So after completing my XB version of Oregon Trail, I decided to go a different direction entirely and, since I saw a thread from about four-and-a-half years ago regarding a Rogue-like game for the TI:
but never seeing a resulting game, I thought it would be a cool idea to run with.
I also saw a similar game on Jim Gerrie's TRS-80 MC-10 website, specifically here: http://jimgerrie.blo...-gods-port.html which is itself a port of a DarkBasic 20-line challenge, so I thought this looked promising and doable. The only issue I could think of was how slow it would run on a stock TI. That concern proved well-founded. I programmed it in Extended BASIC as it's so much easier to use than standard TI BASIC. The game absolutely crawls in Normal speed in Tursi's Classic99 and is playable but still sluggish in CPU Overdrive. Thus I compiled it using Harry Wilhelm's XB compiler, which presented its own challenge in additional manipulating of the code to get it compliant with the compiler's known requirements, plus a couple of other things that don't seem to compile properly even though they are supposed to, or don't work the same as in interpreted XB. The common thread for the things that didn't work right involved strings. Regardless, I came up with workarounds and am pretty satisfied with the end result.
So what I ended up with is a simple 8-level dungeon crawler using ASCII characters. I gave up on generating random mazes pretty early when it was taking 10 minutes in CPU Overdrive to get one level to 10% completion. So I "borrowed" the dungeon layouts from the "Doom" dungeon in Ultima III with very minor adjustments. The levels are 17x17 (15x15 explorable due to the border), each with static locations for gold, traps, potions, starting location, and exit, plus random placement of monsters, weapons and armor.
For those playing it, I will note that there is really no difference in any of the weapons or armor that you find. A rusty dagger will increase your weapon meter exactly the same as a magic claymore, the same as cloth gloves will increase your armor score as much as plate armor. The original was like this, so I didn't deviate from that, at least for this initial version of the game. I just wanted to make certain I could get something like this to work and was happy to find that I was able to. Also, the only plot is to get to level 8 and claim the Grail of the Gods. Goals can be to see how much (or little) gold you can get, how high a rank you can achieve by wiping out all of the monsters, or how low a rank you can achieve yet still reach the Grail.
Hope you enjoy playing it as much as I did programming it.
The attached ZIP file contains the compiled version of the program (GRAIL-C), the XB source that the compiler used (GRAILEB), and a txt file of the program listing with some explanations at the beginning of it.
Latest version available in this post: http://atariage.com/...d-xb/?p=3922022
Edited by majestyx, Fri Jan 5, 2018 12:07 PM.