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Sacred Will

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About Sacred Will

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    Combat Commando
  • Birthday 03/05/1969

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    Step aside Butch
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    Chandler, AZ
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  1. Thanks Nukey!!! You are AWESOME!!! It's so cool to see my idea working just the way i envisioned. You were right, your way is definitely better than the way i was thinking. I tested it every way imaginable and it's perfect. Just need to do a few more things and I will upload the final version soon. Your help with this is very much appreciated
  2. Hey Nukey Shay, can you show me how to put together a "state table"?
  3. I actually like this idea here even though there is the possibility of someone making the mistake of joining the other two pieces separately. That's just something i'd have to put in the instructions; to make sure not to do that or you will not be able to win the game. I have 6 different pieces: Each of the four 1/4 pieces is an individual object (I want them to look different) then the 1/2 piece, then the 3/4 piece = 6 The completed piece is actually a key that uses a different bitmap than the other keys. What I was thinking was at the start of the game, the 1/2 piece, the 3/4 piece and the completed piece would be assigned to an invalid room (inaccessible) and when you collide a 1/4 piece with another 1/4 piece they would both be replaced (exchanged) with the 1/2 piece. Collide another 1/4 piece with the 1/2 piece and they will be replaced (exchanged) with the 3/4 piece etc. Just wish I could figure out the code to make it work. I decided I'm still going to use the Surround in a secret room when I make some changes. Check out the three rooms just below the Yellow Castle. beyond.bin Beyond.asm
  4. This is what I'm using with the pieces added: ;object variables... SurroundR = $B1 ;(3 bytes) DotR = $B4 ;(3 bytes) ;all dragons must be consecutive RDragonR = $B7 ;(5 bytes) YDragonR = $BC ;(5 bytes) GDragonR = $C1 ;(5 bytes) MagnetR = $C6 ;(3 bytes) SwordR = $C9 ;(3 bytes) ChaliseR = $CC ;(3 bytes) BridgeR = $CF ;(3 bytes) ;all keys must be consecutive YKeyR = $D2 ;(3 bytes) WKeyR = $D5 ;(3 bytes) BKeyR = $D8 ;(3 bytes) RKeyR = $DB ;(3 bytes) AKeyR = $DE ;(3 bytes) ;Amulet Pieces Piece1R = $E1 ;(3 bytes) Piece2R = $E4 ;(3 bytes) Piece3R = $E7 ;(3 bytes) Piece4R = $EA ;(3 bytes) Piece5R = $ED ;(3 bytes) Piece6R = $F0 ;(3 bytes) ;all gates must be consecutive YGateR = $F3 WGateR = $F4 BGateR = $F5 RGateR = $F6 AGateR = $F7 ;------------------------------------------------------------------------------------ ;Ram locations E5-FA free (F9/FA -might- be used by the stack if JSR's nested further) ;------------------------------------------------------------------------------------
  5. Thanks Nukey, I somewhat understand what you're saying but i'd have a hell of a time trying to write the code for this. I'm such a noob.
  6. Hi all, I recently posted something in Atari 2600 Hacks. I was hoping to get some help with an Adventure hack I'm working on. I'm a noob so i'm having a hell of a time trying to figure out this code. Going through the forums for the past couple months and a few tutorials here, I have learned quite a bit but I still have a long way to go. Any help would be greatly appreciated, or if you're just an Adventure fan check out what I have done so far. Let me know what you think. http://atariage.com/forums/topic/227598-need-help-with-my-adventure-hack/
  7. I was wondering if there are any programmers out there that can help me with the program code for some new custom objects that I have added to my Adventure hack I call "Adventure Beyond". I have what I think is a pretty cool idea but I have no clue about programming code. My hack is almost done except for this one idea. I have already successfully added dozens of rooms and mazes, a new Red Castle and something I call the "Forbidden Fortress". I used "Adventure Builder" and Nukey Shay's 8k Adventure source code and some tutorials he did a few years back. The thing I am working on is called "The Amulet" The object is supposed to start out in four pieces that are scattered throughout the kingdom and you have to find the pieces one by one and gradually piece them together until you have the completed Amulet. I already have the completed Amulet working in the game. It is basically a key for opening the "Forbidden Fortress" where the Chalise is being held. I already created and placed the individual pieces of the Amulet in the game including the 1/2 Amulet and the 3/4 Amulet. They are objects that can be picked up and moved around but they have no function yet because I don't know how to do the code. (I'm a noob) The only thing left to complete my hack is the program code for the Amulet Pieces, and then when that is ready, I will place the objects in specific locations for games 1 and 2. Any help would be greatly appreciated and anyone is more than welcome to use any of my ideas. In the attached file called "Amulet" I describe what I want the objects to do. (In the attached bin file I have placed the Amulet pieces and the completed Amulet in the three rooms just below the Yellow Castle) (I added two new Realms to the game. You get to the 2nd Realm by using the Bridge in the room below the right corridor to the right of the catacombs.) These are some changes that I have made so far: Two new realms with several new mazes, A new Red Castle with a huge 9 room maze, The Forbidden Fortress with another huge maze where the Chalise is being held (You need the Amulet to get in), The Amulet Changed the look of the dragons, Changed the Chalise, Changed the Sword, Changed the look of the Castles, Got rid of the invisible surround, Just changed those mazes to black so you can see the whole room now, Oh... and I deleted the Bat (Sorry... don't be mad ) There are a few other things but you can figure that out if you check out the game. beyond.bin Beyond.asm
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