Notices


Reply
Thread Tools
Posts: 2,076 | Thanked: 3,268 times | Joined on Feb 2011
#1
Smart Kobold by Jeff Lait
(http://www.zincland.com/7drl/kobold/)

You are a brave adventurer seeking the gold to repay a few minor debts you incurred when last in the city. You have reason to believe that these kobolds hide some of the noble metal in their caves. Gold is, of course, of no use to such vermin. So by recovering it you are doing the economy-at-large (and yourself-in-particular) a great favour.

While you have no ranged weapon or healing potions on hand, experience has taught you that you should be able to acquire what you need from the kobolds. You doubt you'll need a melee weapon upgrade - your sword could kill a kobold five times over with its weakest hit!

The music is Azog's march II by jice, which can be found at the Rogue Bard. (Sadly, doesn't work, if anyone knows how to fix this pls let me know)

The features of Smart Kobold are:

* Amulet of True Sight allows you to scout out terrain.
* Ring of Searching speeds trap detection.
* Kobolds in this dungeon are smarter than your average kobold.

Made compatible with libtcod 1.5.1 that was ported by Aapo. No sound. Limit number of sparks or turn them off for better performance. VI keys and/or arrows to move. Extract on ext2/3 partition, run from bin directory.

Happy slaying.
Attached Images
  
Attached Files
File Type: gz kobold.tar.gz (142.9 KB, 125 views)
 

The Following 6 Users Say Thank You to szopin For This Useful Post:
Posts: 50 | Thanked: 120 times | Joined on Apr 2010 @ Poland
#2
Yeah, so... I also ported this one

If anyone wants a somewhat packaged (by hand, so no filesize calculation) version -- have at it.
Attached Files
File Type: deb kobold_0.0.2.deb (353.8 KB, 127 views)
__________________
.:different kinds of pop
 

The Following 6 Users Say Thank You to trompkins For This Useful Post:
Posts: 2,076 | Thanked: 3,268 times | Joined on Feb 2011
#3
Neat. Did you manage to get Jacob's Matrix running? It's crying SDL 1.3 for me, but it would break the keyboard compatibility from my experience.
 
Posts: 50 | Thanked: 120 times | Joined on Apr 2010 @ Poland
#4
Originally Posted by szopin View Post
Neat. Did you manage to get Jacob's Matrix running? It's crying SDL 1.3 for me, but it would break the keyboard compatibility from my experience.
Hmmm, I remember playing it some time ago and quickly discarding it as interesting, perhaps, but quite boring. I'll see what I can do.
__________________
.:different kinds of pop
 
Posts: 2,076 | Thanked: 3,268 times | Joined on Feb 2011
#5
Originally Posted by trompkins View Post
Yeah, so... I also ported this one

If anyone wants a somewhat packaged (by hand, so no filesize calculation) version -- have at it.
Can't get it running. Closes immediately after start. Your Vicious Orcs work flawlessly (though movement keys decisions are unlucky, why need shift and why change VI keys at all?) and seem a bit faster.

Edit: Failed to open audio! when run from xterm. Changing music to false in kobold.cfg doesn't help.

Last edited by szopin; 2011-08-07 at 07:56.
 
Posts: 838 | Thanked: 3,384 times | Joined on Mar 2009
#6
(If you read Vicious Orcs thread, this is from same template)

I uploaded this to the extras-devel.
Package name is kobold and it uses icons etc from trompkins' package.

It is using system's libtcod-1.5.1 (modifications by szopin).

It didn't compile for ARM with gcc-4.2, so I made some modifications, hope they will not break game. Check modifications from: http://talk.maemo.org/showthread.php...82#post1083782

Save file is "/home/user/.kobold.sav", config file is /opt/kobold/kobold.cfg.

Audio is disabled as default. Package doesn't contain audio files. And remember that stock maemo sdl-mixer can't handle ogg or mp3 files, only wavs (I thought this is good reason to not put ogg file in package).
 

The Following User Says Thank You to AapoRantalainen For This Useful Post:
Posts: 2,076 | Thanked: 3,268 times | Joined on Feb 2011
#7
Failed to open audio each time when I try running it. Same as with trompkins version
 
Posts: 838 | Thanked: 3,384 times | Joined on Mar 2009
#8
Originally Posted by szopin View Post
Failed to open audio each time when I try running it.
I do not know why audio is not working. I tried but didn't find any reason.



1) kobold.cfg: enable audio.

I think this is the error message:
Failed to load ../music/azogs_march_2.ogg, error Module format not recognized
-> Maemo's sdl-mixer doesn't support ogg (or mp3) files.

2) Use wav.
No error message, no sound.

This is simple tester for sdl-mixer and it works on N900, and it seems same than how kobold uses audio.


Code:
/*
gcc SDL_PlayMusic.c `sdl-config --cflags --libs` -lSDL_mixer -o player
*/
#include "stdlib.h"
#include "SDL/SDL.h"
#include "SDL/SDL_mixer.h"

int musicPlaying = 0;            //Is the music playing, or not?
void musicFinished()
{
   //Music is done!
   musicPlaying = 0;
}


int main(int argc, char *argv[])
{
   if (argc<2)
      {
      printf("Give the filename (wav/ogg/mp3/mid) \n");
      return 1;
      }

	Mix_Music *music;			//Pointer to our music, in memory
	int audio_rate = 22050;			//Frequency of audio playback
	Uint16 audio_format = AUDIO_S16SYS; 	//Format of the audio we're playing
	int audio_channels = 2;			//2 channels = stereo
	int audio_buffers = 4096;		//Size of the audio buffers in memory
	
	//Initialize SDL audio
	if (SDL_Init(SDL_INIT_AUDIO) != 0) 
	{
		printf("Unable to initialize SDL: %s\n", SDL_GetError());
		return 1;
	}
	
	//Initialize SDL_mixer with our chosen audio settings
	if(Mix_OpenAudio(audio_rate, audio_format, audio_channels, audio_buffers) != 0) 
	{
		printf("Unable to initialize audio: %s\n", Mix_GetError());
		return 1;
	}
	
   music = Mix_LoadMUS(argv[1]);
	if(music == NULL) 
	{
		printf("Unable to load music file: %s\n", Mix_GetError());
		return 1;
	}
	
   //Play music!
	if(Mix_PlayMusic(music, 0) == -1) 
	{
		printf("Unable to play music file: %s\n", Mix_GetError());
		return 1;
	}
	
	//The music is playing!
	musicPlaying = 1;
	
	//Make sure that the musicFinished() function is called when the music stops playing
	Mix_HookMusicFinished(musicFinished);
	
	//Wait for the music to stop
	while(musicPlaying)
	{
		//Do nothing for a bit
		SDL_Delay(100);
	}
	
	//Release the memory allocated to our music
	Mix_HaltMusic();
	Mix_FreeMusic(music);
	
	//Need to make sure that SDL_mixer and SDL have a chance to clean up
	Mix_CloseAudio();
	SDL_Quit();	
	
	//Return success!
	return 0;
}
 

The Following User Says Thank You to AapoRantalainen For This Useful Post:
Posts: 2,076 | Thanked: 3,268 times | Joined on Feb 2011
#9
Compiled program plays wav fine, silent on mp3.
 

The Following User Says Thank You to szopin For This Useful Post:
Posts: 838 | Thanked: 3,384 times | Joined on Mar 2009
#10
Originally Posted by szopin View Post
Compiled program plays wav fine, silent on mp3.
As expected.

So the question is: Why ~same code inside game doesn't play even wav-files?
 
Reply


 
Forum Jump


All times are GMT. The time now is 02:35.