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Shawn Jefferson

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Blog Comments posted by Shawn Jefferson

  1. I am aiming for 40 chars native gr.0 screen. I'm struggling somewhat with fitting things onto the screen though. Some of the item descriptions are just too long, so I have to truncate them somehow. I think it can be done, just needs a bit more work to get it to fit, and some compromises may need to be made on the display.

     

    I don't have much (if any) memory for an 80-column soft screen unfortunately, and I'm worried it might be too slow?

  2. Sorry it took so long to respond to this, just saw it now!

     

    I'm using the 80 column support AND the extra RAM of the VBXE. Basically I'm banking out large swathes of the 64k RAM space to accommodate the screen (24k), treasure tables, spell tables, monster tables, etc... Moria is quite large, and it may not all fit on the Atari even (assuming I ever finish it!) All the code is running from $A000-BFFF in the 1Mb cartridge banks. So the code is really a banking nightmare, but seemed possible...

     

    I'm hoping that when the code is all working I will have enough space left to implement enhanced VBXE graphics.

  3. 1. Which specific Moria version/variant did you base it on?
    Moria v5.5 sources that I found on the net. This version of the source is setup to compile on MSDOS, Atari ST, Unix, etc... I think that is the latest official version? It's the vesion I remember playing anyway.
    2. Did you do a full port of Curses as part of the project, or did you just re-implement the specific screen functions you need for Moria?
    No, I had to write VBXE screen output functions, and I basically replaced all the curses specific stuff in IO.c with calls to my functions.
    If you end up needing/wanting any help with the port, feel free to drop me a line. I have been in the main code quite a bit, including a brief effort to bring 5.5d up to speed with some of the Mac enhancements and put it in a Curses-SDL presentation layer.
    I'll keep that in mind! I've spent many hours going through the code so far... it seems pretty well written and easy to understand, which is great. I'm trying to not scale back on any features, but I may have to drop a few things. I had to limit the cave size to 44x132 (24k!) already. There just isn't enough RAM on the atari to support the default cave size as defined in the source.
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