Sangband wall fix for windows vista
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Amusingly, the WinCE port already uses ascii pictures, because of font handling difficulties.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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I think (and others may correct me...) that if you want somewhere to start, this page is it.
That sort of things.
Of course, first I have to get my hands on some nifty little conversion tool, but that shouldn't pose a huge problem, I believe?www.snowleopard.org - International Snow Leopard TrustComment
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It looks like shifting to using BMPs on Windows (and FON or BDF files for variants with SDL ports) might be a viable and enduring solution to font troubles to do for the various Angbands, if there's some reasonably automatic way to convert from one to the other and someone would be happy to write the BMP plotting code...takkaria whispers something about options. -more-Comment
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Download Sangband font bitmaps
I used the test application that I was messing with (from earlier in the thread) to draw characters 0-255 in rows of 16 characters. But since this method uses the same text drawing code in Angband, the conversion wouldn't work on Vista. You'd have to create the bitmaps on a non-Vista machine, or parse the font files yourself to extract the bitmaps.Comment
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I just finished a quick-and-dirty Sangband patch based on camlost's most recent unofficial version. I'd appreciate it if some Vista users would try it out (I don't have access to a Vista machine at the moment) and see if it fixes their display problems.
Completely Unofficial Sangband with BMPs instead of FONs
All .FON files have been removed and replaced with corresponding BMPs. I'm happy to release the code if this tests out OK, but it's not up to official Angband coding standards yet. That will take more time.Comment
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It works well. I had to change the ".FON" in config.ini to ".BMP" to get the correct font sizes, and it worked very well.
I do not know if it's configurable, but when refreshing rapidly, or just running along corridors (I like to have the @ in the middle of the screen) there is this white flicker. It's not that bad compared to wallless Sangband, but if it is possible to change the flickering stripes from white to black, I'd be even more thankful.www.snowleopard.org - International Snow Leopard TrustComment
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I think I know what's causing the flicker, and if I'm right then it should be easy to fix. I can try using a different method of combining the desired foreground color with the font bitmaps when blitting, and that ought to do the trick.Comment
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Updated release to fix the flicker (same link/file name as before)
I believe that the above file should fix your flicker problems. Nothing has changed except Sangband.exe, so you can just copy the executable out of the archive if you like.
The flicker was caused by drawing the foreground color first and then merging it with the font bitmap. I had overlooked the very useful MERGECOPY operation, which essentially merges the font bitmap with the foreground color at the same time it's drawn to the screen.Comment
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Updated release to fix the flicker (same link/file name as before)
Thank you so, so muchwww.snowleopard.org - International Snow Leopard TrustComment
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Updated release to fix the flicker (same link/file name as before)
I believe that the above file should fix your flicker problems. Nothing has changed except Sangband.exe, so you can just copy the executable out of the archive if you like.
The flicker was caused by drawing the foreground color first and then merging it with the font bitmap. I had overlooked the very useful MERGECOPY operation, which essentially merges the font bitmap with the foreground color at the same time it's drawn to the screen.takkaria whispers something about options. -more-Comment
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My ugly hacks are based on camlost's unofficial Sangband code. Only three source files were modified:
intrface.h
intrface.c
main-win.c
Download changed files
Disclaimers:
- SDL stuff won't compile because I broke it and didn't bother fixing it
- USE_GRAPHICS is a must because the bitmap routines are needed for reading the font bitmaps
- I also broke the function Term_text_special_win, which I think is only used when graphical tiles are in play. It can be fixed by creating another version of the font bitmaps with an alpha channel which can be used to draw transparent charactersComment
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