The missing walls means there's no actual physical wall there. I cheated in Realms III by placing posts around the hallways. Realms IV is a bit more honest in that regard, but the wireframe display is a bit disconcerting at first.Kweepa wrote:Huh, that worked!
Looks good. Some of the views seem a little strange (missing walls etc) but it could be that the map is very sparse.
Thanks. I'm not sure why older versions of VICE is having difficulty -- the game does write to a temp SEQ file before it loads the dungeon module, and then loads the temp SEQ file into variable memory after the dungeon module has been loaded. Real hardware with SD card reader works fine by the way, and VICE 2.4 works fine with true drive on or off.darkatx wrote:I had turned on true drive emulation (mind you I had enabled it after the initial load but before 'Leaving') but it was a older version of VICE. Worked fine on 2.3 with true drive emulation on.
Yeah, I like the view - works for me and you seem to have adjusted it so that it is similar in perspective to ROQ3.
Looks very promising indeed
In the end, I'll probably POKE the variable data to RAM before it loads the dungeon module. This will reduce the amount of read/writes to disk, and make it run a bit faster as well.
If I'm unable to cram the dungeon and combat modules into the same program listing, what I'll most likely do is have two versions of the game: one for 16K expansion (minimum RAM) and then one for 24K expansion (recommended RAM).
The level 1 map is almost the same as the one whose image I posted earlier in the thread. You can try to go through the secret wall yourself.