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February 21, 2006 Old Empire Source Code? | ||||
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I'm looking for source code for the "original" classic Empire (ANSI console graphics, no sound). Is this available anywhere - on this site or in a DECUS archive somewhere, perhaps? Even though this game cost me an extra year of grad school back in the 1980s I still play a PC port, every now and then. OK, more often than that. Thanks John Goulden Empire player since 198n where n is a small but unremembered integer |
February 24, 2006 Re: Old Empire Source Code? | ||||
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Posted in reply to John Goulden | It's on the website www.classicempire.com. "John Goulden" <John_member@pathlink.com> wrote in message news:dtfgne$273g$1@digitaldaemon.com... > I'm looking for source code for the "original" classic Empire (ANSI > console > graphics, no sound). Is this available anywhere - on this site or in a > DECUS > archive somewhere, perhaps? Even though this game cost me an extra year of > grad > school back in the 1980s I still play a PC port, every now and then. OK, > more > often than that. > > Thanks > > John Goulden > Empire player since 198n where n is a small but unremembered integer |
July 20, 2006 Re: Old Empire Source Code? | ||||
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Posted in reply to Walter Bright | In article <dtlst4$2fic$4@digitaldaemon.com>, Walter Bright says... > >It's on the website www.classicempire.com. The current "official" version (which is 2.03 and not 2.01 as written on the page - as of today, 20.7.06), as well as "Stewart's" version(smjg), are broken for the current compiler version (missing std.c.string (& other) includes (memset, strlen, ...), depreciated shadowing (some "microlocal" variables),...). I made a working version * avoiding 100% CPU load, * reimplementing the "destrucive move warning/confirmation" as popup requester * help window does not crash when noncursor keys are pressed but exactly like Stewart's, it has a problem with the "Open..." function (can't open before starting a first "New game...", "load game" incompatible with old saved games, and even crashes for new ones under yet to be determined conditions). Also, I made much code cleanup (yet without being radical *enough*...) - probably the best would be to rewrite (at least rethink) "display" and "text" from scratch (even if I would be in favour of maintaining a 100% tty version compilability through versioning). It seems, several contributers were interested in improving the source. I would be interested in sharing and improving it on a "common project" basis. A few ideas which should be quite easy to implement: o a "mouse-click" popup menu for giving/changing orders for a given unit/city and/or switch to survey mode o to customize many options (size & choice of map ; keyboard commands (make cursor keys work - imagine you had an AZERTY keyboard...!)) o write a map generator, either "fully" automatic (e.g. looking at the source code for the VMS version distributed with debian linux [which seems to need some authorship/intellectual property clarification...]), or semi-automatic (continent-growing function etc. like in ye olden days...), or both. -- MFH |
July 21, 2006 Re: Old Empire Source Code? | ||||
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Posted in reply to MFH | MFH wrote: > In article <dtlst4$2fic$4@digitaldaemon.com>, Walter Bright says... >> It's on the website www.classicempire.com. > > The current "official" version (which is 2.03 and not 2.01 as written on the > page - as of today, 20.7.06), as well as "Stewart's" version(smjg), are broken > for the current compiler version (missing std.c.string (& other) includes > (memset, strlen, ...), depreciated shadowing (some "microlocal" variables),...). > > I made a working version So have I. Watch this space. > * avoiding 100% CPU load, > * reimplementing the "destrucive move warning/confirmation" as popup requester > * help window does not crash when noncursor keys are pressed > but exactly like Stewart's, it has a problem with the "Open..." function (can't > open before starting a first "New game...", "load game" incompatible with old > saved games, and even crashes for new ones under yet to be determined > conditions). My working version works in these respects. However, at the moment, trying to start a demo first thing crashes it. This is one thing I'm trying to fix before I release it. > Also, I made much code cleanup (yet without being radical *enough*...) - > probably the best would be to rewrite (at least rethink) "display" and "text" > from scratch (even if I would be in favour of maintaining a 100% tty version > compilability through versioning). My version has a rewritten text display engine. What's more, the text display is still purely textual, and so it can still be adapted to a tty. > It seems, several contributers were interested in improving the source. > I would be interested in sharing and improving it on a "common project" basis. > A few ideas which should be quite easy to implement: > o a "mouse-click" popup menu for giving/changing orders for a given unit/city > and/or switch to survey mode There already is a mouse-click popup menu, but it seems to be just a cut-down version of the menu bar. > o to customize many options (size & choice of map ; keyboard commands (make > cursor keys work - imagine you had an AZERTY keyboard...!)) > o write a map generator, either "fully" automatic (e.g. looking at the source > code for the VMS version distributed with debian linux [which seems to need some > authorship/intellectual property clarification...]), or semi-automatic > (continent-growing function etc. like in ye olden days...), or both. The map generator is already automatic. Either that or I don't know what you mean. "Or both" - meaning 150% automatic? :-) Stewart. |
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