{"id":35,"date":"2018-04-01T22:56:48","date_gmt":"2018-04-01T22:56:48","guid":{"rendered":""},"modified":"2023-11-27T07:20:13","modified_gmt":"2023-11-27T07:20:13","slug":"city-and-dungeon-update","status":"publish","type":"post","link":"https:\/\/landbeyond.net\/wordpress\/2018\/04\/01\/city-and-dungeon-update\/","title":{"rendered":"City and Dungeon Update"},"content":{"rendered":"<p>Its been a bit since my last update,\u00a0 been busy and this is what has been completed since last update.\u00a0\u00a0 Moving data around so Player doesn&#8217;t keep track of everything like guilds, tavern data and such.\u00a0 Player only has player related data now.\u00a0 Other data has been move into the correct class they are related to.\u00a0 Did some tweaking of the different window sizes to make them more correct on scaling for the different sizes. Got mip mapping in Java working now.\u00a0 So little to no flickering in the distance anymore. Added code to limits frames to 60 fps.\u00a0 This way no matter what the game is played on it moves at the same pace.<\/p>\n<p>All jobs in the game can now randomly generate wounds during working.\u00a0 It will be displayed at the end if you received a wound during working.\u00a0 Guild now do not automatically accept you,\u00a0 it is based on a percentage this was in the original 8-bit City and 16-bit City.\u00a0 I liked that, so I put that in.\u00a0 Each Guild has a different percentage for accepting new people that day.\u00a0 If they are not accepting, check again tomorrow.\u00a0 Guilds can remove curses and disease even if you are not joined.\u00a0 They just do it for a cost.<\/p>\n<p>All shops in the city are now real time,\u00a0 sitting in the place, time move forward.\u00a0 Also in any of the City shops you have hit the F1-F8 or the &#8216;&lt;&#8216; and &#8216;&gt;&#8217; key to move forward through those menus.\u00a0 Menu 0 is the main menu and that is the menu the shop menu will show up if you do this inside the shop.\u00a0 You can flip through any of those menus now.<\/p>\n<p>Added a new feature for the smithy sound when outside the shop.\u00a0 The sound level fades depending on how far away you are from the shop.\u00a0 This way you can tell if you are getting closer or further from the shop. Smithy shops are complete with friendship levels.\u00a0 Has effect of friendship, saying,\u00a0 barter system.\u00a0 You can raise or lower you barter system.\u00a0\u00a0 Friendship changes if its been a long time since last visit,\u00a0 will get kicked out if drunk. Going in to the shop drunk will lower your friendship.\u00a0 Get that friendship up and you get a weapon at a better price.<\/p>\n<p>[image:23]Next one is a big one.\u00a0 I told myself to work on the City first and move to the Dungeon once completed.\u00a0 I screwed that up and loaded the Dungeon, that cause 3 days of coding to get many items working and completed.\u00a0 So I never loaded the dungeon once I converted it to Java.\u00a0 So I decided to load it and have finding the endless loop,\u00a0 it worked like a champ.\u00a0 So, it made me notice how far from complete the Dungeon really was.\u00a0 So first step was add in the ability for the torch to function and for areas in the dungeon you need a torch were working.\u00a0 So I added the dark area.\u00a0 Now you can light a torch and see inside the dark area.<\/p>\n<p>[image:24]It also looks great.\u00a0 Dark areas get darker based on the distance from you, light source,\u00a0 even the 8-bit does this.\u00a0 You can&#8217;t see as far as you can in the well light area.\u00a0 The lighting is done in a generic 16-bit style.\u00a0 The shading is based on x,y locations.\u00a0 I think that fits the game very fell.<\/p>\n<p>Next step was I love the 16-bit graphics and there are some sequence and shop images but no wall images.\u00a0 So I took the time to create several of the 16-bit dungeon wall images based on the 16-bit city game.\u00a0 Many of the I just had to hand draw to make them work.\u00a0 I think they came out pretty good.\u00a0 They have the dungeon feel and look like the 16-bit version.<\/p>\n<p>Next step was how imcomplete the fixed treasures in the dungeon where in the C++ version.\u00a0 But I understand now.\u00a0 Only items in the game where basically the items from the monster binary file.\u00a0 I completed the code to load in the Dungeon Items from the original binary file from the Dungeon.\u00a0 This was need for all those fixed treasure and Quest items.\u00a0 This took a day and an half to get the loading down to the 8-bit format.\u00a0 Many different structures for the different items.\u00a0 The longest section was getting all those Special Effects loaded.\u00a0 Weapons, Potions and Card and etc&#8230;.\u00a0\u00a0 Many items have special effect and several of them can load up with 3 and 4 effects at a time.\u00a0 I have the load code complete to load in every aspect of the items.\u00a0 This way all the items can be completed correctly.\u00a0\u00a0 I still have a few areas where the special effect will not work.\u00a0 The effects tell you which byte to adjust and how to adjust them.\u00a0 Many of those bytes are undocumented,\u00a0 I figured several out by my self.\u00a0 Like if you blow the &#8220;Gold Horn&#8221; adjust byte 0x6320 in the dungeon.\u00a0 This value had all kinds of comments over the internet on what they though it might be.\u00a0 I figured it out and love this one.\u00a0\u00a0 Setting this variable forces an encounter depending on the value.\u00a0 So now I can test encounters with anyone I wish by adjusting this value.\u00a0 Only problem is the encounter in ARX is off from the Dungeon.\u00a0 Because ARX doesn&#8217;t load all the monsters from the original monster binary file.\u00a0 It skips about 6-10 monsters, so this caused the index to get off between the two system.\u00a0 Have to work on that.\u00a0 But I can fight the FBI anytime I wish now.\u00a0 There are several bytes not documented and was unable to deteremine what effect in the game they have.\u00a0 Still working on those.\u00a0\u00a0<\/p>\n<p>Loading of the Dungeon Items was needed to complete the Dungeon.\u00a0 Was not going to hard code all those items into the game.\u00a0 Like the couple of Quest items ARX has right now.\u00a0 They are not real items and the name is just hard coded to be an item inventory.\u00a0\u00a0 I&#8217;ve removed all this because now you just tell it to put an item in the players inventory.<\/p>\n<p>I started adding in the fixed treasure location throughout the game.\u00a0 Just taking a bit of time but easy enough to do.\u00a0 As I&#8217;m just teleporting in the 8-bit dungeon game by adjust the x,y and level bytes to put me in a new location a to verify ARX plays just like the 8-bit did.\u00a0 It works out well, except that as in the City the entire 64&#215;64 was loaded into the game. While Dungeon level 1 is pieced into 4 sections, I assume that was the reason for the teleports, it can cause a load sequence to get the next section loaded.\u00a0 So I have to get into that section and then I can teleport anywhere I want.<\/p>\n<p>\u00a0<\/p>\n<p>[image:25]Quest One<br \/>\u00a0 Quest One was not in ARX,\u00a0 So I&#8217;ve added the first half of the sequence with Ozob and the prison.\u00a0 The first half of Quest One is complete and working in the game. I&#8217;ve changed the sequence just a bit from the original.\u00a0 See if you notice it, it doesn&#8217;t affect game play or how you can play.\u00a0 But I thought the slight change was great addition.<\/p>\n<p>\u00a0<\/p>\n<p>\u00a0<\/p>\n<p>\u00a0<\/p>\n<ul>\n<li><span style=\"color: #339966;\">Added &#8211; <span style=\"color: #000000;\">Load all items from the original Dungeon Item binary file.\u00a0 This is need for all the missing items.\u00a0 Only items really in the game where the items of the monsters.<br \/>\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 nothing else was in the game.\u00a0\u00a0 <\/span><\/span><\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Ozob, Acrinimiril prison sequence is complete.\u00a0 Getting key, releasing the prisoner and teleporting complete.<br \/>\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0 Quest One Part 1, Last part of quest one if to find tomb and getting new item is left to do.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; All shops inside the City run in real time.\u00a0 Time moves forward just sitting there.<br \/>\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0 The Tavern, Bank, Inn, Shop and Smithy are not complete with friendship system, jobs, and menu systems.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Smithy shop is complete now.\u00a0 Has effect of friendship, saying,\u00a0 barter system.\u00a0 You can raise or lower you barter system.<br \/>\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Friendship changes if its been a long time since last visit,\u00a0 will get kicked out if drunk. Going in to the shop drunk will<br \/>\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 lower your friendship.\u00a0 Get that friendship up and you get a weapon at a better price.<\/li>\n<li><span style=\"color: #339966;\">Fixed<\/span> &#8211; Smithy sound adjustment.\u00a0\u00a0 The sound level is adjusted depending on how close you are away from the shop.<br \/>\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 It was hard coded to certain squares to play the smithy sound.\u00a0 Now the game checks to see if a smithy shop is when a certain<br \/>\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 distance of your location and then plays the sound.\u00a0 it adjust the sound level depending of the distance.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Added the alter menu to work in shop, taverns adn etc&#8230;.\u00a0 This way tipsy and drunk can put up random screen and make it hard to navigate.<br \/>\u00a0\u00a0 \u00a0 \u00a0\u00a0 \u00a0\u00a0 Also, you can check your equipment, gold and such in a shop.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Added cost to remove curse when you are not joined with the guild. The guild will still remove curses but for a cost.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Guild percentage for acceptance has been updated.\u00a0\u00a0 Even the original 8bit city didn&#8217;t automatically accept new members.<br \/>\u00a0\u00a0 \u00a0\u00a0\u00a0 \u00a0\u00a0 Now all guilds will be accepting or not, if not check back the next day.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Jobs now in Tavern can randomly generate a wound.\u00a0 All jobs in the city can cause injury during work.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Frame limit to 60fps.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Mip Mappings is functional now.\u00a0 The flicker is gone.<\/li>\n<li><span style=\"color: #339966;\">Fixed<\/span> &#8211; Tweaking the different window sizes layout.\u00a0 Getting them to be more perfect in positioning.<\/li>\n<li><span style=\"color: #339966;\">Added<\/span> &#8211; Pulled out all the of on player data out of the player class and put them into the correct class they are related to.<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>Its been a bit since my last update,\u00a0 been busy and this is what has been completed since last update.\u00a0\u00a0 Moving data around so Player doesn&#8217;t keep track of everything like guilds, tavern data and such.\u00a0 Player only has player related data now.\u00a0 Other&hellip;<\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[],"class_list":["post-35","post","type-post","status-publish","format-standard","hentry"],"_links":{"self":[{"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/posts\/35","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/comments?post=35"}],"version-history":[{"count":1,"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/posts\/35\/revisions"}],"predecessor-version":[{"id":301,"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/posts\/35\/revisions\/301"}],"wp:attachment":[{"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/media?parent=35"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/categories?post=35"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/landbeyond.net\/wordpress\/wp-json\/wp\/v2\/tags?post=35"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}