Finally, there is David Gervais 32x32 tile support on Non-TK version
of Angband. For now, support is Linux only. I believe someone can
easily make patch to support other port.
Here are the patches and image files in BMP format:
Tileset of David Gervais (converted to BMP format)
http://groups.yahoo.com/group/gridbug/files/david-gervais-bmptileset.tar.gz
For Angband-3.0.0:
http://groups.yahoo.com/group/gridbug/files/bigtile-v300-david.diff
For latest CVS repository of Angband-3.0.1:
http://groups.yahoo.com/group/gridbug/files/bigtile-v301cvs-david.diff
How to patch (Linux only)
% tar xvzf ~/angband-3.0.0.tar.gz
% cd angband-3.0.0
% patch -p0 < ~/bigtile-v300-2.diff
% cd lib/xtra
% tar xvzf ~/david-gervais-bmptileset.tar.gz
Then compile, and run as;
./angband -- -b -g
Extra option "-b" means Bigtile mode, "-g" means David Gervais tileset.
Additionally, I have created two more extra options "-o" and
"-a" for original tileset and Adam Bolt tileset.
Since this tile set is from Angband TK, there are few new objects and
monsters which don't have corresponding tiles; these will be displayed
using original ASCII characters.
--- About Bigtile mode
This new mode will display each tile in double width. When you are
using 12x24 size font, tile will be 24x24 size.
Since it's almost impossible to use 32x32 size font in 80x25 size term
(This need 2560x800 size screen!!), Bigtile mode is necessary to use
David Gervais tileset. So I suggest to use 16x32 size font with
Bigtile mode. (But currentry I don't know any beautiful 16x32 font.
Anyone know?)
Mogami
The bottom line is that it looks good and works well. I'd vote to drop
this into 3.0.1
One minor correction, for those (like me) who are prone to just cut
and paste without analysis - the diff file has the relative path
angband-3.0.0/ in it, so shouldn't the instructions be: (assuming all
the files are in your home directory)
% tar xvzf ~/angband-3.0.0.tar.gz
% patch -p0 < ~/bigtile-v300-2.diff
% cd angband-3.0.0/lib/xtra
% tar xvzf ~/david-gervais-bmptileset.tar.gz
% cd ../..
Then compile, and run as;
./angband -- -b -g
This is what worked for me. The only problem now is I have no 16x32
font at all, but 12x24 certainly looks good. If you're using the shell
script from main-x11.c, adding the -b and -g flags is all that's
necessary. But with the bigger main display, and you will want as big
as possible, you'll probably have to move the other windows around.
The tiles aren't masked, or don't have transparent backgrounds,
whatever the correct phrase is. Considering that this uses the Angband
rendering mechanism rather than Tk, it's not clear to me how much of a
project it would be to get the tiles blended into the background. And
actually the white background is helpful on the overhead view as it
makes the player and other significant features stand out.
Again, thank you for this contribution. Many of us here are, like
Blanche, dependent on the kindness of strangers for our 'banding
Bill
mogami...@yahoo.com (Takeshi Mogami) wrote in message news:<a801df64.02070...@posting.google.com>...
I'd like to see also a GTK implementation.
But it's a start, also with tiles stretched down using 10x20 charset
the gfx looks sharper and more clear than the ones from adam bolt,
expecially if using a *really* high res (where the other tiles are
micoscopic and hard to distinguish).
I hope it will make in the vanilla distribution and will also
extendende on win.
PS: I tried to rewrite the Windows version to use a native interface
(much like NetHack), I've to stop for two reason: the code is too much
character-terminal-dependant, so it's nearly impossible to write a
native (graphical or not) main for any platform without having to hack
a lot of other code here or there. That are only my assumption since
I'm a n00b on code diving (I began with 3.0.0), but I've noticed that
the common functions for handling the output is based on a character
based terminal, in fact the tile-based implementations outputs
stretched tiles where should be characters... Also gridbug's patch
works this way (even if using two chars for a tile). Any clarification
on the argument will be gladly accepted!
> Bigtile patch with David Gervais 32x32 tile support
>
> Finally, there is David Gervais 32x32 tile support on Non-TK version
> of Angband. For now, support is Linux only. I believe someone can
> easily make patch to support other port.
>
> Here are the patches and image files in BMP format:
>
> Tileset of David Gervais (converted to BMP format)
>
http://groups.yahoo.com/group/gridbug/files/david-gervais-bmptileset.tar.gz
>
> For Angband-3.0.0:
> http://groups.yahoo.com/group/gridbug/files/bigtile-v300-david.diff
>
> For latest CVS repository of Angband-3.0.1:
> http://groups.yahoo.com/group/gridbug/files/bigtile-v301cvs-david.diff
>
>
>
> How to patch (Linux only)
> % tar xvzf ~/angband-3.0.0.tar.gz
> % cd angband-3.0.0
> % patch -p0 < ~/bigtile-v300-2.diff
> % cd lib/xtra
> % tar xvzf ~/david-gervais-bmptileset.tar.gz
>
> Then compile, and run as;
> ./angband -- -b -g
>
Above you said one file, then below you said another, I tried to use the
-david file and it was asking which file, so i tried again using the -2
file, and seemed to work, but when i try and run it I get the error message
./angband: Unable to prepare any 'display module'!
Any Ideas??
--
Phil Deane
http://www.MiracleExpres.force9.co.uk
BTW I also checked the bigtile mode alone in windows, and I can say
that in Win32 with the old tileset (that sprites are ugly but look
sharper than the adam bolt ones) the game is now playable in
1280x1024+ with a 10x20 font (I can't stand the ugliness of 12x24 win
font).
I think that the BigTile code can be a nice addition for vanilla,
right now (I didn't encuontered any problem in a 4 hours gaming
session) and maybe the support for David Gervais tiles will be also
cool, when it will be more accurate.
Oh. Thanks, I should have to write as below;
% tar xvzf ~/angband-3.0.0.tar.gz
% cd angband-3.0.0
% patch -p1 < ~/bigtile-v300-david.diff
% cd lib/xtra
% tar xvzf ~/david-gervais-bmptileset.tar.gz
And...
% cd ../../
% ./configure
% make install
% ./angband -- -b -g
> This is what worked for me. The only problem now is I have no 16x32
> font at all, but 12x24 certainly looks good.
Currentry, I'm using this setting.
setenv ANGBAND_X11_FONT_0 '-*-fixed-medium-r-normal--32-*-*-*-*-*-iso8859-1'
But many ugly garbage is remained under message line. It's a problem.
> The tiles aren't masked, or don't have transparent backgrounds,
> whatever the correct phrase is. Considering that this uses the Angband
> rendering mechanism rather than Tk, it's not clear to me how much of a
> project it would be to get the tiles blended into the background. And
> actually the white background is helpful on the overhead view as it
> makes the player and other significant features stand out.
Strange. I have written transparent tile code, and it is working for
me. And white background is displayed as black on my environment.
Something goes wrong. Please tell me every thing about your
environment. I will investigate the cause.
> Again, thank you for this contribution. Many of us here are, like
> Blanche, dependent on the kindness of strangers for our 'banding
And don't forget that 80% of thanks should directory go to
David Gervais himself. :)
> Bill
Mogami
I think I have just found out the cause of this bug. I have hardcoded
for color pixel code of 'white' as 0xFFFF. This was a problem,
because it might change when the color depth of screen changed.
Try replacing two same codes "blank = 0xffff;" in two different places
with correct code below;
blank = XGetPixel(td->tiles[3], 0, 0);
Please report this fix works correctly or not.
> Bill
Mogami
Now I have fixed two problems of the patch.
- Transparecy didn't work. (I beleave it is fixed. Please someone report!)
- Lighting effect was disabled on walls.
Here are the fixed patches:
For Angband-3.0.0:
http://groups.yahoo.com/group/gridbug/files/bigtile-v300-david-b.diff
For latest CVS repository of Angband-3.0.1:
http://groups.yahoo.com/group/gridbug/files/bigtile-v301cvs-david-b.diff
Image files are here (not changed):
Tileset of David Gervais (converted to BMP format)
http://groups.yahoo.com/group/gridbug/files/david-gervais-bmptileset.tar.gz
How to patch and compile (Linux only);
% tar xvzf ~/angband-3.0.0.tar.gz
% cd angband-3.0.0
% patch -p1 < ~/bigtile-v300-david-b.diff
% cd lib/xtra
% tar xvzf ~/david-gervais-bmptileset.tar.gz
% cd ../../
% ./configure
% make install
I suggest to use vector font as below (if you are using csh);
% setenv ANGBAND_X11_FONT_0 '-b&h-*-medium-r-normal--32-*-*-*-*-*-iso8859-1'
% ./angband -- -b -g
Extra option "-b" means Bigtile mode, "-g" means David Gervais tileset.
Additionally, I have created two more extra options "-o" and
"-a" for original tileset and Adam Bolt tileset.
Since this tile set is from Angband TK, there are few new objects and
monsters which don't have corresponding tiles; these will be displayed
using original ASCII characters.
--- About Bigtile mode
This new mode will display each tile in double width. When you are
using 12x24 size font, tile will be 24x24 size.
Since it's almost impossible to use 32x32 size font in 80x25 size term
(This need 2560x800 size screen!!), Bigtile mode is necessary to use
David Gervais tileset. So I suggest to use 16x32 size font with
Bigtile mode.
Mogami
Another effect, that I don't think you can do much about, is the
equipment display on the left of the main screen. There just isn't
enough space for big tiles here and the equipment shows as 1/2 the
image.
I don't have the font you recommended and a glance through my font.dir
files doesn't show any acceptable ones. I guess I'll just have to find
a font somewhere and learn how to install it. Even at 24x24 it's still
a great improvement over '@' chasing 'o's
Bill
mogami...@yahoo.com (Takeshi Mogami) wrote in message news:<a801df64.02070...@posting.google.com>...
> Bigtile patch with David Gervais 32x32 tile support
>
> Now I have fixed two problems of the patch.
>
> - Transparecy didn't work. (I beleave it is fixed. Please someone
> report!) - Lighting effect was disabled on walls.
>
> Here are the fixed patches:
>
> For Angband-3.0.0:
> http://groups.yahoo.com/group/gridbug/files/bigtile-v300-david-b.diff
>
> For latest CVS repository of Angband-3.0.1:
> http://groups.yahoo.com/group/gridbug/files/bigtile-v301cvs-david-b.diff
>
> Image files are here (not changed):
>
> Tileset of David Gervais (converted to BMP format)
> http://groups.yahoo.com/group/gridbug/files/david-gervais-bmptileset.tar.gz
>
I tried the new patches with a clean install of Angband-3.0.0 and it
looks good. As I mentioned in my previous post I'm having a minor problem
with some stray lines and I still can't find a suitable font,
Bill
>
> PS: I tried to rewrite the Windows version to use a native interface
> (much like NetHack), I've to stop for two reason: the code is too much
> character-terminal-dependant, so it's nearly impossible to write a
> native (graphical or not) main for any platform without having to hack a
> lot of other code here or there. That are only my assumption since I'm a
> n00b on code diving (I began with 3.0.0), but I've noticed that the
> common functions for handling the output is based on a character based
> terminal, in fact the tile-based implementations outputs stretched tiles
> where should be characters... Also gridbug's patch works this way (even
> if using two chars for a tile). Any clarification on the argument will
> be gladly accepted!
You might want to take a look at AngbandTk which you can find at
ftp://clockwork.dementia.org/angband/tk. Tim Baker found a way to work
around the Angband code and build an excellent GUI. It is in Tk however.
I'm not sure whether he used the Angband terminal structure or not - he
certainly went to the underlying structures for some information as his
display shows information not in the vanilla.
Another variant you might find instructive is Utumno. This was an attempt
to make a realtime, isometric view Angband. The fellow who was doing it
didn't get very far, but his rendering engine and how he integrated the
Angband code might be of interest. I could email the source to you, it's
about 600k, also a Windows executable in a .zip thats about 500k. Email
me if you want them.
That the code is character-terminal-dependent is by design and by the
evolution of the game. Remember that people are playing the same Angband
on everything from Amigas to probably any Unix machine. Apparently
upwards of 90% of the players seem to be content with either no graphics
or the simple 8x8 or 16x16 tiles. Those who are really interested in a
good GUI probably number less than a dozen, and of those the number
actually motivated to do development probably is 1-3 at most.
Bill
Thanks. I have found out buggy code and fixed again.
Fixed version is here:
For Angband-3.0.0:
http://groups.yahoo.com/group/gridbug/files/bigtile-v300-david-c.diff
For latest CVS repository of Angband-3.0.1:
http://groups.yahoo.com/group/gridbug/files/bigtile-v301cvs-david-c.diff
> Another effect, that I don't think you can do much about, is the
> equipment display on the left of the main screen. There just isn't
> enough space for big tiles here and the equipment shows as 1/2 the
> image.
I cannot fix it. Only fix I can is disable equppy characters. But I
don't want to do so.
> I don't have the font you recommended and a glance through my font.dir
> files doesn't show any acceptable ones. I guess I'll just have to find
> a font somewhere and learn how to install it. Even at 24x24 it's still
> a great improvement over '@' chasing 'o's
I have found vector font in the /usr/X11R6/lib/X11/fonts/Type1/fonts.scale .
I'm using RedHat 7.3.
> Bill
Mogami
Done. He uses a really keen method: simply ignore the hook function
that manages
a text terminal and write another manager by your own...
Every hook function does nothing, the graphical windows/sheets uses
the
global enviorment variables from angband straight. I'm pretty busy at
this time and i'm trying to write my own experimental RL in Java (for
GUI & portability issues), after deciding that doing a total
conversion of Angband will be a real pain in the ass (and not too much
convenient, expecially when the C sources will be updated... Angband
source changes are not documented at all so it's difficult to keep
track on them. Even the Tk version used a C core for gameplay
functions to avoid being force to code-dive every release). BTW the
java code for Angband was ported at about 20%... However writing a
more "friendly" Windows interface should be not too difficult, only
time consuming, and at this time after work and study I don't want to
see a pc for nothing more than a couple hours of relax (a bit of
webbing and playing, mainly).
> Another variant you might find instructive is Utumno. This was an attempt
> to make a realtime, isometric view Angband. The fellow who was doing it
> didn't get very far, but his rendering engine and how he integrated the
> Angband code might be of interest. I could email the source to you, it's
> about 600k, also a Windows executable in a .zip thats about 500k. Email
> me if you want them.
Didn't like it too much. If a graphical Angband should be done, it
should be in
2d and remain much possible faithful to the original. No pseudo 3d iso
tiles, no real time, but sharp graphics that render the game more
enjoyable, not messy.
> That the code is character-terminal-dependent is by design and by the
> evolution of the game. Remember that people are playing the same Angband
> on everything from Amigas to probably any Unix machine. Apparently
> upwards of 90% of the players seem to be content with either no graphics
> or the simple 8x8 or 16x16 tiles. Those who are really interested in a
> good GUI probably number less than a dozen, and of those the number
> actually motivated to do development probably is 1-3 at most.
Yup, I know about it and it's for that reason that I'm doing *slow*
research on
that matter. Sincerely I don't expect to be thanked, I've learned that
ppl are really disinterested in expressing their opinions about a
project you make, expecially if they doesn't have to pay for that.
Since the community doesn't need a graphical version (I also played
the txt based vanilla for years), it will be done only for my
amusement IF it will be done. We cannot understimate the pain of
giving each monster an image and trying to keep in pair with the main
code releases. That's the reason why the TK mantainer disappeared, I
guess...
This time, I have fixed a problem that traps displayed on white
background. And also changed graphic initialization code to economize
memory and time for initialization.
Here are the again and again fixed patches:
For Angband-3.0.0:
http://groups.yahoo.com/group/gridbug/files/bigtile-v300-david-d.diff
For latest CVS repository of Angband-3.0.1:
http://groups.yahoo.com/group/gridbug/files/bigtile-v301cvs-david-d.diff
Image files are here (not changed):
Tileset of David Gervais (converted to BMP format)
http://groups.yahoo.com/group/gridbug/files/david-gervais-bmptileset.tar.gz
Mogami
> Even the Tk version used a C core for gameplay
> functions to avoid being force to code-dive every release).
Funny you should say this - I once looked into just trying to update
AngbandTk fron 2.9.1 to 2.9.3. A difficult part was that Tim had made
many cosmetic changes to the code so that a diff between his files and
the vanilla files gave 10x as many changes as he really made. I could
see nothing to do but wade through manually and look at every change.
> BTW the
> java code for Angband was ported at about 20%...
>
What exactly do you mean? Java code = 20% of C code? Only 20% of C
code would port easily?
Did you use a tool to do the port or just grind it out? I've
occasionally had the thought of having a go at this type of
conversion, particularly after having taken a java course and not
having anything constructive to do with it.
> Didn't like it too much. If a graphical Angband should be done, it
> should be in
> 2d and remain much possible faithful to the original. No pseudo 3d iso
> tiles, no real time, but sharp graphics that render the game more
> enjoyable, not messy.
>
Does this mean you didn't like the iso view in the last AngbandTk? I
can agree that we don't need real time, there's plenty of Diablos and
Dungeon Sieges for that. But the 3d tiles in OmnibandTk were about all
I wanted for a UI for Angband.
Bill
> Funny you should say this - I once looked into just trying to update
> AngbandTk fron 2.9.1 to 2.9.3. A difficult part was that Tim had made
> many cosmetic changes to the code so that a diff between his files and
> the vanilla files gave 10x as many changes as he really made. I could
> see nothing to do but wade through manually and look at every change.
The code of the funtion itself are more or less the same, another
thing is for the declaration of functions. Every function that has to
be invoked by Tk directly have to be changed in its declaration to be
invokable
> What exactly do you mean? Java code = 20% of C code? Only 20% of C
> code would port easily?
>
> Did you use a tool to do the port or just grind it out? I've
> occasionally had the thought of having a go at this type of
> conversion, particularly after having taken a java course and not
> having anything constructive to do with it.
Made the convertion by hand... I converted 20% of the total code,
mainly the dungeon and player mechanics, trying to find a suitable way
to distinguish them in various objects. No code for reading pref files
no commands, no output, no ai.
> Does this mean you didn't like the iso view in the last AngbandTk? I
> can agree that we don't need real time, there's plenty of Diablos and
> Dungeon Sieges for that. But the 3d tiles in OmnibandTk were about all
> I wanted for a UI for Angband.
Well, i find that iso is a bit confusing, expecially when you have to
deal with numpad to move: using diagonal directions for main cardinal
moves or using the normal ones? I find it a bit silly. Remembers me of
Civilization 2 where most of my turn where screwed if I didn't think
careful what key to press to move my unit in the right direction...
BTW they are only my personal tastes, and agree with you that,
playability aside, iso tiles are much more realistic and captivating
(look at Falcon's eye for example, is nethack but with iso tiles seems
another game!).
SPeaking again of a graphical client I'm asking myself if not to take
the tk version... The prob is my little time, and the fact that I know
Tcl/Tk only in its basics (but is also true that 100% of the interface
is already coded, so at least for vanilla the changes will be much
more internal (in the C core) that external (in the Tk code). I will
think about it, I've an examination today and then I have two month
preparing my thesis and two spare exams I left behind at university...
This means that I will not go in holyday, Have lots of hot night here
in Rome sweating and trying to sleep, so I can check if I can make at
least VanillaTK 3.0.0...
...
>Bigtile patch with David Gervais 32x32 tile support
>
>Finally, there is David Gervais 32x32 tile support on Non-TK version
>of Angband. For now, support is Linux only. I believe someone can
>easily make patch to support other port.
I'm so glad to hear that there is still life in my old Tile-sets. It is good
to know that many of you players like my tiles and enjoy playing with them.
Have a Great Day, keep having fun. Cheers! and Thank you!
David E. Gervais
___________________________________________________
One voice, one mind, many thoughts and always kind.
Thank you for glancing my post. I'm still thinking about implementing
for ports other than Linux. Sadly I don't have enough knowledge about
Windows API. I'm looking for someone with more knowledge and are kind
enough to work together. Since the Bigtile mode is already
implemented on Windows and Mac, it's not so difficult to implement
support for your tile sets.
And about missing tiles: I believe your other tile sets certainly have
suitable tiles for new monsters already. For now I'm not looking for
these tiles. It's simply because I don't have enough time to looking
for these tiles. (I'm mainly developing Hengband, and Hengband cannot
support your tile.)
And again, I thank you for creating this excellent tiles.
> David E. Gervais
Mogami