Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

Angband 3.0.6 port for Linux/Zaurus: Tile & Sound issues

34 views
Skip to first unread message

dvm.z...@gmail.com

unread,
Jan 21, 2007, 8:42:33 AM1/21/07
to
Hi,

I have compiled Angband 3.0.6 for Sharp Zaurus, now running a
full-blown X11 environment called "pdaXrom" (a misnomer coz not a real
"ROM" per se ;) ). I posted my initial build here:
http://www.oesf.org/forums/index.php?act=ST&f=73&t=18415&hl=angband&view=findpost&p=150110

This actually is for testing, and now I found at least two things to
work on. I am not a programmer at all so it would be wonderful if
people can help me out here.

1) Display of tiles:
Since Zaurus (the later clamshell models) has a 3.8-inch landscape
640x480 VGA display and very high density of pixels, it seems the best
way to display the graphical tiles is a combination of a sorta 8x16
font (yes, a bit ugly though) and a setting of tile width = 8 + tile
height =16. Screenshots comparing 8x13 and 8x16 settings are here:
http://www.oesf.org/forums/index.php?act=ST&f=27&t=22353&hl=angband&view=findpost&p=151865

Or is there any better way to get the best use of the tiles in this
small yet brilliant display?


2) Sound effects:

-- Is Angband 3.0.6 source patched with sound support already?

I tracked down the resources of patching Angband 3.0.5 with (SDL) sound
support in:
http://www.chambrook.org/angband/soundfx.php
http://people.smartchat.net.au/~caboo/angband/soundfx.html

Curiously I followed the instructions in Brendon's page but there is
only a patch for 3.0.5. I looked into the source of Angband 3.0,6 but
couldn't see the application of the patch, contrary to what
http://www.thangorodrim.net/history/changes-306.html says,

"Added Craig Oliver's Sound FX Patch version 1.1 that adds about 120
new sound events to the game. (see also
http://www.chambrook.org/angband/soundfx.php)"

-- Problem of applying the patch

So I tried to added the changes to the 3.0.6 source with the patch for
3.0.5.
Simply changing the version numbers in the diff and seems to fit. But
Brendon's method didn't work for me, as it kept reporting not being
able to find the source files to patch. Then I applied each diff by
directing the patch to each corresponding files. That seemed to work.
I added Craig Oliver's sound files from his 3.0.5 source
(http://www.chambrook.org/angband/angband-3.0.5-soundfx-bundle.zip) to
the 3.0.6 source. Configure did show the options for sound and make
went through well. The new build came out and ran with the amazing
sound effects!

(Sidenote: The whole thing was all done directly with my Zaurus using
its on-board SDK with gcc 3.4.6 and compiles things with the common
configure&&make&&make install)

-- Legal issues concerning the sound files

Craig Oliver writes at the bottom of
http://www.chambrook.org/angband/soundfx.php,
"Some of the sound effects included in the Windows bundle might contain
copyrighted material and may not be used commercially in any way. The
sound effects are for your personal use only."

So will it incur any copyright or license issue if I distribute the
port with the sound files? If not, would it be okay if I separate the
sound files from the build and let the users to download the files
themselves?

Sorry for my lack of expensive and knowledge of compilation.

Dave

Andrew Sidwell

unread,
Jan 21, 2007, 10:59:09 AM1/21/07
to
dvm.z...@gmail.com wrote:
> 2) Sound effects:
>
> -- Is Angband 3.0.6 source patched with sound support already?
>
> I tracked down the resources of patching Angband 3.0.5 with (SDL) sound
> support in:
> http://www.chambrook.org/angband/soundfx.php
> http://people.smartchat.net.au/~caboo/angband/soundfx.html
>
> Curiously I followed the instructions in Brendon's page but there is
> only a patch for 3.0.5. I looked into the source of Angband 3.0,6 but
> couldn't see the application of the patch, contrary to what
> http://www.thangorodrim.net/history/changes-306.html says,
>
> "Added Craig Oliver's Sound FX Patch version 1.1 that adds about 120
> new sound events to the game. (see also
> http://www.chambrook.org/angband/soundfx.php)"

Brendon's patch has not been incorporated (the one which provides sound
support for Linux), whilst Craig's (one which allowed many more sound
samples to be used for different parts of the game) has. They're not
the same patch, basically. :)

> -- Legal issues concerning the sound files
>
> Craig Oliver writes at the bottom of
> http://www.chambrook.org/angband/soundfx.php,
> "Some of the sound effects included in the Windows bundle might contain
> copyrighted material and may not be used commercially in any way. The
> sound effects are for your personal use only."
>
> So will it incur any copyright or license issue if I distribute the
> port with the sound files? If not, would it be okay if I separate the
> sound files from the build and let the users to download the files
> themselves?

No, it shouldn't. "Not for commercial use" is what the Angband licence
says too, so you should really be fine there.


Andrew Sidwell
--
http://entai.co.uk/projects/angband/opensource

My email address changes monthly, and is the first three letters of the
month (in English), followed by the last two digits of the current year,
@entai.co.uk.

dvm.z...@gmail.com

unread,
Jan 21, 2007, 11:31:33 AM1/21/07
to
Andrew Sidwell 寫道:

>
> Brendon's patch has not been incorporated (the one which provides sound
> support for Linux), whilst Craig's (one which allowed many more sound
> samples to be used for different parts of the game) has. They're not
> the same patch, basically. :)
>

Thanks! But now I'm a bit confused whether I should stick with the
original 3.0,6 source or with Brendon's patch. At first I built from
the 3.0.6 source (without lib/xtra/sound and the stuff in there) but
did not have sound. Adding the sound dir to lib/xtra didn't work. Do
you mean sound still works for Linux builds without any patch?

> > -- Legal issues concerning the sound files
> >
> > Craig Oliver writes at the bottom of
> > http://www.chambrook.org/angband/soundfx.php,
> > "Some of the sound effects included in the Windows bundle might contain
> > copyrighted material and may not be used commercially in any way. The
> > sound effects are for your personal use only."
> >
> > So will it incur any copyright or license issue if I distribute the
> > port with the sound files? If not, would it be okay if I separate the
> > sound files from the build and let the users to download the files
> > themselves?
>
> No, it shouldn't. "Not for commercial use" is what the Angband licence
> says too, so you should really be fine there.

Oh that's nice. I will go package it up soon. Is there any place I can
upload my port?

Regards,
Dave

Nick McConnell

unread,
Jan 21, 2007, 3:35:27 PM1/21/07
to
On 2007-01-21 17:31:33, dvm.z...@gmail.com wrote:

> Oh that's nice. I will go package it up soon. Is there any place I can
> upload my port?

The (or at least a) main repository for vanilla is at angband.oook.cz. If you
contact pav there, he should be able to help you. For variants, contact the
relevant maintainer.

Nick.
--
Nick McConnell
FA + "Ooog" DN L:42 DL:57 A+ R++ Sp w:Rog
FA*/A/NPP/O/Po/St/Un W/L H- D c-- f- PV+ s- d++ P++ M+
C-- S- I* So+ B+ ac GHB SQ? RQ+ V-/V+@ F:NPP notes, etc.


Si

unread,
Jan 22, 2007, 6:46:28 AM1/22/07
to
On 2007-01-21 14:42:33, dvm.z...@gmail.com wrote:

> 1) Display of tiles:
> Since Zaurus (the later clamshell models) has a 3.8-inch landscape
> 640x480 VGA display and very high density of pixels, it seems the best
> way to display the graphical tiles is a combination of a sorta 8x16
> font (yes, a bit ugly though) and a setting of tile width = 8 + tile
> height =16. Screenshots comparing 8x13 and 8x16 settings are here:
> http://www.oesf.org/forums/index.php?act=ST&f=27&t=22353&hl=angband&view=findpost&p=151865
>
> Or is there any better way to get the best use of the tiles in this
> small yet brilliant display?

I have the same issue with ports to Windows Mobile where my device is also VGA
640x480.

For the new tiles then yes, an 8x16 font with bigtile mode is probably the best
setting (to avoid squashing the 16x16 tiles). Rather than using an elongated
font, I have added blank lines to the top and bottom of the 8x13 font so the
text still looks right. With the old tiles, I use a 7x14 font and bigtile (any
smaller and the tiles are not accurately clickable - the port is stylus
driven).

Si

dvm.z...@gmail.com

unread,
Jan 22, 2007, 10:06:44 AM1/22/07
to
Nice to share our experience of making handheld ports here. :)

Angband 3.0.6 has made tile size independent of font size under X11,
according to http://www.thangorodrim.net/history/changes-306.html.
Yesterday I tried again and got my Zaurus port (X11) of Angband run
with 8x13 font and tiles with double size, using both the -b option and
setting tile_width = 8 + tile_height = 16 in
~/.angband/Angband/x11-settings.prf . The graphics looks (and sounds)
pretty nice now.

As I am also porting several other *band variants to Zaurus, I'm still
struggling with the display settings. It seems most (if not all)
variants of Angband are based on codes older than 3.0.6 (typically
2.9.x). The best setting for these games running in handheld with VGA
screens remains to be using a 8x16 elongated font, plus tile setting of
8 (width) x 16 (height), if available. Some games (such as Xangband,
Hengband, Animeband and Frazband) don't seem to allow independent
setting for the tiles and so the font setting alone will do.

Dave


Si 寫道:

Dave

unread,
Jan 23, 2007, 10:10:36 AM1/23/07
to
I've done a little experiment with different display settings with some
screenshots. Here is the link to my post in another forum as I cannot
attach images here:

http://www.oesf.org/forums/index.php?act=ST&f=27&t=22353&view=findpost&p=152147

So two little new findings:
1) Angband 3.0.6 does allow a smaller 8x13 font in conjunction with a
bigger 8x16 tile dimension.
2) The time to load the game using 32x32 tileset is totally acceptable
to me, just a few seconds on Zaurus. Then it runs fine all the way.

Dave

Dave

unread,
Jan 30, 2007, 10:29:57 AM1/30/07
to
Hi,

I've posted my port of Angband 3.0.6 (patched with SDL sound support)
together with a few variants here http://www.oesf.org/forums/index.php?
showforum=73

Now I find the best graphical setting on a VGA handheld screen is
using linux8x16 font, tilewidth=8 and the bigtile option.

Is there any way for me to upload the patched source (I did a small
change to the patch and applied it to the 3.0.6 source) and the port
for Angband?

Thanks to all the dev for the great games!

Dave

0 new messages