Monopoly

Chickendude's remake of the famous Monopoly board game
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chickendude

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Monopoly

Post31 October 2011, 16:36

Does anyone know how i could download any of my Monopoly backups on the old Revsoft forums?
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Monopoly.7z
Source code, Nov. 27, 2011
(1.72 MiB) Downloaded 1117 times
Monopoly.7z
Source code, Nov. 19, 2011
(1.7 MiB) Downloaded 1083 times
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NanoWar

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Re: Monopoly

Post31 October 2011, 22:27

archive.org does not host downloadable files :(
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chickendude

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Re: Monopoly

Post31 October 2011, 23:42

Yeah, i already spent about a half hour trying to pull it off archive.org :/ Really, it's not a huge loss as i was planning on rewriting it all trying to organize it better, but the sprites were drawn by someone else (Calvin, i think?) and were so very beautiful!
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Madskillz

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Re: Monopoly

Post03 November 2011, 04:46

I had made some sprites along time ago...I might even have a file laying around here somewhere. I'll check this weekend for them.
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chickendude

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Re: Monopoly

Post05 November 2011, 19:11

Cool, that'd be awesome, thanks! If not, i can re-draw the map from the screenshots i posted as sprites have never been my forte.
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Madskillz

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Re: Monopoly

Post06 November 2011, 17:03

I didn't find any Monopoly stuff sorry, but I did find a version of that tilemapper you were working on.

EDIT:
Well what I said isn't exactly true I just found what must be an old version of a Greyscale titlescreen. It needs to be touched up a bit, but its pretty good. I'll keep digging, maybe I'll find some pieces or something.
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chickendude

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Re: Monopoly

Post06 November 2011, 19:37

So...
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monopoly.gif
Monopoly?!
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NanoWar

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Re: Monopoly

Post07 November 2011, 00:02

Very cool. Will this be turn based multiplayer or with AI?
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chickendude

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Re: Monopoly

Post07 November 2011, 01:18

Thanks, it's definitely nowhere near neither Wizards nor Legends, that's for sure!

Right now i can't promise anything, ideally it'd have both, though honestly i think an AI is more important than multiplayer support (who here actually knows anyone else with a calculator to play it with? I don't even have a calculator anymore!). Multiplayer support would be really easy to add in, though. Basically, i used the mapper from my tilemapper project on the old site and organized it a lot better. Now, every interaction is handled at the tile level. For example, when you reach a corner, the tile tells the player to change direction, it's no longer hard-coded like in the old version. You can also move the camera freely to see what's on the rest of the board by holding Alpha (and moving with the arrow keys). Each property is now 16x16 which makes the map easier to handle (though admittedly it isn't as pretty) and has it's own "brush" so i can program in actions (such as the change player direction at the corners). I suppose it could be used to make pretty much any similar board game without too much modification, just drawing the new map and programming in the tile actions...

Unfortunately i probably won't have as much time next week, so who knows if this version'll have the same fate as my first Monopoly attempt. So... i can't say for sure whether or not it's actually a project, i just felt like programming something today :) If there is progress, i might see about entering zContest, right now i think there's only two asm entries (both by Contra), so a little competition might be fun.
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Madskillz

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Re: Monopoly

Post07 November 2011, 06:15

Looks awesome, sounds like this version is planned out better than old one. I can draw up some pieces for you. Looks like they're 16x16 as well. I think the old ones I had were 8x8 or something and yeah still no luck on those.
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chickendude

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Re: Monopoly

Post07 November 2011, 08:47

Yeah, the old game was really messy. If you feel up to the task, i'd be really happy about some pieces :) The old ones were indeed much smaller because the old mad had thinner properties and some weird dimensions (maybe 8x12? I don't remember anymore).
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Buckeye Dude

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Re: Monopoly

Post07 November 2011, 18:59

Heres the old version I have. You can pull at least the sprites from it at least, maybe some code if you need.
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monopoly.zip
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chickendude

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Re: Monopoly

Post08 November 2011, 10:29

Wow, thanks! Let's see if i'd added in the rent data...

Re: Monopoly

Post08 November 2011, 18:12

Hum, it seems you've recover some piece of your code... :)

Cool :)
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chickendude

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Re: Monopoly

Post08 November 2011, 23:17

Well, not exactly the source code, but at least it can be disassembled if i feel like extracting some sprites or other odd things :)
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chickendude

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Re: Monopoly

Post13 November 2011, 19:33

A small update:
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NanoWar

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Re: Monopoly

Post13 November 2011, 21:29

You show us buggy screen shots?? Haha looks good. Like Monopoly! :D
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chickendude

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Re: Monopoly

Post13 November 2011, 21:40

Ah, yeah, i posted it over at yAronet and forgot to mention here that my sprite routine doesn't handle offscreen sprites yet ;)
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chickendude

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Re: Monopoly

Post19 November 2011, 14:28

Image Properties, text boxes, and GO!
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NanoWar

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Re: Monopoly

Post19 November 2011, 19:02

Looks good. Is that a custom font integrated in your program or a system font?
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chickendude

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Re: Monopoly

Post19 November 2011, 22:33

It's my own custom font (hopefully you haven't paid attention to the s's, they are incredibly ugly), my tilemapper routine doesn't use the gbuf so i can't really use TI's text routines unless i feel like writing another fastcopy routine. Also, it's basically molded around the individual letters, so each sprite holds 2-4 letters/symbols (i think i've got like... 33 5x8 sprites) and doesn't conform at all to ASCII values, so i had to write a small converter to convert my texts. If you've got any suggestions to improve the font, i'd be glad to hear them :) The whole text system needs a revamping anyway. I also created the chance routine, which turned out to be a lot more fun than i'd thought, at least until it came time to write up/convert all the texts. I was trying to think of a simple way to shuffle the cards and came up with this:
Code: Select all
setUpChance:
    ld hl,chanceDeck+16
    ld b,16
    ld (hl),b               ;set up the chance deck, default values
    dec hl                  ; from top (chanceDeck+16) to bottom (chanceDeck+1)
    djnz $-2
    ld (hl),b               ;store the last value (chanceDeck)
    push hl                 ;hl=chanceDeck
    pop ix                  ;ix=chanceDeck
    dec hl
    ld b,16                 ;we have 16 cards, so shuffle all 16
sUC_shuffle:
    push bc
    push hl                 ;every iteration hl should start off at chanceDeck-1
    ld b,(255/17)+1         ;random number between 1-17
    call randomNumber       ;return random number in b
    ld b,0                  ;reset upper byte of bc
    add hl,bc               ;bc = the random number, so swap the
    ld b,(hl)               ; current card (ix) with another random
    ld c,(ix)               ; card (hl)
    ld (hl),c
    ld (ix),b
    inc ix                  ;go to the next card in the list
    pop hl
    pop bc                  ;our loop counter
    djnz sUC_shuffle
    ret
I have a table of addresses pointing to the Chance text cards stored within the program and used saferam4 (wherever that is, thanks ion include file!) to store another table (chanceDeck) which is used as the actual deck and is a bit easier to work with than 2-byte values.

I suppose you could run through it a couple times to shuffle it better, but it's not really worth it for chance cards :P I guess you've got your own shuffle routine for Wizards, too :) The community chest routine will be pretty much the same thing, just with different tables. I haven't programmed any of the actions yet, though, as the player currently doesn't have any money.
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NanoWar

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Re: Monopoly

Post19 November 2011, 23:13

chickendude wrote:(hopefully you haven't paid attention to the s's, they are incredibly ugly)

I definitely did! The font looks more like 5x4, sometimes 5x5 though. I uploaded my font pack for you. Pick what you like :) .

chickendude wrote:I guess you've got your own shuffle routine for Wizards, too

Yeah I got the idea from kv83 back then... and we used this one: http://en.wikipedia.org/wiki/Fisher%E2% ... es_shuffle.

chickendude wrote:the player currently doesn't have any money

Whoa no money in Monopoly??? Hehe
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font-pack-1.zip
Font Pack 1
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chickendude

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Re: Monopoly

Post20 November 2011, 00:07

The letters range from (Y*X, i always forget which goes first) 5x2 to 5x5, they are put together to form a full 8 bits. Thus the 5x5 sprites are squished in with the 5x3 sprites forming one 5x8 sprite, the same with the 5x4 sprites, 5x2, etc. So in the 32 or so sprites I have, there are i think 66 letters, numbers (i used the same sprite for O and 0), and symbols.

Thanks for the font pack, though i think there isn't much i can do with such a small font. I changed it back to the TI's version, which is also really ugly, but i must admit it does look better than my zigzag.

EDIT: Yep, it's the same 's' as in your font pack. I'm gonna try to make the text routine a little more flexible (fitting multiple strings in one text box, scrolling longer texts, etc.)

monopoly.gif
the new s
monopoly.gif (1.57 KiB) Viewed 62232 times


UPDATE: So now i can draw more than one string at a time (see screenshot):
Code: Select all
landProperty:
    call drawTextTop
    push hl
        ld hl,textLandedOn ;"you have landed on"
        call drawText
    pop hl
    ld a,(hl)
    inc hl
    ld h,(hl)
    ld l,a
    call drawText
    call drawTextBottom
    ret
It's not as pretty as before (just "ld hl,(hl)" / call drawText), but it works. Also got around to clipping the sprites, which was ridiculously easy as my gbuf has an extra row/column ;) I'm currently drawing up how i want to store the player information and plan to add another character to the board which'll be the first ever multiplayer version of my Monopoly game! I've also separated the word-counting routine thinking i could potentially use it to center the "Chance" text and whatever other texts i feel like.
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monopoly.gif
multi-string textbox
monopoly.gif (3.35 KiB) Viewed 62228 times
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NanoWar

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Re: Monopoly

Post20 November 2011, 14:13

I dont like the "a, g, h, k, v, V, Y". Look at the word "each" it's really bad :P . But the text box is shiny! Cool cool.
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chickendude

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Re: Monopoly

Post20 November 2011, 18:06

I've changed the 'h', and i think i might make it so that 'g', 'j', 'p', 'q', & 'y' are drawn with their tails one pixel lower than the other letters. That might help a little. Thanks for the feedback! I was looking at some of the texts yesterday (in particular, "each") and thinking that it looks really awkward. Some of the letters i really like though (for example, the e :P). The lowercase v, i'm not sure what i can do to make it look better, it's an awkward size :/

UPDATE: Here's the new text for passing GO:
monopoly.gif
monopoly.gif (1.58 KiB) Viewed 62221 times

You can see that the p's are drawn one pixel lower (the other letters i mentioned above are too). Also, i changed the 'h', the 's', and i think that's it.
And to compare with the old screenshot, here's that same card (i went around the board about 50 times before it popped up, too lazy to force it :P)
monopoly.gif
monopoly.gif (1.75 KiB) Viewed 62221 times
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