# Create Your Own Adventure! - Final Version Released

114 replies to this topic

### #101 Nukey ShayOFFLINE

Nukey Shay

Sheik Yerbouti

• 21,707 posts
• Location:The land of Gorch

Posted Mon Apr 19, 2004 6:56 AM

You could edit the value used as the starting screen at \$F396. Just enter the number of whatever screen needs testing, and you'll be there on game start. Change \$F3A8 to \$01 if you want all the dragons dead so you won't have to deal with them during testing.

F395: A9,[b]11 LDA #\$11 ;Get the yellow castle room.
F397: 85,8A STA \$8A ;Make it the current room.
F399: 85,E2 STA \$E2 ;Make it the previous room.
F39B: A9,50 LDA #\$50 ;Get the X coordinate.
F39D: 85,8B STA \$8B ;Make it the current ball X coordinate.
F39F: 85,E3 STA \$E3 ;Make it the previous ball X coordinate.
F3A1: A9,20 LDA #\$20 ;Get the Y coordinate.
F3A3: 85,8C STA \$8C ;Make it the current ball Y coordinate.
F3A5: 85,E4 STA \$E4 ;Make it the previous ball Y coordinate.
F3A7: A9,00 LDA #\$00 ;0=first state
F3A9: 85,A8 STA \$A8 ;Set the red dragon's state to OK.
F3AB: 85,AD STA \$AD ;Set the yellow dragon's state to OK.
F3AD: 85,B2 STA \$B2 ;Set the green dragon's state to OK.
F3AF: 85,DF STA \$DF ;Set the note count to zero
F3B1: A9,90 LDA #\$90 ;null object number
F3B3: 85,9D STA \$9D ;Set no object being carried.

### #102 Atarius MaximusOFFLINE

Atarius Maximus

Stargunner

• Topic Starter
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• 10 PRINT CHR\$(205.5+RND(1));
• Location:St. Louis, Missouri USA

Posted Mon Apr 19, 2004 6:56 PM

You could edit the value used as the starting screen at \$F396.

Thank you very much for that tip! That will really help me.

The bugs mentioned by atwwong yesterday have been fixed in my newest version, however I'm not ready to release it yet. I'm going to wait until later this week for another release, I want to spend more time bug-checking this time, and I'd also like to add a little more polish to the look of the app. Hopefully, by the next release, this thing should be pretty rock solid.

### #103 atwwongOFFLINE

atwwong

Stargunner

• 1,169 posts
• Location:Vancouver

Posted Mon Apr 19, 2004 11:14 PM

I'm going to wait until later this week for another release, I want to spend more time bug-checking this time, and I'd also like to add a little more polish to the look of the app. Hopefully, by the next release, this thing should be pretty rock solid.

Sounds good to me! I await with anticipation...

Thanks again!

### #104 Atarius MaximusOFFLINE

Atarius Maximus

Stargunner

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• Location:St. Louis, Missouri USA

Posted Wed Apr 21, 2004 3:21 PM

The final release is ready! This version has been bug tested by myself over and over again, and I couldn't find any problems. Even with that said, I'm sure someone will find something wrong eventually. There were some minor bug fixes put into this release, but I primarily focused on some interface enhancements, all to give the application a more professional appearance and make it easier to use.

Here are some of the changes:

There is now a toolbar that you can use to access some of the most used functions of the application.

There is now a preferences menu to turn the toolbar and status bar on and off.

The editing colors on all of the windows have changed, many now match the color of the original adventure screen that you are editing. This causes problems with old save files, which is discussed below.

Some menu items have been slightly rearranged to make selection of items more intuitive.

The help file was given it's final update.

A new section in "help" allows you to read the original Adventure Instruction Manual, some history on the game, and shows pictures of the original game cartridge and box.

A consistent color theme was given to all the windows. I attempted to choose a color scheme that would be easy on the eyes.

New buttons with "!" on them were placed as informational buttons on windows that are non -standard in some way (asymmetric playfield, shared lines, etc). This replaces the text boxes that previously provided this info, which cluttered up the windows.

Because of the color changes, there is yet another compatibility issue with the save files from previous versions. I would recommend that you simply start over and discard your old saved maps, but there is a way to use them if you really need to. Here are the steps to re-using old save files:

1. Open CYOA and create a new set of save files in a new directory.
2. Copy and write over the new files with your old ones, with the exception of colors.dat. DO NOT REUSE COLORS.DAT, it will cause problems.
3. Load your save files. The maps will re-load fine, but with incorrect colors. The colors are important to how the application reads the playfield map. You will have to click on EACH square again, changing the color from the old orange color to the new color, whatever that may be. Any map that still uses orange as the editing color will not have to be updated.
4. After changing all of the map screens, save your files again.

I don't plan on making any further updates unless additional problems are reported. I'll post the executable only for now, the full setup package will be made avaialbe once I make arrangements with Albert to host it here on Atari Age (hopefully he'll let me! )

Have Fun!

### #105 Atarius MaximusOFFLINE

Atarius Maximus

Stargunner

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• Location:St. Louis, Missouri USA

Posted Wed Apr 21, 2004 3:56 PM

Albert was kind enough to host the setup package.

http://www.atariage....CYOA1.00.32.zip

Thanks Al!

### #106 atwwongOFFLINE

atwwong

Stargunner

• 1,169 posts
• Location:Vancouver

Posted Wed Apr 21, 2004 6:28 PM

Wow, that was fast! I can't wait to start my masterpiece :wink:

Thank you thank you thank you...

### #107 Greg ZumwaltOFFLINE

Greg Zumwalt

Chopper Commander

• 225 posts

Posted Wed Apr 21, 2004 11:51 PM

WOW! What a piece of work

I am very impressed.

Sorry it took so long, all the new resource changes broke my scripts.
All better now.
And so, here's the latest small build:

http://Welcome.to/Sn.../CYOA1small.zip

736 Kb

### #108 Atarius MaximusOFFLINE

Atarius Maximus

Stargunner

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• 10 PRINT CHR\$(205.5+RND(1));
• Location:St. Louis, Missouri USA

Posted Thu Apr 22, 2004 9:10 AM

WOW! What a piece of work

I am very impressed.

Thanks.

Thank you thank you thank you...

You're welcome.

Just for everyone's general information, here's how the save files match up with the maps & sprites in the application:

MAP1.DAT=Blue Maze Entry
MAP2.DAT=Center of Blue Maze
MAP3.DAT=Bottom of Blue Maze
MAP4.DAT=Blue Maze Left
MAP5.DAT=Top of Blue Maze
MAP6.DAT=Invisible Maze Entry
MAP7.DAT=Invisible Maze Bottom
MAP8.DAT=Invisible Maze Middle
MAP9.DAT=White Castle Maze Top Left
MAP10.DAT=White Castle Maze Top Right
MAP11.DAT=White Castle Maze Bottom Left
MAP12.DAT=White Castle Maze Entry
MAP13.DAT=Below Yellow Castle
MAP14.DAT=Black Castle Maze Bottom Left
MAP15.DAT=Black Castle Maze Entry
MAP16.DAT=Black Castle Maze Top Left
MAP17.DAT=Black Castle Maze Top Right
MAP18.DAT=Castles
MAP19.DAT=Left of Easter Egg Room
MAP20.DAT=Side Corridor Room
MAP21.DAT=Top Entry Room
MAP22.DAT=Two Exit Room
MAP23.DAT=Level Select Room
SPRITE1.DAT=Bat
SPRITE2.DAT=Bridge
SPRITE3.DAT=Chalice
SPRITE4.DAT=Dragon (Normal State)
SPRITE6.DAT=Dragon (Attacking)
SPRITE7.DAT=SwordandGate
COLORS.DAT=Colors & Room Visibility Options
OBJECTS.DAT=Object Placement Options

### #109 Atarius MaximusOFFLINE

Atarius Maximus

Stargunner

• Topic Starter
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• 10 PRINT CHR\$(205.5+RND(1));
• Location:St. Louis, Missouri USA

Posted Mon Apr 26, 2004 11:00 AM

I've decided to make the Source Code available. It was created wtih Visual Basic 6.0 Enterprise Edition, Service Pack 4.

I know this code is very inefficient. I don't program for a living, so I have an excuse. :wink: Just try to limit how much you make fun of it.

### #110 accousticguitarOFFLINE

accousticguitar

• 6,714 posts
• Sherlock made it to 15 before he left us.
• Location:Idaho

Posted Mon Dec 24, 2007 4:15 PM

I'm having trouble making this work on my computer. It says I am out of memory, but I now have 320 MB of RAM. Does it need more than that?

### #111 ravenxauOFFLINE

ravenxau

Star Raider

• 62 posts
• Location:australia

Posted Wed Jan 2, 2008 9:40 PM

Isn't there someting just delightfully so right and yet so wrong about writing a program that writes another program?

Programming Procreation anyone?

### #112 Tom_ExplodesOFFLINE

Tom_Explodes

Moonsweeper

• 419 posts
• Pooping in the hamper
• Location:Central NY

Posted Sun Jan 6, 2008 11:29 AM

Is there a copy of the original maze maps for this someplace? I just want to make a few edits without redrawing them from scratch, as I keep screwing it up. I'm fine with most of the rooms, but the actual mazes are not working out. If not, I'll make do, but it'd sure be convenient!

Dragonstomper

• 656 posts
• Location:Olathe Kansas

Posted Tue Sep 12, 2017 8:44 PM

Is there a way to edit the easter egg text ?   I am starting to make an adventure game of my own.

### #114 4ever2600OFFLINE

4ever2600

Dragonstomper

• 686 posts

Posted Thu Sep 14, 2017 3:41 PM

Yep. It's a sprite just like all the other items. When you look at the sources right in there. It's huge btw. I've never used this coya program but I've manipulated the code before.

### #115 accousticguitarOFFLINE

accousticguitar

• 6,714 posts
• Sherlock made it to 15 before he left us.
• Location:Idaho

Posted Thu Sep 14, 2017 3:58 PM

If you look for Missadventure in my signature you will find development tools for Adventure. The Advent8k.txt file can be modified and then assembled with DASM to make a new binary of Adventure that you can play in a Harmony cart or on the Stella emulator.

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