Brogue is a single-player strategy game set in the halls of a mysterious and randomly-generated dungeon. The objective is simple enough -- retrieve the fabled Amulet of Yendor from the 26th level -- but the dungeon is riddled with danger. Horrifying creatures and devious, trap-ridden terrain await. Yet it is also riddled with weapons, potions, and artifacts of forgotten power. Survival demands strength and cunning in equal measure as you descend, making the most of what the dungeon gives you. You will make sacrifices, narrow escapes, and maybe even some friends along the way -- but will you be one of the lucky few to return alive? https://github.com/capsterx-switch/BrogueCE/releases/tag/v1.9.2-r2 I've never played this game, so I mapped the keys as best as I could. If people who play this find a better key mapping let me know and I can update the defaults. Right trigger should control mouse, right stick click is left click. touch screen also acts as mouse, as for the rest of the keys, they are configurable. I can probably map the l-stick to movement but have not done so yet. put a file on sdmc:/switch/brogue/switch_keys Here are the default ones: A = ENTER B = ESC X = CTRL-I DUP = UP DRIGHT = RIGHT DDOWN = DOWN DLEFT = LEFT R = CTRL-Z L = CTRL-Z
i love you but damn these controls need some work, A really needs to be enter for example... Can you upload an example key config so we can edit? thanks!
Yea, it's not a game I've ever played, so I did what I could. Here is the default config https://github.com/capsterx-switch/BrogueCE/blob/master/bin/switch_keys and look at this post https://gbatemp.net/threads/exult.577254/#post-9265300 for more info on the format.
Cheers lads, i've unmapped everything and decided to map as I go. At the moment, this is working for me quite well: Code: MINUS = PLUS = A = ENTER B = ESC Y = X = CTRL-I L-X = ZL - X = ZR - X = R - X = L - PLUS = ZL - PLUS = L - A = DUP = UP DRIGHT = RIGHT DDOWN = DOWN DLEFT = LEFT ZL - DUP = ZL - DDOWN = R = CTRL-Z L = CTRL-Z ZL - MINUS =
The mapping system loads either one, it does not combine them, so this mapping is: A = ENTER B = ESC X = CTRL-I DUP = UP DRIGHT = RIGHT DDOWN = DOWN DLEFT = LEFT R = CTRL-Z L = CTRL-Z If this works I can set this as the default (all the lines without a mapping are just ignored)
That looks pretty good, i'm sure it can be refined a little more but anything not here can be used via the touchscreen. I made it 7 floors down before dying on a playthrough last night so it seems pretty good! Any thoughts on a Vita/3DS or even a PS3 port? Thanks for all the hard work!
I understand the Vita and 3DS have great debugging platforms for the PC, and if you haven't cfw'd the PS3 yet i'd very much recommend it! I do have all 3 of these hardware platforms so I'm happy to test bits out.
It looks like it uses sdl, so it may be possible. I have a few other projects going on, so I may have time at some point. — Posts automatically merged - Please don't double post! — I think it would be a challenge for things I dont have. However the sdl gamepad -> keyboard mapping should be valid for any platform.
DCSS is a very popular roguelike, you're doing gods work getting ascii roguelikes on to handhelds as it's not something that is often done.
I've been playing this a lot, totally love it. Thank you for the updates. I might try and take on porting to vita myself if I can sit down for 2 secs!
For a game that can run on a text console, this is a beast, it requires a database and I cannot get sqlite3 or Berkleydb to work (and the ndbm glibc version also doesnt work), and if I manage to do that I still have to deal with the opengl calls. *sigh*. I may have been defeated on this one.