Category: Gameboy Advance

Powder (Build 096) (GBA Game)

POWDER is a roguelike game, which is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning.

Changes:

Golden tridude is reflective as intended.
Soul suckers now have encyclopedia entry. (Richard Quirk)
I had forgotten to update the non-classic tilesets with some approximations of the new tiles. This has now been done.
Creatures blown into something that kills them will no longer cause a crash.
Fire elementals boiling water, falling in the resulting pit, and dying, will no longer crash.
New ring: polymorph control; along with the required intrinsic. If you have polycontrol, you can chose the form of any creature you have slain.
Creatures with polycontrol will try first to become their most evolved form. If they are already that, they’ll stay the same, unless they figure they are close enough to death a polymorph might be worth a shot.
Wand users that are almost dead may decide to zap themselves with polymorph in hopes of a better roll.
Mini icons are flipped when moved to the off-hand. Most notably, the bow will point away from the character in all cases. The handle for the off hand has also been made symmetrical to the main hand so a symmetrical mini-me will work as expected. This required a two pixel change to the mini-me icon. (Akoi Meexx)
Restarting the game would not delete any of the items in creature’s inventory, leaking memory. This was very apparent during stress tests causing the DS and GBA to quickly run out of memory and PC based systems to eventually run out of MOB ids.
Killing yourself with Acid Splash will no longer crash.
Creatures who revert to normal form after teleportitis, auto-searching, being blown by the wind, boiling water they stand on, will no longer crash.
Creatures reverting to their normal form from their own fireball will no longer crash.
When in look mode, clicking will scroll to that tile and give a brief description. Clicking the current tile will end look mode and give the long form description. (Richard Quirk)
Three more maps.

Thanks to cid2mizard / http://www.dev-fr.org for the news.

http://www.zincland.com/powder/index.php?pagename=release

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Powder (Release 095) (GBA Game)

POWDER is a roguelike game, which is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning.

Release notes:

While some maintainers may make a special Christmas Release that has neat features that provide joy and happiness to their players, the 094 Christmas Release had no interesting new features and a serious game crashing bug.

In penance, I have been running the stress test for a day now to hopefully avoid a similar embarassing release.

Now for the good news: ><0|V| has his chosen quest level created. This was no small feat as it also required numerous new tiles to support it. Note the presence of a new artpack with this release. As a bone to those of us that rarely get as deep as level 20, the weapon damage has been adjusted slightly. This is most noticeable with maces and clubs which will now be comparable to shortswords and longswords. Hopefully edged weapons won't be such a no-brainer any more.

Changes:

Your armour now longers glows $B1, but instead the correct colour.
Scrolls of remove curse and enchant weapon are no longer scrolls of crash the game. Not only are they fixed in particular, but the underlying problem has some sanity tests so errors like this in the future should just result in bad grammer.
Can now load bitmaps that are taller than necessary as custom tilesets. This ensures that we will have forward compatibility with larger tilesets of the future.
Maces and clubs are made slightly more powerful, giving them the same average damage as their corresponding edged weapons: shortswords and longswords.
Thrown knives to hit bonus raised slightly so they can be more equivalent to thrown daggers.
While spears are meant for throwing, for a two handed weapon to have the same attack as a one handed longsword is embarrassing. They have been slightly powered.
“..looks like your funeral” style messages now have “. ” after it.
Creatures casting force bolt will no longer target themselves.
Fix rare case where you could start the game standing on another creature.
When you are fetched by another creature, the map will scroll and FOV update immediately.
Correctly save RNG state when building monsters inside of rooms, this ensures if populateRoom is invoked early in the map building it doesn’t change the RNG seed for the rest of the map. This saves about 300 bytes per level for saved games for many map types.
Climbing back up the stairs after winning the game will not trigger the win message again. (Clare Boothby)
Changing levels will not display the new level as black if a long message requires your input prior to the full level change.
Description text is given for lava, water, acid pools so those who first encounter them can e’x’amine them before jumping in.
Unchanging prevents turning into a lich or ghast.
Creatures with unchanging will no longer be tamed by Bind Soul.
New level honouring ><0|V|. This is an optional level reached via a dimensional portal on level 20. If a creature teleported onto a trap that killed it, the game could crash. This has been fixed. If a creature is killed by zapping its own wand, there is no longer out of bound reads when determining if the wand should be ided. Stress test mode is accessible without needing a custom buld in a similar manner as Wizard mode.

Thanks to cid2mizard / http://www.dev-fr.org for the news.

http://www.zincland.com/powder/index.php?pagename=release

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Powder (Release 094) (GBA Game)

POWDER is a roguelike game, which is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning.

Changes:

Dequipping a non-equipped item no longer dequips the corresponding equipped itemslot.
Option menu has an option to disable the Action Bar to placate the churlish users out there.
If a creature misses themselves, it is no longer “Herself misses Wazerli the imp.” (Clare Boothby)
A massive refactoring of the message system has occured. In particular, I have abolished all of my stack buffers and the rotating ring of dynamic buffers in favour of dynamic memory allocation. This means I don’t have to worry about buffer overruns any more, and hopefully likewise won’t have stack overruns on the GBA anymore. No doubt in this process I’ve created more typos, however. Please report any weird text swiftly.
If you change dungeon levels while possessing a creature (like a Wizard’s Eye) and release control on the other dungeon level, you will now properly return to your previous dungeon level. (Mark Ehlke)
To aggressive refactoring made swords and clubs burn up in fire rather than just state-change. (Richard Quirk)
One new room type.

WARNING: In this release, scrolls of enchant weapon and remove curse will crash the game. So will random uncursing from gods. You are discouraged from playing this version.

http://www.zincland.com/powder/index.php?pagename=release

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Powder (Release 093) (GBA Game)

POWDER is a roguelike game. It is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning. It uses actual graphic tiles (16×16) rather than the traditional characters.

Changes:

* Further use of just-in-time buffers to keep the stack small when hit with a fireball. Hopefully this avoids the GBA blowing up when killed by a summoned imp’s fireball splash damage.
* [DS] The play screen is now on the bottom. This means the text history scrolls into the top screen that makes a bit more sense.
* [DS] The splashscreen is now centered on the DS display.
* Messages are properly reported again when dipping items into certain potions.
* You again receive a message saying what is revealed as a result of polymorphing an item.
* Attempting to eat a book no longer grants you the spells – you must succesfully eat the book.
* [DS] No longer weird a characters in history. (Richard Quirk, Peter Biocini)
* [DS] Removed debug messages from startup. (Richard Quirk)
* [DS] I had ctrl_isanyrawpressed backwards on the DS which meant that all the prompts would require your button to be DOWN before continuing rather than UP, thus creating accidental clicks later rather than preventing them.
* No longer spam about submerged objects getting wet when you load a game.
* “Al the large bat munch on a bat corpse.” will now properly conjugate the munch.
* [DS] You can now remap the [X] and [Y] keys from the default Verb List and Inventory commands. These commands are likewise now available for general mapping to any key. (Mark Ehlke, Peter Biocini)
* “atom’s of the victim’s” now properly “atoms of the victim’s” (David Damerell)
* Generally, dimension, pleasant, and reminiscent spelled properly in the encylopedia entries (Richard Quirk)
* Dumped the encyclopedia through a spell checker to reduce the low-hanging fruit for bug reporters.
* [DS], [SDL] On screen keyboard to enter name using stylus/mouse rather than having to use my insane input mechanism.
* [DS] [X] and [Y] work as [R] and [L] for doing text input to make it easier to chord on the DS.
* When a ring falls off your finger, there is a period to mark the end of the sentence. It also properly reports cases where it isn’t a finger that it falls off. (David Damerell)
* A successful leap attack could leave a “ghost” of yourself in the old tile which you would attack if you tried to move into.

http://www.zincland.com/powder/index.php?pagename=release

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