Sorry for lack of updates.
Work got crazy so I had to back burner this project for a bit, but it's still going!
I am going to have a github with public access soon and a location to get builds so people can watch development as it progresses.
I just want to clean up the source code a bit and get ...
Search found 12 matches
- Mon Dec 21, 2015 5:01 pm
- Forum: Developer's Heaven
- Topic: Bard's Tale - Win32 C++ Port
- Replies: 15
- Views: 18565
- Tue Aug 18, 2015 9:49 pm
- Forum: Developer's Heaven
- Topic: Bard's Tale - Win32 C++ Port
- Replies: 15
- Views: 18565
Re: Bard's Tale - Win32 C++ Port
I figured out my goof, it isn't bugged.
- Tue Aug 18, 2015 9:11 am
- Forum: Developer's Heaven
- Topic: Bard's Tale - Win32 C++ Port
- Replies: 15
- Views: 18565
Re: Bard's Tale - Win32 C++ Port
I'm pretty sure running is bugged if I'm reading the assembly right.
If the monsters have a higher save value than the party, they succeed in running? That seems backwards. It would mean it would be EASIER to run from harder monsters. I guess I'll implement it this way, but I'm not sure it makes ...
If the monsters have a higher save value than the party, they succeed in running? That seems backwards. It would mean it would be EASIER to run from harder monsters. I guess I'll implement it this way, but I'm not sure it makes ...
- Fri Aug 14, 2015 11:50 pm
- Forum: Developer's Heaven
- Topic: Bard's Tale - Win32 C++ Port
- Replies: 15
- Views: 18565
Re: Bard's Tale - Win32 C++ Port
Got walking around the city rendering correctly now =)
Gotta get events and stuff setup so I can have the city fully functional. Gotta do dungeon walking around, then there's not many more things to code before it's fully functional and playable!
http://www.retrosmack.com/bard/bard_shot_2.png ...
Gotta get events and stuff setup so I can have the city fully functional. Gotta do dungeon walking around, then there's not many more things to code before it's fully functional and playable!
http://www.retrosmack.com/bard/bard_shot_2.png ...
- Fri Aug 14, 2015 8:21 pm
- Forum: Developer's Heaven
- Topic: Bard's Tale - Win32 C++ Port
- Replies: 15
- Views: 18565
Re: Bard's Tale - Win32 C++ Port
I'm implementing it with the Bard's Tale artwork for now.
It can be updated to something else after I start enhancing the game =)
It can be updated to something else after I start enhancing the game =)
- Wed Aug 12, 2015 7:03 pm
- Forum: Developer's Heaven
- Topic: Bard's Tale - Win32 C++ Port
- Replies: 15
- Views: 18565
Re: Bard's Tale - Win32 C++ Port
Doing the walk around of the city, and I can implement it with the original images, but part of me is considering doing this with actual 3D since I'm using OpenGL anyway.
- Fri Aug 07, 2015 7:10 pm
- Forum: Developer's Heaven
- Topic: Bard's Tale - Win32 C++ Port
- Replies: 15
- Views: 18565
Re: Bard's Tale - Win32 C++ Port
Making excellent progress, almost 100% done implementing all the Adventure's guild tools. And it works with all the old MS-DOS chars too.
- Thu Aug 06, 2015 3:00 am
- Forum: Developer's Heaven
- Topic: Bard's Tale - Win32 C++ Port
- Replies: 15
- Views: 18565
Re: Bard's Tale - Win32 C++ Port
That doesn't dissuade me. Part of the reason for this is to make it open and modding support and the other part is I enjoy reverse engineering. =)
And yes, Open Source is the plan when I'm further along. Just got animations working. Few more art objects to get working then I can focus on the ...
And yes, Open Source is the plan when I'm further along. Just got animations working. Few more art objects to get working then I can focus on the ...
- Wed Aug 05, 2015 2:55 am
- Forum: Developer's Heaven
- Topic: Bard's Tale - Win32 C++ Port
- Replies: 15
- Views: 18565
Bard's Tale - Win32 C++ Port
Working on Win32/OpenGL port of the DOS Bard's tale.
I'm still getting the image rendering in order (Does animate the portrait yet and don't have fonts in yet) but I decoded much of the files so far.
Got the OpenGL shaders working nice to simulate palette and indexing. I use OpenGL 3.3.
Progress ...
I'm still getting the image rendering in order (Does animate the portrait yet and don't have fonts in yet) but I decoded much of the files so far.
Got the OpenGL shaders working nice to simulate palette and indexing. I use OpenGL 3.3.
Progress ...
- Sun Aug 02, 2015 8:38 am
- Forum: Developer's Heaven
- Topic: BT1, MS Dos function offsets/
- Replies: 7
- Views: 8995
Re: BT1, MS Dos function offsets/
I played DOS version primarily, and I have background with programming DOS, so that's what I'm working with.
Already finished part of the graphics import, and converted the bit planes to 4 bit pixels. Working on setting up the shaders for opengl to do the rendering now that I got a proper EGA ...
Already finished part of the graphics import, and converted the bit planes to 4 bit pixels. Working on setting up the shaders for opengl to do the rendering now that I got a proper EGA ...
- Mon Jul 27, 2015 10:09 pm
- Forum: Developer's Heaven
- Topic: BT1, MS Dos function offsets/
- Replies: 7
- Views: 8995
Re: BT1, MS Dos function offsets/
I was working on this as well, come to find yours further along. I am working on creating a C++ remake for a hobby, but was struggling with the Compression algorithm.
Perhaps this will aid.
Turns out they just use Huffman so I was disassembling the compression algorithm for no reason. Good to ...
Perhaps this will aid.
Turns out they just use Huffman so I was disassembling the compression algorithm for no reason. Good to ...
- Sun Jul 26, 2015 11:10 pm
- Forum: Developer's Heaven
- Topic: BT1, MS Dos function offsets/
- Replies: 7
- Views: 8995
Re: BT1, MS Dos function offsets/
I was working on this as well, come to find yours further along. I am working on creating a C++ remake for a hobby, but was struggling with the Compression algorithm.
Perhaps this will aid.
Perhaps this will aid.