Thread: Ambermoon
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Old 02 July 2009, 22:15   #196
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Join Date: Nov 2007
Location: Lyon / France
Age: 45
Posts: 2,997
Originally Posted by st-th View Post
Writing code patches is non-trivial. You not only need knowledge about the game's code and about the patching mechanism itself, but they also have to be written in a specific way so they work with all four versions of the game's main executable (Am2_Blit and Am2_CPU, English and German). I don't think anyone can help me there.
Why keeping the 4 versions ? I think it would be much cleaner to make only one. In addition, a patching system would no longer be required if you ReSource the game. If you can give me all patches you have done, I can even do that for you (after all it wouldn't be the first game I re-source !).

Originally Posted by st-th View Post
And as for testing... I check and test any change I make as thoroughly as possible.

For example, the new memory allocator was tested in a stand-alone version first. I simulated all possible memory configurations and single-stepped through the code to check that it works correctly in all of them. It did. I never had a problem with it since injecting it into the game either and I play the game regularly for weeks now with that code.

Other things are utterly trivial to test. All text-related changes, for example. First you fix the maelstrom message, then you fly there with the eagle and look at the result... And even that is not really required once you understand how the game processes the text stuff internally.

So, I don't really see the need for other testers at this moment.
Well, you have your own way of playing, and some weird bugs probably aren't triggered by it. Someone else would play differently and perhaps have them.

Originally Posted by st-th View Post
The auto-deruner (and several other things) are activated by icon tooltypes:


This also works if you run the game from CLI/shell (or boot from disks), of course. The icon is always there and it's simply the proper way to do this. This way, the auto-deruner works like the real rune alphabet in your game box, simply use it at your leisure.
The rune alphabet in your game box isn't supposed to be used until you find it in the game. Same for the global map.

Originally Posted by st-th View Post
Hhm. You could have done it properly and released it together with your other fixes...
You're right. I only did the characters I'm using
But it has been released with my other fixes.

Originally Posted by st-th View Post
How many (new) players actually know that there are cursed items, well, that one item? Up to that point (killing Sansrie), there is no indication. Even the game's manual mentiones the probability with only one sentence.

Sure, you encounter the "remove curses" spell scrolls, but I believe most players think this is like "remove madness" or "remove blindness". And as a result, they might learn the spell "to cure cursed characters" but will never use it, of course, as this never happens.

So equipping the Snake Helmet rightaway after you find it is quite normal, I think. And it ruins your game. Which is BAD.
Strangely enough, I never equipped it. Before I equip with anything, I have a look to see if it's indeed better than my actual equipment. It wasn't...

About new players, they're no longer new if they reach that item

Anyway the game is never totally ruined. Just reload...

Originally Posted by st-th View Post
There is not a single spell you really need to learn on the initial island. LAME makes it easier, of course, but you can do without (I have).
How do you manage the thieves having bows, then ? And the first orcs ? Must be painful without that spell.

Here, new players would certainly try to learn new spells as soon as they find some. And lose precious SLP if they fail...
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