Hi everybody :-)

Based on http://nge.sourceforge.net/index.html
by Andrea Fazzi (2000) and the FreeDOS package
for that, I have dusted off the whole C++ code,
used "indent" to give it a Linux (almost K+R)
C++ source code layout, addressed all "-Wall"
warnings, adjusted the speed towards a balanced
mix of screen refresh and usleep timing, added
comments and fixed a few bugs (see build.txt).

The updated NGE Nibbles has a worm-style background
for the intro text screen before the intro logo :-)

The game still has no sound, because I would prefer
some PC speaker sounds (most compatible) there, but
DOSEMU2 does not seem to implement sufficiently well
at the moment as far as I can tell: It plays a fixed
system bell sound instead of following the pitch and
duration of the intended PC speaker tones, why that?

If somebody can give me a clue how to configure
DOSEMU2 correctly for sound, that would be cool.

Also, I notice that FM sound does work in DOSEMU2,
but INFOPLUS says no Adlib chip would be present?

There could be beeps for touching grapes (good),
walls (bad) and the worm itself (also bad) and
for reaching the next level, for example. Showing
the score would probably not be that interesting?

I have noticed that there are graphics for the
tail of the worm, but no code to use that. It
seemed non-trivial to add that, so I have not?

Another thing is that the level and logo graphics
at the moment are simple MCGA memory dumps. Using
PCX there (easy to unpack RLE coding) would make
them much smaller in the current "black background"
situation. However, the level definitions actually
specify which rectangles are the walls, so unless I
have misunderstood the code, the graphics could be
more beautiful if somebody wass willing to draw some
nicer backgrounds :-) I can convert the data to some
editable format in that case. Palettes are RRRGGGBB.

You can find the updated nge_nibbles0.2.zip on

https://auersoft.eu/soft/by-others/

I hope Andrea Fazzi enjoys the updates :-)

Thanks! Enjoy the update. Regards, Eric



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