First things first. Go easy on me. I'm not really a forums poster. This is somewhat new to me.

I don’t know what the interest level is or whether I'll succeed or not, but here’s what I’ve been up to for the past week in my spare time:

I have the 1980s era Rogue game (see https://github.com/Davidslv) compiled and running on a TI 84+ CE with a very stripped-down Unix "curses" implementation I wrote. It uses an 8x8 font to yield a 40x30 screen display.

I am only displaying 80x24 at a time centered with the top 2 and bottom 2 lines reserved for the static 80 column status text areas. It wraps at the 40th column, but it’s one of the tradeoffs I had to make for something written for an 80-column display.

So far you can navigate the maze, fight monsters, and descend levels. Inventory is not working yet because it needs dynamic curses and mallocs to pull that off. I’m working on that now.
I'm concerned about RAM use, but pushing forward.

Some things may not be able to be implemented such as save games.

Last but not least I need to say I am just hacking my way through this as opposed to really studying the code to understand what’s really under the hood and what I have ahead of me. I may be driving straight into a brick wall, but I guess that’s half the fun.

I'll keep this post updated if people express interest.

Here's a screenshot of the current build:
This is really cool! I'm not sure how the rogue save game system works... This is really impressive and the 84+CE has a pretty good keyboard for roguelikes.
How much RAM does it take currently, and how big is a save file on a computer? there's some trickery you might be able to do to eke out a bit more RAM while saving... but I think that inventory is more important.
I think I'll be OK. The map file currently shows 40K statically used and I think the allocations for the curses stuff will be less than 10K total. The other dynamic stuff are the things that are randomly generated as drops that you pick up and put in your pack/equip.

The save file on a computer is 68K. That may prove to be challenging.
Have you seen CalcRogue? I've previously thought idly about a CE port and it might be somewhat easier to port than original Rogue given it's both newer and designed for portability to calculators (though it was written only to target the 68k models).
That's certainly a good start 🙂

And yup, CalcRogue is potentially a good source of inspiration. The static gettext implementation it contains is part of the tailoring to calculators' constraints, while keeping a standard input format for one of the pieces. Thanks for the pointer - I failed to find sgt on my drive when I looked for it several weeks ago for Worms89, but it clicked in my mind when I saw CalcRogue.
CalcRogue is definitely an interesting project.

My interest in this project is that hopefully I can bring back the Unix Rogue retro game experience.
I have posted a beta release of my project at https://github.com/dsteffen/rogueti84pce

Edit 02/02/2026: Just a quick edit to stir up some interest so I get some feedback. I got some feedback from Qrkadem that the keyboard repeat was a bit slow so I sped that up. It may be a little too fast now, but it does help the gameplay move forward more quickly.

Edit 02/09/2026: I've been busy and it's been a week so I thought I would give this post a bump so it get's some air time and hopefully some much needed attention. Hopefully all of it good! 🙂

I've implemented save and restore games per the way the original game handled them and the game is quite playable now. The only thing left to do is saving and displaying the high scores so you can brag to your friends and colleagues.

Happy dungeon crawling...
It's in the archives: https://www.cemetech.net/downloads/files/2844/x3772
😛
This looks awesome!
  
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