… archived for posterity 🙂
Please note that 0.0.7E0 is from 2003 and at least the order of some monster tiles have changed.
WARNING: The link leads to the 128×128 tileset, which is about 23 megs.
And yes, I’m currently working with John to bring it to 0.0.7E7F3, the current Slash’EM release.
I recently started to backport the NetHack iPad codebase to the iPhone with the Slash’EM 0.0.7E7F3 core. The result is Slash’EM 1.0-b2 which is available as beta right now (signup required since some not so public information like device IDs have to be passed around). It’s not a continuation of the Slash’EM beta but a fresh codebase.
The new UI is, like the iPad version, based on my iHack framework. It is inventory centric, letting you access most actions directly from the inventory view, offers context specific actions on a tap on your char (like untrap if traps are adjacent) and offers some shortcuts (e.g. the E-word is always just 2 taps away, no typing whatsoever required).
So all in all I still hope to meet my original timeline for iPhone Slash’EM 🙂
There’s nothing more satisfying (ok, at least not that much) to leisurely do on a Sunday than release some nice piece of software, and here it is:
NetHack 3.4.3 native Mac OS X (10.6) Port (Latest .dmg)
Some weeks ago Bryce Cogswell contacted me about that neglected project of mine, nethack-cocoa, offering his help. It was in a very sorry state (I think had given up in the middle of getting it to draw) So I refreshed it to the current iHack base framework (which I had been creating for the Slash’EM iphone beta and refining for the NetHack ipad port) and handed it over, bare naked as it was. The result now has version 0.2 and you can download and play it.
It’s currently 32-bit only, iHack currrently relies on pointers that size.