Game port question - L'Abbaye des Morts

Not sure if its okay to say but I among others I’m sure would be willing to donate to anybodys time willing to do such work on doing a port. I am no coder but I’m pretty sure things like that take time and lots of work and for someone to do it for nothing does not always seem to be to much of a driving reward other than the kindness of there hearts

I think it looks colorful and good still at that resolution. What do you think?

Well, you can download the source files and start scaling down the graphics to 50% of original to the best of your abilities.

We have other tile-based games, for example @spinal and @crait are working on. Its not all that difficult to make a tile-based game.

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I was quite surprised that simply scaling down 50% gives a good result like that

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I’ll definitely check those out

Here is an example of a tile-based game. I think the way L’Abbaye does graphics is very similar

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Hahaha! No wonder the graphics worked so well:

They are already 16x16 pixels. The PC/Linux versions scale up the graphics by 200%

So GFX part is easy - no need to do anything - if someone wants to take on the challenge

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I really hope someone does take the challenge. :grin:

Looks like the real resolution of the graphics is something like 253x190. A very nice porting project for somebody! It is always a good sign that the codes are already cross-platform codes. Makes Pokitto-porting easier.

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Yes, its very nice source code. Extremely well organized and easy to read.

Let’s see who gets to put their name in the “Pokitto version by” line

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While I am not planning on porting (my C is not strong enough yet), I just want to say that it is an awesome ZX Spectrum style game. The opening scene gave me feels :slight_smile:

To be honest everything done by Locomalito is worth checking out (and I think everything is free, outside of “remstared” versions)

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Had it been C++ and not C then I would have leapt at it the moment I had the time to spare, but C and I do not get along very well so I’d probably find myself fighting the system.


@VonBednar There’s something I like about Locomalito, but I can’t quite put my finger on it…
His face seems very familiar though…

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I would do it if Iknew where to start. Unfortunately I dont know where to begin to get a basic understanding of how programming works. I think of computer languages as if they were actual verbal languages like spanish or french as if they were all different but the same. Any guidance would be much appreciated.

The face similarities are striking lol

C and I get along pretty well, and the code seems pretty clean, so I’m interested in this. I might try to give this a shot. I just want to get my Pokitto first before I start experimenting with things.

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be great if you did!!! play it some time its pretty unique game. I played it on a gcw-zero a couple years ago and have no regrets

So far you can only really use two programming languages on the Pokitto, C++ and (thanks to @Hanski) Python.

Unfortunately as it’s still early days for Pokitto there aren’t many Pokitto-specifc tutorials around that are aimed at beginners. Most talks and discussions are about setting the Pokitto up and using the Pokitto rather than about how to program.
There are a few in the tutorials and requests section, but they’re still fairly basic at the moment. There are plenty of C++ and Python tutorials around on the internet though.

Python is probably easier to learn for a beginner, but it has more overhead (and thus uses more memory). The Pokitto has more memory than some similar devices, so Python is usuable, but obviously you’d hit the memory limit sooner.

C++ is harder to learn, but gives you finer control over the hardware and memory use. The C++ philosophy is to give the programmer as much control as possible, but as a result it makes the programmer responsible for more than other languages.

Both languages have a lot of learning resources available and are quite well known. It might be worth giving both a try and seeing which you get on better with.

I think porting this particular game would be a bit too big a project for a beginner because you’d need to know C (the language the source code is in) and the language you’d be porting to (probably C++) quite well. It’s better to start small with programs that don’t do much and work slowly upwards to more complex projects.


It’s a bit more complicated than that.
Technically even in real world languages there are words that don’t have equivalents in other languages, resulting in a lot of borrowed words (like English borrowing ‘tsunami’ from Japanese and Japanese borrowing ‘spoon’ from English).

Certain concepts are consistent across languages, for example most languages have similar data structures like arrays, hashtables and lists, and certain languages look similar (for example using { and } for code blocks), but languages can look and behave in drastically different ways. Like how different spoken languages have different grammar rules (e.g. English vs German grammar) or different writing systems (e.g. Latin script vs Japanese kanji) or different ways of pronouncing certain letters, programming languages can also have drastically different grammar arrangements and symbol meanings.

In fact the study of programming languages and compilers is pretty much an entire topic of study on its own, which does have some overlap with the study of ‘natural languages’ (i.e. spoken languages).

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@HomineLudens @FManga and @drummyfish Thank you so much for porting this can’t wait for myself and others to enjoy it . Thanks agian!!!

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Now that this task is completed, could the other games from Locomalito also be ported to pokitto? :slight_smile:

Sure, but there are some limitation.
Not sure if other game have source code available, we start from a GPL porting of the game coded in C.
Other game was made with GameMaker so require reverse engineering, this only if original Assets (tiles,map) are available in a open format.