home *** CD-ROM | disk | FTP | other *** search
- === 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 ---
-
-
-