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Everything posted by jjsonique
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This looks fantastic, vdub_bobby! I can't wait til this comes out! I've started making a game with bBasic, and was already plotting cumbersome ways to try to get around the 2 sprite limitation (mainly looping through changes to player0 and player1's sprite and location with different calls to drawscreen), but with the kernel you're working on I think I could forgoe those memory-consuming kludges.
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How Adventure handles dragon, bat movement/behavior?
jjsonique replied to jjsonique's topic in Atari 2600 Programming
Fun stuff! I have experienced the "object wrap around" bug and have wound up carrying a key that is half a screen horizontally away from me and seen some of those other things as well but never knew the (buggy) reasons for them. More stuff to play around with. I'm still amazed at how much Warren Robinett managed to push into this game (were/are there any other 2600 games that keep continuous track of offscreen entity behavior to the extent that Adventure does?). I'm going to have to try locking that poor yellow dragon with the yellow key sometime soon, as well as some bat-training. -
How Adventure handles dragon, bat movement/behavior?
jjsonique replied to jjsonique's topic in Atari 2600 Programming
Excellent -- the mysteries of Adventure have been unravelled before me. Thanks again! -
How Adventure handles dragon, bat movement/behavior?
jjsonique replied to jjsonique's topic in Atari 2600 Programming
Very interesting and informative, Nukey Shay! Thank you! Just a handful of additional questions: When it's tracking the dragon/bat's position, I assume it's tracking 3 variables for each: room #, X and Y - is that correct? And if so, does it handle registering movement (unseen by the player) to a new room by checking if the dragon/bat's X or Y or is above or below a certain value, and changing the room number variable if appropriate? And lastly: since a dragon starts out moving down-right, am I correct in assuming that it continues moving in that direction until it enters a room that contains either or liked or disliked object? ( I like the fact the dragons are actually trying to guard the player & it's only when the get up close that they realize how tasty the player is. ) -
Hello all, I was wondering if someone could describe, not in assembly terms but just in general logic flow, how Adventure handles the movement of the dragons and the bat throughout the entire "map"? For instance, does it constantly keep track of each dragon's whereabouts, tracking their movement from room to room even when unseen by the player, or does it only keep track of their offscreen location when they're guarding an object, and otherwise has them randomly "enter" the player's current room periodically? I tried to glean this from the comments made on the disassembled adventure code ( http://www.io.com/~nickb/atari/doc/adventur.txt ), but couldn't quite get it. The game seemingly does keep track of the bat's whereabouts constantly -- if you are eaten by a dragon, and then the bat picks up that dragon while you're still in the dragon's stomach, you get a nice tour of the bat's path as it flies from room to room. But I'm wondering if the bat's path is random, and if the procedure's the same for the dragons, etc. Thanks for any info, JJ
