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I have been using customized (ANSI-) prompts in DOS for years, and I just found out that DOSBox doesn't support prompts other than the good old "$p$g" (i.e. "C:\foo\bar>".
So here's my attempt at a patch which fixes that. I don't remember all DOS substitutions so I instead took the ones that I remembered ($p, $g, $l, $e) and filled it up with those from windows XP.
The patch is pretty...
2009-09-06 13:26:55 UTC in DOSBox DOS Emulator
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Any plans to support the full R5RS numerical tower in TinyScheme? Or at least numbers with arbitrary length? Fractions could wait, but being able to do (* 123456789 123456789) would be a good thing :)
If there are no plans I might go ahead and try it myself. Things needed: a new "num" datatype (array/string based, probably), add, sub, mul, div, rem, mod, ... for this datatype, and the ggt...
2008-12-30 10:48:35 UTC in TinyScheme
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I just created this small patch to add support for a second charset to nazghul. It can be used for example for rune support in the console.
I changed ascii.c to accept a new escape sequence ^R to turn on runic mode and ^r to turn it off again. The charset must be set as kernel parameter "ascii-rune-image-filename". I didn't include a changed .png file in the diff because I have not finished a...
2008-11-30 01:14:30 UTC in nazghul
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Currently (CVS rev. ), mingw build is broken due to missing source files in Makefile and missing defines in config.h
This patch fixes both.
I also changed "-lzlib" to "-lz" because on my fresh installation of MinGW+MSYS, that's what the library is called (libz.a instead of libzlib.a)
I also changed the include dirs, this change could probably be removed, it's because I built the...
2008-11-29 23:04:41 UTC in nazghul
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Good idea. Especially if you couldn't initially see everything but only the stuff you already explored.
It would be possible to create a new item type "map" which you could buy from merchants and which would reveal a certain part of the map.
(I see the save data exploding already... if you'd have to save a bitfield for each map already in the game, that would probably double he savegame size)
2008-11-26 21:48:19 UTC in nazghul
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I think a questlog would also be a good idea. Each quest you accept would add some text to the log, probably including the name and location (town name or region name -- see my other suggestion for region names ;-) and when you complete it, the text is removed (or, alternatively, move to another section of "completed quests" in the log)
2008-11-26 21:45:01 UTC in nazghul
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I think the following idea could add a lot to the immersion effect of the game.
How about making it possible to create "regions" on a map, which can be layerd, and which each have a descriptive name.
A small example:
I have a wilderness map. On the map there's a small forest with a dirt path leading through it. And maybe a small clearing by the path.
I would define a "region" which...
2008-11-26 21:42:55 UTC in nazghul
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Hi
(please excuse me if I'm writing some obiously wrong things here; I found out about nazghul only yesterday and I'm still browsing through the source to understand 100% how it works)
This can probably be done in a half-elegant way. In other games (MMORPGs for example) this is something called a "Proc". Another name would be "Trigger", however, that's already taken ;-)
A Proc is...
2008-11-26 21:26:55 UTC in nazghul
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okay, obviously I meant instead of .
I'm using MSVC8 (MSVC 2005).
I might take another look and put the "#include " into the .cpp files instead of a global header, I guess that's the better solution.
2007-01-31 22:06:01 UTC in GemRB Game Engine
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The third patch for the Core/ directory.
This fixes some local (temporary) variables which are of the wrong type (i.e. char * instead of const char *).
For example this one (where s is of type const char *)
-char *s2 = strchr(s,',');
+const char *s2 = strchr(s,',');.
2007-01-28 17:12:06 UTC in GemRB Game Engine