home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Turnbull China Bikeride
/
Turnbull China Bikeride - Disc 2.iso
/
STUTTGART
/
GAMES
/
ANGBAND2
/
!Angband
/
!Help
< prev
next >
Wrap
Text File
|
1996-01-03
|
9KB
|
198 lines
=== Angband 2.7.9 (v1) (21/12/95) ===
Angband has been ported to RISC OS by Kevin Bracey (kevin@iota.co.uk).
This is the first RISC OS release of Angband 2.7.9.
Instructions:
-------------
To start a new Angband game, double-click on its icon. Bring up the menu,
and select File->New. A new game will be saved by default in a file called
"SavedGame" in the same directory as !Angband. If this is not suitable you
should save the game manually using the save dialogue box.
To reload a saved game, simply double-click on its icon. Note that you can
only run one copy of Angband at any one time.
Angband is primarily a text-based game. A number of Wimp features have been
added, generally following the model of the Macintosh version. The Quit
menu option is roughly equivalent to Ctrl-X, the Save menu option is
roughly equivalent to Ctrl-S.
Interactive help for the RISC OS front-end is available. To get to the
Angband online help system, press ?. If you have never played Angband
before, you should at least skim through sections 1-6. The learning curve
is rather steep; if you can't stand manuals and want to learn from your
mistakes, just read "Available Commands" to find out all the keypresses,
then get out there and kill some monsters!
Angband can make use of up to 4 windows - the playing window, the Choice
window (which can displays your inventory and equipment, and is used to
highlight available choices for commands), the Recall window (which
displays descriptions of monsters you encounter), and the Mirror window
(not normally used in this release). To make full use of the multiple
windows, you will need a large screen mode - probably 1024x768 or greater.
You can open the extra windows using the Windows menu. If you decide you
don't want to use them, you can simply close them; Angband will revert to
using the main window for recalls, etc.
The default colours used are not part of the standard wimp 16-colour set,
so the game attempts to match colours as well as it can, using dithered
colours in screen modes with 256 colours or less. I would recommend playing
in a 256-colour mode or greater if you can (I play in 1024x768 in 32
thousand colours; 1600 x 600 in 32 thousand colours is good for a really
large playing area.)
You can redefine the game's colours using the Colours menu. These choices,
along with the window positions, can be saved via the "Save choices"
item on the icon bar menu.
Also note that many desktop programs claim "null" events, and thus hog
processor time unnecessarily. I have found StrongHelp and Impression to be
prime offenders. This can have a particularly bad effect on Angband,
especially during running, so try quitting any programs you're not using.
Extra RISC OS notes:
--------------------
(If you are new to Angband you probably shouldn't worry about this section
yet.)
When you press a key, the front end passes the wimp key code to the Angband
engine, if it is less than 256. Otherwise it sends code 31, followed by the
wimp code written as a 3-digit hex number, followed by a return code.
Eg F3 is sent as ^_183\r. You will need to know this if you want to hand-
write a preferences file. If you define macros manually, Angband shows the
codes as you enter them.
There is a further wrinkle. The game specifically checks whether
Shift or Ctrl is held down when a numeric key is pressed. If so, it
adds &800 or &400 respectively to the keycode. This allows you to use
Shift and a keypad direction as a quick magic missile, for example.
(Shift/Ctrl+keypad keys normally just act as if Shift/Ctrl weren't
pressed).
The standard pref-acn/prf file supplied maps the cursor keys to keypad
directions, and F3 to ^S. Note that you cannot use F12 as an Angband key.
The preference files for other platforms are supplied. Although these
aren't used, they may give you ideas for macro definitions. Any pref
files you create should be placed in the !Angband.lib.pref-acn directory.
The display uses the current system font, with 16 redefinable colours.
Attributes >=16 are simply displayed modulo 16. Character 135 is redefined
as a solid block for the purpose of Angband displays, so you can use it to
represent walls, if you so desire.
All standard Angband features should work correctly, as advertised in the
help files, including the "Borg" and all wizard commands, although these
are not compiled into the binary release - if you want to be a wizard
you'll need to recompile the game.
If you copy !Angband onto a filing system that supports filenames of >10
characters, ensure that the filenames of files in the !Angband.lib
directory have not been truncated.
The window positions are saved in <Angband$ChoicesFile>. This is within
!Angband.lib.xtra by default.
Changes from 2.7.8 Release 2 to 2.7.9 Release 1:
------------------------------------------------
- The non-desktop version has been dropped. I believe the game is now fast
enough to not require it.
- Output files (character dumps etc) are now set to type Text, Data, or
Angband as appropriate.
- The Quit menu item now behaves as Ctrl-X. A quit from the Task Manager
means "Abort the program - don't affect saved game files".
- Running, etc, is now speeded up. The game used to do a Wimp_Poll every
time the engine checked for a keypress. It now actually checks the
keyboard buffer, and Wimp_Polls every 0.1 seconds, or when it detects
a character in the buffer (and it owns the caret).
- Choice and Recall windows are hidden when the main window is closed.
- Menu structure overhauled.
- RISC OS-style loading/saving of saved games added, including a saved
game filetype.
- A solid block character has been implemented.
- Shift and Ctrl can now be used as keypad modifiers.
- Ability to redefine colours added.
- Default colours rationalised to standard Angband 2.7.9 set. This may
not be to everyone's taste, but you can redefine them if you don't like
them. (I personally prefer light red to be pinkish).
- Choices now only saved on demand.
- Observed that Angband can run successfully in only 900K of memory,
although it claims 960K if available. Adjusted !Run file to only
check for 900K.
- Shutdown bug fixed.
- The main window now gains the input focus when it should.
- Improved handling of errors/crashes.
- Preferences now saved in "<Angband$ChoicesFile>", instead of
"!Angband.lib.pref-acn.thingy/win".
- Some refresh flicker (particularly when resting) fixed.
- Key encoding changed again (sorry). I think I've got it right this time.
- Now more intelligent regarding possession of caret (eg doesn't flush
keyboard buffer if it doesn't own the caret, and now broadcasts
ClaimEntity messages).
Known bugs:
-----------
Intermittent problem with the machine hanging when redefining colours. I
think this is a bug in either the ColourPicker module or the Toolbox.
There are other bugs, but these are in the Angband engine (ie they're not
my fault!).
Possible improvements:
----------------------
Reduce memory requirements; this release will barely fit into a 2Mb
machine. Unfortunately this aim is in total opposition to the rest of the
list - memory requirements will probably go up. I will try to ensure that
it remains possible to play Angband on a 2Mb machine, though.
Use bitmap fonts (à la Zap). This could reduce screen size, speed the
thing up, and allow graphics.
Recompiling Angband
-------------------
If you want to recompile Angband, you will need the main source tree, plus
the supplementary RISC OS source distribution (which contains a utility to
turn the original source tree into an Acorn C/C++ compatible source tree,
detailed comilation instructions, and a list of bug fixes required for
OSLib 5.1).
To compile Angband, you will need Acorn C/C++ and OSLib 5.1. You may need
more than 4Mb of memory. Angband is not a small program (and OSLib is not
a small library). There's probably no reason why you couldn't also
recompile it using GCC or Easy C, or something else, with a little effort,
but I haven't tried it.
Why recompile Angband? Well, certain options are built in at compile time,
such as wizard support and some other gameplay options. There also exists
the "Borg" - a computer Angband player, for those times when you can't be
bothered to play Angband yourself!
This release has been compiled with the default options set in the main
source tree, except player titles have been enabled, and parsing of
template files and loading of pre-2.7.0 savefiles disabled.
Acknowledgements
----------------
My thanks to Ben Harrison for merging the RISC OS version into the Angband
source tree, and for making the code so easy to port. (The first version
was started on a Thursday, and released the following Wednesday!).
Thanks to Pineapple Software for allocating Angband an official filetype.
Toby Haynes is responsible for the excellent new Angband icons.
This port is dedicated to Jo Griffith, who puts up with me pressing too
many buttons.
--- Kevin ---