Nethack?


Dzz posted on Apr 2 2006 at 09:17 AM said:
A quick report: I am making good progress, but doing the project the way I want is a nontrivial task. I see sometimes that people do a port of something that's done so quickly that the result is not always particularly useful; I'm trying to avoid that by putting in the extra effort to hopefully make the result worth playing.
:blink: WOW! That looks awesome! :)
 
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Lizardos posted on Feb 10 2006 at 09:08 PM said:
Allan, my idol (when you'll get that Nethack thing working)

I've also downloaded PSP Nethack Sources I think it's worth giving it a try, as a basis or an example. The interesting files seems to be /sys/psp/psp_event.c (the main file), /include/winSDL.h (SDL definitions) and the two root makefiles.

And you have also a PM ;)

Greetings, keep up the good work!!

Hi Every one, a new version of the PSP nethack port is available for all you fans to download. I've worked hard to make the interface more usable than the 1.0b release.

Hope you have fun.

http://www.dcemu.co.uk/vbulletin/showthrea...&threadid=22962
 
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IveGotThePawa posted on Apr 21 2006 at 12:38 AM said:
Lizardos posted on Feb 10 2006 at 09:08 PM said:
Allan, my idol (when you'll get that Nethack thing working)

I've also downloaded PSP Nethack Sources I think it's worth giving it a try, as a basis or an example. The interesting files seems to be /sys/psp/psp_event.c (the main file), /include/winSDL.h (SDL definitions) and the two root makefiles.

And you have also a PM ;)

Greetings, keep up the good work!!

Hi Every one, a new version of the PSP nethack port is available for all you fans to download. I've worked hard to make the interface more usable than the 1.0b release.

Hope you have fun.

http://www.dcemu.co.uk/vbulletin/showthrea...&threadid=22962

IveGotthePawa, although I appreciate your efforts - I don't own a PSP, and this part of the forum is dedicated to the Gp2x. I can see it would be useful to dzz (the guy who's porting Nethack) and maybe anyone else hard at work at it - but you got my hopes up. ;)

How are you doing there, dzz?

Allan.
 
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Muncher666 posted on Apr 20 2006 at 08:50 AM said:
How are you doing there, dzz?

Allan.
Whoops, I apologize for letting this slide, i got kind of caught up in the "demo development" thing. My port is just about far enough along to be playable. I don't want to do a general release yet on archive.gp2x.de but I'll make something available for download so people can start testing it at least. I will make every effort to get that done tonight (tonight in the USA that is). There are currently some irritating omissions:

* a couple commands want you to enter a mode where you wander around the screen and pick a spot. I do not yet have a cursor implemented for that
* a few commands are not implemented. A couple I decided not to implement because I felt they were unnecessary, but a some should be added still at some point.
* there are a couple of graphics glitches, but they are minor
* there's no help yet to explain the controls. it's a complicated game and although I have tried to make the controls as simple and intuitive as I could manage, there is probably still a bit of a learning curve. Other texts in the game also need some modification.
* Certain menus are supposed to have columns that line up, but they don't line up properly
* This version has three zoom levels (accessed with the volume up/down keys). One is 4x8 and is really just designed for a map overview although you can play in that mode if you can decipher the graphics. 16x16 is the default, and then there's a 32x32 mode. I have found a 32x32 tile set to use for that mode but the graphic does not match up with the tile ordering in the 16x16 tile set -- so I have to sit down with a graphics program and a six pack and reorder/augment the 32x32 tile set. That'll take a while. So for now the 32x32 mode is just a zoomed version of the 16x16 mode.
* I made a splash screen graphic but I haven't integrated it. I may never do so as it would probably just be irritating.

I'd like to clean up some of the graphics glitches and add the "select cursor" mode at least before giving it out for testing, and the basic help file would be good too. But even if I don't get those things done, I'll post a link to a testable version tonight.
 
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Oh, and the "repeat last action" command, which I am attaching to the R button, is not yet implemented, which would be handy but not necessary for a first test release.

In case you're curious the basic control method is based on menus. The menu structure is hierarchical and accessed through the START button, however there are shortcuts to the most commonly used submenus attached to other buttons. To keep the count of menu options under control, many commands only appear in the menu when they are appropriate. For example, "Up" does not appear in the menu unless you're standing on a staircase or in some other way could go up.

Additionally, the most commonly-used functions are available from buttons, including versions that use a "shift" key modifier (which is L). If I remember right, those shortcuts are

Joystick: movement. if a monster is in that direction, it is attacked
L+Joystick: move until something interesting is found (for rapid movement)
The joystick also has a "repeat" mode so you can just hold it in one direction to move in that direction

Joystick-button = search
L+Joystick-=button = rest
Y = open
L+Y = kick (since it's mostly useful for kicking open doors i put it with open)
X, L+X: i forget.

The menu system is good because all you have to remember is which key brings up the menu, which is learned pretty quickly. And I think I organized it so that the most used commands are pretty easy to access. It does all add up to a lot of different functions though, I'll be curious to see how steep the learning curve is.
 
Ok, I'm releasing version 0.1 as is. It is still rather rough, but I figure it's better to get it into testing. If you're looking for a polished game that won't crash and works smoothly and perfectly, you should probably just wait a while. If you're willing to test and report your findings, please give it a try. It will be especially helpful if people who have played NetHack before give it a try.

I do not yet have a help file, so the controls are documented here:

Joystick: "move", also "attack"
L+Joystick: "move far"
Joystick button: normally, this means "search". if you are standing on something, it means "pick up". If you are in a command asking for a direction, it means "here". If you are in a menu, it means "select".
L+Joystick button: "wait"
START: top level menu
SELECT: shortcut to Activities menu. This menu contains context-specific commands plus others
A: shortcut to Action menu. when in a menu, it selects the item
B: shortcut to Use menu. when in a menu, it selects the item
X: "look". when in a menu, it exits the menu without making a selection
L+X: "look far". this is confusing right now because there is no cursor
Y: "open"
L+Y: "kick"
Volume +/-: zoom

Here's what I want from testers:

Tell me what is broken or missing. This will be a LONG list. You don't have to repeat what other people have already reported. Be as detailed as you can, and feel free to mention even small things.

If the choice for which controls do what is not the best, voice your opinion. I will try to get some sort of consensus. I am not going to change the basic mechanism though, so don't suggest radial menus or multi-button chords as the way to invoke commands.

Here's what I do NOT want from testers:

"Have a look at the following URL". If you have a specific report or opinion that meets the above requirements, please express it yourself.

"The little thing doesn't work when I try it." I have no idea what you mean.

"Can you add a character class for Druids?" The game is NetHack. It's a port.

Thanks in advance, let the onslaught begin! :lol:

http://www.gp2xgamer.com/nethack.zip
 
Example bug report (I just noticed this): If you try to wear a ring, it asks you "Which finger, Right or Left?" but only gives you the options A=Yes and B=No. After that, you have to power off your gp2x because there is no way to exit the dialog.

So don't try to wear rings!

The next version will be out this weekend sometime to fix the horrible bugs like this one.
 
First up dzz, I'm not sure if the scrolling and zooming features were added by you or were part of the version of Nethack you ported (I presume NeWT?) but my god it looks cool. I never thought that scrolling would add to a Nethack experience. :)

As for bug reports, apart from the one you mentioned, the only ones I have noticed are:

In the START menu, selecting 'Help' does nothing.
I really like what you've done with the intuitiveness (is that a word?) of the interface, it is very, very easy to navigate. I noticed that when you stand over certain objects (like Chests, for example) you get a sort of 'recommended' action in the menu you pull up. If this is working this way intentionally (I assume it is) then I have noticed that this functionality does not appear over fountains. If you are able to implement this as more than one 'recommended' command, you could add Dip as well as Quaff.
Other than that, I haven't really noticed any bugs. I would assume that there will be no actual gameplay bugs, only interface bugs, since it's more or less a front end.

Keep up the good work, I'll keep reporting bugs as I see them. Dzz, this is AMAZINGLY playable, it's so easy to use. This is the easiest port of Nethack for ANYTHING I have ever used, barring none. It's even more usable than Vulture's Eye, which I always thought was unnecessarily clunky.

Allan.
 
Muncher666 posted on Apr 21 2006 at 07:28 AM said:
First up dzz, I'm not sure if the scrolling and zooming features were added by you or were part of the version of Nethack you ported (I presume NeWT?) but my god it looks cool. I never thought that scrolling would add to a Nethack experience. :)

As for bug reports, apart from the one you mentioned, the only ones I have noticed are:

In the START menu, selecting 'Help' does nothing.
I really like what you've done with the intuitiveness (is that a word?) of the interface, it is very, very easy to navigate. I noticed that when you stand over certain objects (like Chests, for example) you get a sort of 'recommended' action in the menu you pull up. If this is working this way intentionally (I assume it is) then I have noticed that this functionality does not appear over fountains. If you are able to implement this as more than one 'recommended' command, you could add Dip as well as Quaff.
Other than that, I haven't really noticed any bugs. I would assume that there will be no actual gameplay bugs, only interface bugs, since it's more or less a front end.

Keep up the good work, I'll keep reporting bugs as I see them. Dzz, this is AMAZINGLY playable, it's so easy to use. This is the easiest port of Nethack for ANYTHING I have ever used, barring none. It's even more usable than Vulture's Eye, which I always thought was unnecessarily clunky.

Allan.
Thanks for the kind words and bug reports. I added the smooth scrolling / zooming stuff. The 'context sensitive' nature of commands popping up in the SELECT menu is intentional, and the purpose was mainly to keep the menu size small. Thanks for the suggestion to add 'Dip' and 'Quaff' to the context specific menu. I did not do so before because they are available elsewhere in the menus since they could be used anywhere potentially. However it might be a good idea to bring them forward in particularly appropriate situations like you mention.

Keep the comments and bugs coming in!
 
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I'm no nethack expert and ive only really played using the falcon's eye frontend but i have to agree that you made the interface amazingly easy to use. anyone whos played nethack before should definitely have no problem getting used to your port and even if someone hasnt played nethack this is probably the best way to get used to it. nethack has a daunting amount of commands but you made it easy to get to the ones we need. i already like this better than falcons eye.

i havent found any bugs or problems except what was already mentioned. i did have one crash though but unfortunately im not really sure what caused it.

dzz you've been doing a great job with this and vectar and the demo competion seems like a cool idea. you've really been adding a lot to the community and i hope you continue with projects like this for the the gp2x for a while.
 
Thanks for the report!

Keep an eye out for crashes. I know it's hard to remember the exact circumstance when a random crash occurs, but if possible I'd love to get the following data:

1) What was the crash symptom? Did the game return to the menu, did the screen freeze, did the screen go black?
2) (the hard one) What was the exact last thing you were doing?

I am thinking of doing an auto-save between levels (or maybe every second level) so that a random crash or batteries running out doesn't wreck a game that was going well.

i hope you continue with projects like this for the the gp2x for a while.
Well, until the XGP comes out anyway :lol: :lol:
 
Another odd bug, not really a BUG as such, just an oddity - when you are standing on an altar, the menu suggests that you 'loot' the altar, and when you click the 'Loot' button it attempts a sacrifice. So it sounds like the text is wrong. :)

Another option addition that you might want to include is the option to eat while standing over a corpse, makes life easier and all that. Also, when searching, could we have the ability to hold down the stick button so it continues searching? It will save wear and tear on the stick button, and people who like searching one turn at a time can still just click individually anyway.

No crashes as of yet.

Allan.
 
Muncher666 posted on Apr 22 2006 at 07:26 AM said:
Another odd bug, not really a BUG as such, just an oddity - when you are standing on an altar, the menu suggests that you 'loot' the altar, and when you click the 'Loot' button it attempts a sacrifice. So it sounds like the text is wrong. :)

Another option addition that you might want to include is the option to eat while standing over a corpse, makes life easier and all that. Also, when searching, could we have the ability to hold down the stick button so it continues searching? It will save wear and tear on the stick button, and people who like searching one turn at a time can still just click individually anyway.

No crashes as of yet.

Allan.
Thanks for the feedback, very helpful!

Any comments from any other testers?
 
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I've experienced 2 more crashes. one im not sure what caused it but it froze the screen and i could bring up the menus but not do anything.

the other i was about to go down a level and i was brought back to the gp2x menu.

one suggestion how about bringing you back to the main menu after you die instead of back to the gp2x menu.
 
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