80 probably will use…

I also need to test the remaining four Scott Adams games I have and create .apl code and transcriptions.

This will hopefully go hand in hand with the ScottCom compiler.

ScottCom
Speaking of the ScottCom compiler, the plan for that is to export the internal representation (which is TI99 bytecode) into TRS80 line oriented format.

The big problem here is with TRY blocks. I dont know how or even if, the TRS80 format uses or implements try blocks.

SmallC Cleanup
My little SmallC project is going ok, the first big hurdle is the need to add prototypes. I branched the AVR codebase and stripped all the junk out, the nice thing about this base is it handles structs and unions and ANSI-C functions, just not prototypes.

It would be really nice if it converted it into an AST but maybe I’ll consider that later. I need to also incorporate some of the ideas from the original SmallC 2.x tree (this has a different license than the original 1.x branch the AVR tree comes from), which turns it into pcode in memory rather than direct asm textual statements.

Codpiece
This is my little database system, kind of like an access database without the forms front end. It was inspired by the original PC-File+ database system (who remember the first shareware app?), and is more of an interesting excercise than anything serious (are not all my projects?).

Cracks and Cervices
Ahh my other big project (next to fishguts), this needs some loving, but until Fishguts gets to a more complete state I dont intend to focus on it much. I really need to cut a release of its current code base but I think it needs a few more extras added to it (you know, those things on the roadmap that I decided it should have, but never finished in my projected time allotment).

Posted by Stu on 12/10/2008 at 01:52 PM Permalink to this post.
Filed Under : ComputersDevelopmentBunyon / ScottComCracks and Crevices
Tags:

(0) Comments
Share/Bookmark

Tuesday, May 27, 2008

Spells

Because I am making some good progress on CNC I’m concentrating on it more than I should be to the detriment of Fishguts.

Right now Ive got spells working really well. Fireballs light up unlit squares, radiate out and pop everyone for damage. Poison gas clouds are basically green fireballs… that hang around. A cool thing is that they dissipate from the edges inward, so your target point is always covered the longest.

Need to work on lightening bolt so it rebounds off walls.and travel through targets.

Might cut a release once lightening bolt is done…

Posted by Stu on 05/27/2008 at 09:01 PM Permalink to this post.
Filed Under : ComputersDevelopmentCracks and Crevices
Tags:

(0) Comments
Share/Bookmark

Friday, May 02, 2008

Bump friendly

I’ve made the start town ‘bump friendly’ now, so if you bump into a guard you wont be summarily wiped out. You can still hit ‘a’ to attack and force an encounter but bumping by happenstance wont kill you.

I’m thinking of extending the time give before being kicked out of town, so that the player has more of a chance to see whats in the town than only being able to hit the supply shop first…

Things are slowly progressing nicely toward an 0.5 release

Posted by Stu on 05/02/2008 at 11:51 AM Permalink to this post.
Filed Under : ComputersDevelopmentCracks and Crevices
Tags:

(0) Comments
Share/Bookmark

Thursday, April 24, 2008

High Scores and Tombstones

I branched my cnc repo tonight (git checkout -b is sooo nice!) and added highscores for multiplayer goodness. I’m going to use the same framework for tombstones and display small markers in the park of the last couple of deaths.

I can “trust” this on unix (my primary development system) but cant really trust it on win32 (everyone runs as administrator so… shrugs).

Posted by Stu on 04/24/2008 at 08:52 PM Permalink to this post.
Filed Under : ComputersDevelopmentCracks and Crevices
Tags:

(0) Comments
Share/Bookmark

Thursday, March 20, 2008

Resizing windows and cleaning up the house

I’ve spread my self around last night, doing minor work on both CnC and Fishguts.

In CnC I built the game to resize the SDL window, and it works quite well, I’m very surprised, and it only took about 3 lines of C code to make it work. One suckage thing is that SDL clears the buffer so if you resize and hold the mouse down you get a black window until the game redraws the window, but you dont get that message until after you release the mouse button…

In Fishguts news, I’ve been tidying up my constants, the game uses a lot of constants in the C code and int he Lua code, and basically I have duplicate on the Lua side. I spent last night cleaning a lot up by having them set by the C code when a new Lua State is created, this stops me having to load the same constants in at the top of a script in an include file… so that is pretty nice.

Joy dislocated her shoulder so I’ve been doing all the baby caring stuff on my own lately which has killed any productivity but thats ok, its what marriage is about, taking care of each other. We are hoping its not a torn rotator cuff, so I might be doing only minor work on CnC + Fishguts for a few more weeks.

Posted by Stu on 03/20/2008 at 08:23 AM Permalink to this post.
Filed Under : ComputersDevelopmentCracks and CrevicesFishguts
Tags:

(0) Comments
Share/Bookmark

Tuesday, March 04, 2008

Key configs for roguelikes

Ive been alternating my time between Cracks and Crevices and Fishguts. From CnC’s last release one of the more common findings, people seemed to ignore the readme.txt files and not make use of configuring the game.

So I’ve been hacking the last few days on having an ingame key editor. From the main screen when you load up it will tell you if you have any unassigned keys (which should be a good indication to someone that they need to configure them).

You can redefine existing keys or reset to default. I will also had a quick defualt to setup for using VI keys, Cursor, WASD or NumPad. Since diagonals are important, anything but the numpad is a bit of a handicap, but there are still diehard VI keymap people in the roguelike world (and those people probably don’t like that I’ve used graphical ascii over ‘real’ terminal ascii)...

Hopefully this will take care of the often not-configured comments.

The flipside, I didn’t get any complaints about the graphical window size but I think I’m going to add a window size selection as well.

Posted by Stu on 03/04/2008 at 12:55 PM Permalink to this post.
Filed Under : ComputersDevelopmentCracks and Crevices
Tags:

(0) Comments
Share/Bookmark
Page 1 of 5 pages  1 2 3 >  Last »