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View Code? Open in Web Editor NEWThe Colossal Cave Adventure ported to the TI-84 Plus CE/TI-83 Premium CE/Edition Python
License: Other
The Colossal Cave Adventure ported to the TI-84 Plus CE/TI-83 Premium CE/Edition Python
License: Other
Given the small screen size, it would be nice to be able to scroll up to see additional previous output. This can be implemented without using a large output buffer by remembering the string IDs and arguments passed to vspeak
.
At some point, I'd like to add a background image to the title screen, something that looks like the inside of a large cave.
A map display would be a nice feature.
. . . However, that goes against the spirit of the original game. Making your own map (or just trying not to get lost) is part of the fun.
I have no idea if this is possible, but I thought it would be really cool to be able to use a keyboard to type in the game.
The OS alredy supports this while in normal "calculator" mode after (I think) OS 5.1.5, soo I guess it's possible?
Video of what I mean
Imagine the fun and speed increase!! Anyway, thanks for that cool port. I had fun in class with it ;-)
Have a great day !
The dungeon file architecture makes adding language translations fairly straightforward: just translate the dungeon file, and rebuilt that file.
Some additional code changes will be required to support fully other languages:
make_dungeon
[_calc
].py
will translate Unicode in the input adventure.yaml
to the correct output code page.I have no plans to produce any translations myself, but contact me if you would like to provide a translation.
This issue is harmless and will be fixed in the next update.
It sometimes puts me in a different room, while the normal resume verb always seems to work correctly.
The main menu's resume option currently does nothing. Using the resume verb in-game still works fine, though.
A hollow voice should only say "PLUGH" 25 % of the time, but it actually says it 100 % of the time, probably due to bad porting of LCG code.
Upon quitting due to the battery-saving time-out expiring, the game does not rearchive the file if it was previously archived. I'm not sure why this happens, but it's hardly game-breaking.
The current dungeon file has lots of newlines hard coded into it. The small screen size, however, means that those newlines appear in awkward places. My workaround has been just to ignore them, as the printing code has its own word wrapping algorithm, but they waste space in the dungeon file.
Fixing this will require either changing the test suite to accept the altered text (it's not smart enough to recognize that only line breaking changed), or have two separate dungeon files and have make_dungeon_calc.py
generate different dungeon files. Personally, I'm inclined to do the latter.
Also, I guess, remove make_dungeon.py
and rename make_dungeon_calc.py
back to make_dungeon.py
.
An options menu allowing the user to configure the following would be nice:
Some messages are supposed to have special formatting, such as centered text. This is not yet properly supported.
Two issues in the line editor:
Frankly, I'm not sure what the heck could be causing this.
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