Roguelike port?

Values above 4 get truncated. Thats what the warning is about.

Again, it might be you but so far it has always been me. So send the file to me to test: pokittodev@gmail.com

Ok, I sent you an email. Strangely, the images look absolutely bizarre when I add them to the email.

Ok, so I have updated the repository with the updated images, but they donā€™t look right because I canā€™t figure out how to export the images correctly. However, even with the wrong colors, it looks nice with the new wall decorations:

Edit: Square pillars!

Round Pillars!

Coffins!

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Hi all. Going to be working on this within next 2 hours. I will fix the colors, and check that it runs OK in both win and linux

@adekto @wuuff @trelemar I think I need contributor access to the git

The issue with colors is easily fixed. Just switch the palette entries around:

game.display.loadRGBPalette(paletteCGA);
game.display.palette[2] = COLOR_CYAN;
game.display.palette[3] = COLOR_WHITE;
game.display.palette[1] = COLOR_MAGENTA;

How did it get switched around, though?

Also, I think I canā€™t add you to the git, because Iā€™m not the owner of the repo. Iā€™ll make that palette change really quick though. Hopefully @adekto comes back soon so he can add you.

Donā€™t do anything just yet. Edit: to the colors I mean

Edit2: I am running the Sim on Linux with no issues at all

I already tried changing them and it changes the colors of the health bar and text to the wrong colors, so thereā€™s still something wrong with converting the images, like the palette in the bitmap has the colors swapped. I wonā€™t commit those changes.

Yep. But it is maybe easier to fix the UI color than the tileset? At least for the purpose of submitting something to the jam ?

Edit: yes, much easier

Edit: the bitmap from the drawing program simply listed the colors in what ever order it saw fit. Thats why it is not following the CGA palette order. The GUI @adekto seems to have hardcoded by hand, thats why it sticks to the actual order. easy to fix, no problemos

I might be able to change the order of the palette in the image itself, which might fix the export. Perhaps it isnā€™t a big deal and can wait until after the jam.

I am almost done fixing the colors. Give me 5 min and I will post the source here

In sprites.h, please replace these

uint8_t UI1[] ={
    8,3,
    0b00001111, 0b11000000,
    0b00110000, 0b00110000,
    0b11000000, 0b00001100
};
uint8_t UI2[] ={
    8,3,
    0b11000000, 0b00001100,
    0b00110000, 0b00110000,
    0b00001111, 0b11000000,
};
uint8_t UI3[] ={
    8,3,
    0b00010101, 0b00000000, //0b00101010, 0b00000000,
    0b01010111, 0b01000000, //0b10101001, 0b01000000,
    0b00010101, 0b01000000  //0b00101010, 0b01000000
};
uint8_t UI4[] ={
    8,2,
    0b01000111, 0b01000000, //0b10001001, 0b10000000,
    0b00010111, 0b01000000  //0b00101001, 0b10000000
};
uint8_t UI5[] ={
    8,2,
    0b01000101, 0b01000000, //0b10001010, 0b10000000,
    0b00010101, 0b00000000  //0b00101010, 0b00000000
};
uint8_t UIS[] ={
    4,7,
    0b10000000, //0b01000000,
    0b10100000, //0b01010000,
    0b10101100, //0b01010100,
    0b10101110, //0b01010101,
    0b10101100, //0b01010100,
    0b10100000, //0b01010000,
    0b10000000, //0b01000000,
};


In hello.cpp, please add:

game.display.palette[2] = COLOR_CYAN;
game.display.palette[3] = COLOR_WHITE;
game.display.palette[1] = COLOR_MAGENTA;

after line 133 (the loadpalettecga)

and change line 217 to:

game.display.color = 3;

Now, what was the other issueā€¦ some speed / unresponsiveness things?

Done and done. Want me to commit and push, or is there anything else? It still shows the status text at the bottom as purple.

Edit: I havenā€™t had unresponsiveness issues while the game is playing, but the simulator always locks up eventually.

Line 217 should change the status text to white ?

By locking up: on windows ?

Edit: yes, please push. Lets not fight the tileset colors for the time being.

Edit: skeletons & goblins are coming from a different tileset ? Their color did not change.

Edit: doesnā€™t seem to lock up on Ubuntuā€¦

@jonne can we have a short video where this is running on the hardware instead of sim? Did you have any time adding any bgmusic?

What is the original paletteā€™s order? I think I can fix the graphics without having to change all this if I can re-order the palette in the images themselves. The menu graphics still are mixed up, and we would have to go through there and change it too.

Yes, on Windows it locks up.

Yes will put it on hardware, hopefully it runs :grin:

No word on music, lets get the colors and the locking up issues sorted, otherwise we have nothing to submit

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