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A tribute to an old, old BBS game.
Posted: Tue May 31, 2005 1:50 am
by Hatonastick
Using console and ansi instead of normal graphics. Anyway I was wondering if a few people would mind taking time out to run what I have so far. There isn't much to see at the moment other than part of a title screen, but I'm trying to get things like timing etc. sorted out.
Anyway if you run this, please let me know what FPS it ran at. Should be around 39-40 FPS. Thanks!
Netrunner 2033
Posted: Tue May 31, 2005 2:19 am
by Joakim Christiansen
Where you inspired by my Console Snake?
That tilte screen was quite cool.
My FPS was on 39 the whole time.
My specs are: AMD64-3400, 1024MB-Ram, Geforce 4800 TI
Could you tell us more about this game, is it going to be a First Person Shooter?

Posted: Tue May 31, 2005 2:37 am
by Hatonastick
Actually - I was inspired by your console snake. I really like it. Anyway, after playing that I decided to convert a game I started writing in C years ago based on Rogue, Hack, Moria and the like, but then thought it might be better to make something else using character graphics.
*LOL* Um no it won't be a FPS although I know there was a project to write a version of Doom using character graphics.
It's not going to be terribly exciting or anything, just a tribute/remake (although with a few differences) of a BBS door game from the early 90's called "Netrunner". I'd rather not give away too much about it but I will be posting copies of it as I go along. When I've finished it I'll make it available with the source etc. Not that it's likely to be useful to anyone.
It's just a simplistic CyberPunk sort of game. I thought I should start out small with PB since this is the first program I've started to write in it.
Which reminds me I should finish off that crypto lib I was putting together. Anyway thanks very much for your interest and your help.

Posted: Tue May 31, 2005 4:24 am
by Joakim Christiansen

Good luck with your game!
I think we should have a console game contest on this forum.
A game running in a console window is always funny.

Posted: Tue May 31, 2005 4:47 am
by dagcrack
39FPS
Yeh a multiplayer First Person Shooter would be nice

Posted: Tue May 31, 2005 9:45 am
by Hatonastick
Actually a console game competition would be interesting.

Posted: Tue May 31, 2005 11:26 am
by benny
I somehow like the idea of a console competition as well. Maybe we should
extend it to console game and / or graphic demo
Anyone who wants to organize such a competition ?
Posted: Fri Jun 03, 2005 2:58 am
by Hatonastick
Mostly finished the intro, but now I need to get the game done so there's actually something to do instead of it being some lame console demo.
There's a possibility that it will run too fast during the startup sequence and the closing down sequence. I haven't keyed them into the timer yet. Anyway let me know if you have any problems.
Netrunner 2033
Posted: Fri Jun 03, 2005 3:56 am
by Joakim Christiansen
Wow, that was awesome!
Posted: Fri Jun 03, 2005 6:52 am
by benny
Woho ... that really kicks ass and gets you into the right mode for some
retro-gaming
Excellent

Posted: Fri Jun 03, 2005 11:14 am
by Hatonastick
Thanks guys.

Still got a long, long way to go though. Do you think it's worth me trying to get Sidplay2 to work or stick with the mod (via fmod.dll) I'm using?
Posted: Fri Jun 03, 2005 12:01 pm
by benny
Hatonastick wrote:Thanks guys.

Still got a long, long way to go though.
Do you think it's worth me trying to get Sidplay2 to work or stick with the
mod (via fmod.dll) I'm using?
Did you have a look on the WinAMP SID Player (incl. pure basic sources):
http://www.purearea.net/pb/showcase/show.php?id=83&d=1
It uses the
little_sid.dll V2.0. So, if you don't mind using external dll's
(and I guess you don't, becos you use fmod.dll as well

), maybe it's worth
a try
Generally; I think there are some quite nice sounding 8bit-chip tunes in .mod
format, however nothing beats the real .sid-noise

Posted: Fri Jun 03, 2005 12:38 pm
by Hatonastick
Ok I tried it but unfortunately I think it's a little buggy. It certainly doesn't play some of the more famous SIDs as well as it should. Paradroid, for example, doesn't even play properly. SidPlay2 lib would be much, much better (The version of SidAmp I use is based upon it). However throwing the DLL's from the new one over the old one don't exactly work - I thought I'd give it a try just on the off chance (I didn't expect them to).

Anyway it probably doesn't matter too much, I'm happy with the music I've got now.
At least I'm willing to use what I have until someone in the PB community manages to get Sidplay2 lib to work with PB.

Won't be me - got my hands full with other projects. Anyway thanks again for all your help.

Posted: Mon Jun 06, 2005 1:29 am
by Hatonastick
Ok, I've redone a few bits and pieces - however it's still just a loading screen.

What happened was I thought there had to be a better way to display the ANSI animations than hardcoding it all in my program so I wrote a simple macro-like language called Terminator (Terminal Animator). It worked except for some timing issues in regards to making the darn thing run the same speed on all versions of windows, as well as being able to run more than one program at once (I might rewrite it with threads later). Then I got jacked off with it and rewrote Terminator from scratch. Then I decided it was an awful lot of coding just to display a couple of screens of ANSI animations so I removed it all and went back to the hard coded option.

I've kept the code to Terminator as I think if I get the timer issues sorted out and make it use threads, it might be useful for something else. Maybe. After all that I've decided I've had enough and the intro can stay as it is because I want to actually get around to making the game itself.
BTW do many people use PureBASIC to write games with? I suspect it's a little easier with direct X as there are timers built-in than trying to do it in the console as I am. Or something. Hmm maybe I should make a pretend console in direct X instead. Suggestions?