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Adventure Demo - 7800basic


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#1 Atarius Maximus OFFLINE  

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Posted Thu Jun 12, 2014 10:21 AM

I put this together in the last few days.  It is based on and builds on RevEng's adventurer sample.  You can walk around 255 different screens on the map, and there are currently only 15 unique screen definitions.  There is nothing to do in this demo but walk around.

 

There is also no collision detection so you can walk through walls.  If you stay with the openings the screens do connect properly.   I don't know how to do collision detection with the background and haven't tried yet.  I'm also sure there is a way to use the screenmap command in the main loop to change background colors during the game, right now I can only have three colors for the background.  Since I haven't figured out how to change it during the game, I'm including two samples.  The "green" sample shows what the first screen would look like with that color, it makes the rock sprites look like trees.  The code "adventurer4.bas" is the brown version.

 

You may be able to guess what game I based the sprites & background on. :)

Attached Thumbnails

  • sample_green.png
  • sample1.png
  • sample2.png
  • sample3.png

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#2 PacManPlus OFFLINE  

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Posted Thu Jun 12, 2014 1:25 PM

If I could like this 15 times I would. ;-)  

 

 

There's 'Adventure III' being built right there.  :thumbsup:


Edited by PacManPlus, Thu Jun 12, 2014 1:28 PM.


#3 Trebor OFFLINE  

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Posted Thu Jun 12, 2014 1:29 PM

Equipped with the Valkyrie Thyra's weaponry skills, the Wizard Merlin's magic, and the might of Thor the Warrior, the quick moving Elf is on his own epic adventure in....

 

Adventure III: Questor's Quest

 

:grin: 



#4 RevEng OFFLINE  

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Posted Thu Jun 12, 2014 1:30 PM

If I could like this 15 times I would. ;-)


There's 'Adventure III' being built right there. :thumbsup:


Totally agreed. I like where this demo is going. :)

Edited by RevEng, Thu Jun 12, 2014 1:30 PM.


#5 Gemintronic OFFLINE  

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Posted Thu Jun 12, 2014 1:54 PM

There is also no collision detection so you can walk through walls.  If you stay with the openings the screens do connect properly.   I don't know how to do collision detection with the background and haven't tried yet.

 

I wonder if there's a way to use the individual screen layout data as an array.  Sort of re-purpose it as a collision map.  0 values being OK to walk on.



#6 Atarius Maximus OFFLINE  

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Posted Thu Jun 12, 2014 2:05 PM

Thanks to all for the likes and the kind words.  I talked to RevEng via PM, he's going to give me some assistance with collision detection.

 

And yeah, loon, I think that's going to be how it's done.  Character locations will need to be mapped into a variable array for each room.



#7 Jinks ONLINE  

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Posted Thu Jun 12, 2014 5:05 PM

Niiice!!

#8 DracIsBack OFFLINE  

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Posted Thu Jun 12, 2014 6:05 PM

If I could like this 15 times I would. ;-)  

 

 

There's 'Adventure III' being built right there.  :thumbsup:

 

I'd like it 25 times if I could get a .bin file to play it on a real Atari 7800.



#9 MAC-42 OFFLINE  

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Posted Thu Jun 12, 2014 6:06 PM

Holy crap!  This is absolutely incredible!  Absolutely splendid work, and to think it's just the beginning (I hope)!



#10 Atarius Maximus OFFLINE  

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Posted Thu Jun 12, 2014 6:15 PM

 

I'd like it 25 times if I could get a .bin file to play it on a real Atari 7800.

 

Thanks.  I can post a bin tomorrow and with each new update moving forward.  It's saved on my computer at work and I'm home for the evening.



#11 Atarius Maximus OFFLINE  

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Posted Thu Jun 12, 2014 6:16 PM

Holy crap!  This is absolutely incredible!  Absolutely splendid work, and to think it's just the beginning (I hope)!

Thanks.  I'm not done yet. :)



#12 Kosmic Stardust OFFLINE  

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Posted Thu Jun 12, 2014 9:03 PM

Ledgend of Zzzzzzz...  :grin:

 

I like what I am seeing here. As for the background graphics, I like both the green and brown. Try to use them in different areas of the map. It will give the player the impression that there is different terrains to explore in different areas.



#13 Atarius Maximus OFFLINE  

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Posted Fri Jun 13, 2014 2:20 PM

This updated version has working collision detection, an updated map, and new water screens added.  The map was updated to an 8x16 grid for 128 screens.  You start in the top left corner.   There's still nothing to do in this demo but walk around the map.

 

Many thanks to RevEng for helping with collision detection.

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  • update1.png

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#14 RevEng OFFLINE  

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Posted Fri Jun 13, 2014 3:36 PM

 

I wonder if there's a way to use the individual screen layout data as an array.  Sort of re-purpose it as a collision map.  0 values being OK to walk on.

 

Yep, that's pretty much what the existing code does. Before moving the hero, two points in front of him are converted to character coordinates, and we look up the character at either point and see if it represents an obstacle.

 

We even added some logic to smoothly move the player past corners and jutting pieces. If one of the points we check is clear, and the other is an obstacle, we slide the player sideways toward the cleared point. This allows him to move around some tight spaces without forcing the player to carefully align him first.



#15 DracIsBack OFFLINE  

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Posted Fri Jun 13, 2014 6:09 PM

I am drooling. Just drooling



#16 Jinks ONLINE  

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Posted Fri Jun 13, 2014 6:37 PM

 
Yep, that's pretty much what the existing code does. Before moving the hero, two points in front of him are converted to character coordinates, and we look up the character at either point and see if it represents an obstacle.
 
We even added some logic to smoothly move the player past corners and jutting pieces. If one of the points we check is clear, and the other is an obstacle, we slide the player sideways toward the cleared point. This allows him to move around some tight spaces without forcing the player to carefully align him first.

Thats a grest feature. How many times was my last piece of heart is lost and I wound up dead due to an escape being hung up on a object. It looks better than zelda already!

Edited by Jinks, Fri Jun 13, 2014 6:38 PM.


#17 PacManPlus OFFLINE  

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Posted Fri Jun 13, 2014 7:17 PM

I AM LOVING THIS!

 

 

Bentley who?


Edited by PacManPlus, Fri Jun 13, 2014 7:18 PM.


#18 Jinks ONLINE  

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Posted Fri Jun 13, 2014 7:47 PM

I AM LOVING THIS!
 
 
Bentley who?


We will never forget all your contributions to 7800 gaming.

It is amazing to see these new developments in basic. Would you guys say a game can be made easier and faster than in assembly?

But yes it is amazing.

Atari 7800.. doing what nintendon't.

#19 Trebor OFFLINE  

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Posted Fri Jun 13, 2014 8:28 PM

 Atarius Maximus, highly impressive. This is not to take a thing a thing away from you, though I have to thank and express my appreciation to RevEng, as well as all other contributors that has led to the tools and documentation to make development on the 7800 so much more approachable.  

 

Blown away by the community here at AtariAge once again, and back to Maximus...Absolutely brilliant.  It looks great already.  Thank you for sharing it.



#20 Mitch OFFLINE  

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Posted Fri Jun 13, 2014 9:50 PM

I AM LOVING THIS!

 

 

Bentley who?

 

Maybe an old looking Bently will hand you your weapon at the start. :-D

 

Mitch



#21 Jinks ONLINE  

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Posted Fri Jun 13, 2014 10:16 PM

 
Maybe an old looking Bently will hand you your weapon at the start. :-D
 
Mitch


He will be in the weapons shop maybe?

#22 TrekMD OFFLINE  

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Posted Sat Jun 14, 2014 7:28 AM

This looks fantastic! 



#23 DracIsBack OFFLINE  

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Posted Sat Jun 14, 2014 9:23 AM

I'm going to have to see if I can learn even a few limited things with 7800 basic. This thread is so inspiring. 



#24 Gemintronic OFFLINE  

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Posted Sat Jun 14, 2014 9:34 AM

The added collision is very exciting me to me as this has been my greatest nemesis since I started programming.  One thing I noticed is that on some corners you can be forced into the next screen like so:

 

cornerpush.jpg



#25 Atarius Maximus OFFLINE  

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Posted Sat Jun 14, 2014 9:47 AM

The added collision is very exciting me to me as this has been my greatest nemesis since I started programming.  One thing I noticed is that on some corners you can be forced into the next screen like so:

 

attachicon.gifcornerpush.jpg

 

It's likely because the x/y values I have set to move to the next screen aren't set quite right.  Should be an easy fix.






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