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Angband 3DS

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Angband
Angbandtim2.png
General
Authortimschumi
TypeRole Playing
Version4.2.5
LicenseMixed
Last Updated2023/08/19
Links
v4.2.5-Stable - Daily Build
Website
Source

This is a port of Angband for the Nintendo DS and Nintendo 3DS, a dungeon-crawling roguelike that is marginally based off of the Angband port made by Immir.

Installation

Copy the .3dsx file and put it somewhere on your SD card where you can launch it.

Also you will need to extract angband.zip, which contains the gamefile, to your SD card so that you have an angband folder in its root.

User guide

Gameplay

Angband is a free, single-player dungeon exploration game:

  • You play an adventurer seeking riches, fighting monsters, and preparing for a final battle with Morgoth, the Lord of Darkness.
  • You (the @) begin in the small trading town above Angband, ready to descend into its depths (using the down staircase, '>').
  • You explore randomly-generated caverns, and find treasure: = is a ring, ? is a scroll.
  • You fight monsters. o is an orc, p a human, and r a rat. If you die in battle, you have to start the game again.

Button mappings

To avoid having to use the on-screen keyboard for everything, the game allows for mapping certain button combinations to sequences of up to 10 keyboard inputs. In addition to the standard movement directions on the D-Pad, the following keys are mapped by default:

  • A - Enter.
  • B - Escape.
  • Y - "y".

To change or add button mappings, you can create the file /angband/nds/button-mappings.txt on the SD card, where button mappings will be stored.

  • Each line in the file (except for empty lines and lines starting with #) describes a mapping for a button combination.
  • The line is split into two parts (delimited by :), the first describing the button combination and the second listing the sequence of keys that should be pressed instead.

The available buttons for bindings are A, B, Y, X, Up,Down, Left, Right, Start, Select, L, R, ZL and ZR.

  • L, R, ZL, and ZR are only used as modifier keys and do not trigger an action on their own (this means that they can only be used in combination with other keys).
  • The chosen buttons for a binding are simply written one after another, delimited using a +.
  • For the input sequence the characters are written as a coherent string.
  • For special characters (also known as escaped characters) the characters can be stored in their escaped notation and they will be correctly processed by the game.
  • A list of escaped characters can be seen on the Wikipedia page, but the game only supports a subset of those (\b, \t, \r, \e, and \\). Quotation and question marks do not need to be escaped.
  • Example:
    • To input g three times followed by pressing Enter whenever you press the buttons L and A, add the following line to button-mappings.txt.
    • L+A:ggg\r

On-screen keys

To add custom keys to the on-screen keyboard, you can create the file /angband/nds/screen-keys.txt on the SD card.

  • Each line in the file (except for empty lines and lines starting with #) describes a mapping for a button combination.
  • A line has multiple fields, each seperated by a ':':
    • label (up to 16 characters).
    • x and y offset (in pixels; from the top left of the screen).
    • width and height (in pixels).
    • input sequence (up to 20 character inputs).
  • The rules for input sequences in the "Button mappings" feature apply here as well.
  • Example:
    • This is a key with the label "rage quit", at the coordinates (80/120) from the top left of the screen, 64 pixels in width, 32 pixels in height and automatically navigates to the "Kill character and quit" menu entry.
    • rage quit:80:120:64:32:\r2222\r222\ry@\r

Useful links

Screenshots

angbandtim3.png angbandtim4.png

Media

Let's Play Angband (P1) (TheUberHunter)

Changelog

4.2.5 2023/08/19

This version sees the return of the borg automatic player, removed in the major restructure leading up to version 4.0.0, resurrected by Adam Goodman. In now standard fashion, it also contains a great many bug fixes and code improvements by backwardsEric. Headline changes are:

  • Return of the borg
  • Fix problems caused by some necromancer spells.
  • Hydras now bash rather than open doors.
  • Clarification of symbols on the character sheet.
  • Torch random artifacts can drop deeper in the dungeon.
  • Improvements to stats and debug commands.
  • Autobuild for NDS, DOS, msys2 and nmake.
  • Too many areas of code improvement to mention individually.

4.2.4 r298 2023/07/13

  • Upstream changes from Angband 4.2.4 (up to revision 298).
  • Draw all colors with a non-transparent alpha value.

4.2.4 r0 2022/02/25

  • Upstream changes from Angband 4.2.4.

4.2.3 r145 2021/11/28

  • Upstream changes from Angband 4.2.3 (up to revision 145).
  • Allow changing the foreground and background colors.

4.2.3 r68 2021/09/04

  • Upstream changes from Angband 4.2.3 (up to revision 68).
  • Fix Windows line handling for NDS configuration files.

4.2.3 r0+ 2021/08/05

  • Upstream changes from Angband 4.2.3.
  • Memory optimizations for the NDS.
  • Increase maximum input sequence length to 20.
  • Add support for custom on-screen keys.

4.2.2 r235++ (2021/07/24

  • Changed default binding for ESC to B instead of X.
  • User-defineable button mappings.
  • New 3DS support (ZL/ZR keys and faster CPU).
  • Performance optimizations.

4.2.2 r235+ 2021/07/22

  • Initial release.

Credits

Many thanks to:

  • The Angband developers for creating such a cool game.
  • Immir and Nick for the original 2009 Nintendo DS port.
  • asiekierka for contributing various optimizations and for wiring up VRAM/SLOT-2 memory extension support.

External links

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