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  1. Hello, I recently came across a YouTube video named “Atari Jaguar Source Code Collection” where someone shows the content of a disc containing several source codes for Atari Jaguar games. One of the directories is titled “Rayman”, and I'm curious to know what's in there exactly. From what I've understood, this disc and its content are kept away from the public, so I'm not asking to get a copy of the disc; but I'm only curious about the file listing of the “Rayman” directory, and eventually the files sizes. I've been working on and off on the reverse engineering of Rayman 1 for MS-DOS for the past years, so I'm curious to know if an actual copy of the game's source code exists around somewhere in the wild. Best regards to you all!
  2. I promise this is the last of my Z-Machine threads. The two others are: https://forums.atariage.com/topic/353724-the-incomplete-works-of-infocom-inc/ https://forums.atariage.com/topic/354888-infocoms-z-machine-atr-generator/ So, without further ado, here's the source to the interpreter: https://github.com/jindroush/atari-inform-interpreter And, please, don't be mean to old man who haven't written in 6502 assembly for more than 20 years (and does not have any Atari hardware anymore!) 😇
  3. My friend Peter has released the source code to Nightraiders game for the Atari 800 computers that he wrote in the 1980's. I had to convert the assembly format to work with the ATASM and MADS assemblers, it took awhile. We added a few more comments to the original since we were a lot younger back then (18 for Peter and 22 for me) and didn't bother with comments. Link to code is here: styck/NightraidersAtari: Nightraiders atari computer game (github.com) , if you have trouble building let me know on the GitHub discussions. We will add instructions on creating the maps with a font editor later. I'm working on converting the C64 game ChopperHunt conversion I did when in college and that will be in the same github as Nightraiders. ChatGPT has been helpful in the conversion process so hopefully this one will be done quicker.
  4. Hello together, Today is a very special day, because a long, long search and work around the world with many users is now over with a final good end after decades. The community now has the lost to be believe, final OSS supercart of the highest developed BASIC for the Atari, the OSS BASIC XE in version 4.2 (compare with yours) and this time with the source code together! We are very happy about that, because now, just the source code of TurboBasic XL is missing (we are working on that, too), so we can make a final BASIC for the Atari, let's call it: Ultimate BASIC, else Final BASIC? Further, we can interbreed with other source codes, for example ACTION! for an enhanced editor (scrolling) or the EXTEND command from the source code of BASIC XE to get used of the additional RAM with now up to 4 MB! All this is now possible and to your feet. Further, please take into account the source code for the Atari Calculator, wich is now in PD, too for the floating point routines plus the ones from Altirra BASIC and BASIC++. All links to the software can be found here: https://atariwiki.org/wiki/Wiki.jsp?page=Basic%20XE https://archive.org/details/ColleenCalculator https://archive.org/details/ColleenFloatingPointRoutines http://www.virtualdub.org/altirra.html http://www.xl-project.com/downloads.html Enjoy and have fun. :-))) This service was brought to you by Kevin, a good soul (who would like to stay anonymously), JAC!, Tomasz 'KrOtki' Krasuski, a still unknown donator of the hex codes, which enabled us to restore the code, the files and later from that, finally, the cart itself. For those of you, who may ask about the unknown donator: in the very last picture of the microfilm there was a slide with the following sentence: After digitizing, destroy everything send to you and there will be more! I did exactly as ordered, and guess what, we can continue in part 2! Not kidding. Check back in here again. :-) The BIN-file just run in Altirra with OSS '043M' ; who can create a '034M'-version? :-) Basic_XE_v4.2_(1986-02-09)(OSS)(US).bin BASIC_XE_4.2-1_master_with_DOS_2.0D.atr BASIC_XE_4.2-2_slave_with_DOS_2.0D.atr BASIC_XE_4.2-3_fp_with_DOS_2.5.atr
  5. Unless bugs are identified this will be the final release of Heist. This release fixes a number of small bugs and implements a few additional features such as Bezerk style directional shooting (selectable via the Left Difficulty Switch). This release also makes (3) lives standard. Single life games are still selectable as games 4-6. I hope you enjoy. - Tim Gameplay Capture the money while avoiding the police and laser defenses. Once the money is in your possession a door will open. You still need to make it out of the bank to clear the level. All of this must be done before time runs out. Some levels are easier than others and the time is adjusted accordingly. Note that the police will not notice you until you are in their general proximity or you have taken the money. Once you capture the money all police become aware of your presence and they move with an increased sense of urgency (i.e., faster). There is a total of 20 levels using 10 playfields. Each playfield is displayed twice. The second time through you are given less time and the police move faster. If you complete all twenty levels you will flip the game and have the chance to play through them again. This time, however, the police will move faster and you will be limited to (4) bullets. Controls Movement: Use the left joystick to move left, right, up, down and on diagonals. Pause: Set the COLOR/BW switch to BW to pause the game. The playfield walls will turn lite gray and the player will face left to indicate that the game is paused. Set the switch back to COLOR to continue gameplay. Shooting: Behavior dependent upon position of Left Difficulty Switch. In either mode, the bullet travels in the direction that the player is presently moving. Mode A (Left Difficulty Switch A): If player is standing still then the bullet moves in the direction that the player last moved. This is similar to the behavior implemented in Berzerk released by Stern Electronics, Inc. in 1982. Mode B (Left Difficulty Switch B): If player is standing still then the bullet moves horizontally to the left when the player is facing left. Similarly, the bullet moves horizontally to the right when player is facing right. Game Variants Use Game Select switch while on Title Screen to cycle through game variants Game 1 – (3) Lives, Limited Time, Limited Bullets (Normal Game) Game 2 – (3) Lives, Unlimited Time, Unlimited Bullets Game 3 – (3) Lives, Unlimited Time, No Bullets Game 4 – Single Life, Limited Time, Limited Bullets Game 5 – Single Life, Unlimited Time, Unlimited Bullets Game 6 – Single Life, Unlimited Time, No Bullets Scoring $1000 for each money bag stolen. On games where you have more than one life you will lose the money if you are caught/die before clearing the level by making it through the exit door. Hints It may help your overall strategy to get the police to chase you. You can get their attention by moving close to them. This works even if you are protected behind a wall. Level Timers (Games 1 & 4) Level Time 1 30 seconds 2 24 seconds 3 30 seconds 4 24 seconds 5 20 seconds 6 16 seconds 7 28 seconds 8 24 seconds 9 14 seconds 10 12 seconds 11 20 seconds 12 16 seconds 13 20 seconds 14 16 seconds 15 36 seconds 16 32 seconds 17 20 seconds 18 16 seconds 19 24 seconds 20 20 seconds HEIST.bin HEIST Game Manual.pdf HEIST.bas I'm including the source code as it may help someone. I'm sure there are plenty of areas where the code could have been written better. Sometimes the 'hack' is actually a means of doing something without using additional variables. Other times what looks like a hack is truly a hack. It can be a little intimidating showing how the sausage is made... and there is no claim that anything performed by the code is the best way to do it.
  6. Hi together, After years of investigations following every possible trace and paying government fees in a 3 digits amount, AtariWiki can disclose, that we finally found the author of TURBO-BASIC XL, Frank Ostrowski. Sadly, he has left us in 2011 at age 50 due to a severe disease. What a loss. He belonged to the so called: „irreplaceables“ and will be widely missed, not only by his family. As we know from Galaxy Quest, we never surrender and we never give up. Therefore, I found his brother, his sister, his colleagues and so on, but none of them has the listing nor the diskettes with the source code of his marvelous program. So, we have to accept, that his source code is lost in time, like tears in rain. But it gets even more worse. The enhanced version from Thorsten Karwoth is lost too, because of a water damage in Thorsten's home, which destroyed all listings and diskettes. That is a very sad status, but there is still hope. If someone out there in the galaxy can rebuild the source code out of this marvelous program from the original object code, like Lorenz did with Star Raiders: https://atariwiki.org/wiki/Wiki.jsp?page=Star%20Raiders%20source%20code%20by%20Lorenz%20Wiest , we can rebuild it, we have the capability to build the world’s best Basic for Atari ever, faster, stronger, better. We call the six million dollar Basic just simple Ultimate Basic. With all the source codes now in PD: https://atariwiki.org/wiki/Wiki.jsp?page=Articles#section-Articles-ProgrammingLanguages it should be possible. Any help or assistance in this is very welcome at any time. With this, I would like to say thank you all, who helped us, especially the donators for the fees, who would prefer to stay in the dark. Everything we could preserve from TURBO-BASIC XL can be found here: https://atariwiki.org/wiki/Wiki.jsp?page=TURBO-BASIC%20XL Frank, wherever you are, you really did a man's job, so outstanding and far ahead of your time. Germany is deep in your debt and so is the worldwide Atari community. We will never forgot your work and your contribution to the world. You belong to those, who are not replaceable and will never be forgotten. May god bless you, wherever you maybe are now. All the best.
  7. Hi together! First of all, we will give Charles W. Marslett a Zotta (10^24) thank you for all his work he has done and another one for giving us the source code of his work into PD. Charles, from all 5 continents from all Atari users: Thank you so much!!! After a long search and loop verfication with Charles, we now can offer you: FAST FLOATING POINT source code for the ATARI, Revision F The first publication was made in 1981, improved and adapted to more and more Atari computers over the years. With Charles's work it was possible for the first time officially to make reliable calculations! All this up to 3.5 times faster than the original Atari rom for the floating point routines from $D800 to $DFFF. Another great advantage: all addresses for the floating point routines are the same as in the original Atari one! With the now final version F, sorry to say, all Atari OSs need to be vaccinated... Luckily, this can be done in just one shot by replacing the specific OS rom. Please take into account, Charles did this in 1981, while: https://en.wikipedia.org/wiki/IEEE_754 is from 1985 on... This shows how far ahead of time Charles was and still is! For the gamers this could be a nice increase in calculation speed, like: https://en.wikipedia.org/wiki/Fast_inverse_square_root in the game Doom later. For serious calculations, this is a no miss under all circumstances. We further would like to thank Robert "Bob" Puff for translating the original AMAC source code from Charles to the MAC/65 and drac030 for finding the very last byte to be changed. A big thank you goes to the University of Michigan for hosting the file: faschips.arc Have fun and warm up the EPROM bruners... All the best.
  8. Hi together! Another source code is added: https://atariwiki.org/wiki/Wiki.jsp?page=Atari%20DOS%202.5%20Source%20Code Prove:
  9. Just wondering - the technology used for Adventure was simple enough that just about any 8-bit home computer or newer should be capable of emulating it. I'm wondering if anyone has done it in BASIC (maybe compiled, or with some minor ML routines, or using some BASIC expansion library, for more speed etc.) ? It would be cool to have such a code base to work with, making it easy to modify and create custom adventures...
  10. I'm new to programming so I was wondering if anyone had the source code for TI-99/4a games written in BASIC?
  11. Hi together! Mike Silva, author of Synapse SynCalc has given the program and the source code into public domain. https://atariwiki.org/wiki/Wiki.jsp?page=Synapse%20SynCalc SynCalc from Synapse and programmed by Mike Silva is the(!) spreadsheet for the Atari 8 bit. No program of that kind reaches the performance SynCalc does. Mr. Silva, the Atari community is forever in your debt! Thank you so much, we really appreciate your help. You are now in the hall of fame: Because the source code listing as well as the disk files are lost, it would be cool, if someone out there is in the possession of that, if you can share it with the community. Many thanks in advance. :-) Call for help to the community: a) If you have a bug-list of the 1983 version, please let us know. Your help is very much appreciated in this case. b) 1985 version (SynCalc 128K): This version uses extended RAM. The goal should be, to create an atr-image for all Ataris (Classic, XL, XE) free of bugs and just limited to the installed RAM. Further, to get rid of the 90 KB data storage limit. c) If you have the source code or listing of SynCalc, well, you will be in the hall of, too. That is for sure. d) Up to now, we do not have an atr-image which runs correct. There are already some RAM-problems, please see the url above. On AtariWiki, there are the raw-files of the latest diskette version. Once in RAM, the master disk is no more needed. Maybe someone out there can make a RAM-shot and compare why? JAC! aready did a great investigating job so far, please see his findings in the url above. Would be cool to have an outstanding 'Excel'-version... Kevin, again, ultra-thanks for helping in this case again. Without your work, the community would be much poorer...
  12. In another topic I mentioned having source for SORGAN II. Today I again "found" the platter with what DBT source I have and will use this topic to post it, including partial/full source to Sorgan, Desktop Publisher, Disk Master, and TI Planner. Before I upload each collection I will look through the files to make sure there isn't anything that should not be published and/or does not belong. Here's SORGAN II to start the ball rolling. SORGAN II source.zip
  13. Hi!, As promised, here is my own disassembly of TurboBasic XL v1.5 (the original published one). Assembling with MADS should generate the same binary as the original (byte for byte), if not, it is a bug and should be fixed. Many labels are still in the original "LXXXX" form, but should be self explanatory from the assembly source, all labels for statement and function execution are of the form "X_", all labels for the syntax tables are "LS*", the corresponding syntax codes are "_S*". Where it made sense, I used the labels from AtariBasic sources, but probably better names and more consistency for many labels is needed, as I only worked in this sporadically over a long time. Hope it's useful to interested people EDITED: Current version of the disassembled sources is at https://github.com/dmsc/turbo-dis turbo-mads.asm
  14. Hi! I've recently 'discovered' the Coleco ADAM and I've found a fascinating machine I'm now trying to collect as much technical info as I can, but I cannot find anywhere the source code files (I understand that binaries are the ones used by MESS) of the ROMs of the various 6801 processor used by the ADAM. I've found the PDF with the same code, but having source files would be very handy. I've already searched the forum, but the link to the archive with these files (http://drushel.cwru.edu/6801/6801_src.zip) does not work. Can anyone send it to me in a PM, or give a working link? Thanks in advance for any help.
  15. I added an in-progress Z80 disassembly of Gorf to BallyAlley.com. You can download it here: http://www.ballyalley.com/ml/ml_source/ml_source.html#GorfArcadeDisassembly Here are some additional details about the game: Gorf, is a fixed space shooter arcade game with five different screens. Jay Fenton designed and programmed Gorf for DNA (Dave Nutting Associates). It was published by Midway in 1981. Like Wizard of War, The Adventures of Robby Roto! (and others), Gorf uses what has been dubbed the "astrocade chipset". In 2018, Jamie Fenton (formally Jay Fenton) donated documentation and hardware items to the Computer History Museum in Mountain View, CA. This included Gorf source code and other documentation related to the game. Gorf was not written in machine language, it was written in a Forth-like language called TERSE (Terse Efficient Recursive Stack Engine) that was developed at DNA. After the TERSE source code for Gorf became available, David Turner, an avid fan of the game, began to use the game's source code to disassemble Gorf and comment it. Details of his work, as well as his in-progress Z80 disassembly for Gorf is in this archive. In Dave's notes, he refers to TERSE and Gorf related documents which are available at the BitSavers archive, here: http://bitsavers.org/pdf/nuttingAssoc/ In July of 2017, I reviewed the Gorf arcade game: It's great that the recent archiving of the TERSE source code for Gorf is already bearing fruit. Adam
  16. Hello together, Today is a very special day, because a long, long search and work around the world with many users is now over with a final good end after decades. The community now has the lost to be believe, final OSS supercart of the highest developed macro assembler for the Atari, the OSS MAC/65, MAC XL and MAC XE in various versions and this time with the source code together! Did I mention the additional commands like PHX, PHY and so on? We are very happy about that, because now, we can make a final macro assembler for the Atari, let's call it: Ultimate MAC/65? Further, we can interbreed with other source codes, for example ACTION! for an enhanced editor (scrolling) or the EXTEND command from the source code of BASIC XE to get used of the additional RAM with now up to 4 MB! All this is now possible and to your feet. All links to the software can be found here: https://atariwiki.org/wiki/Wiki.jsp?page=Mac65 Enjoy and have fun. :-))) This service was brought to you by Kevin, a good soul (who would like to stay anonymously), JAC!, Tomasz 'KrOtki' Krasuski, a still unknown donator of the hex codes, which enabled us to restore the code, the files and later from that, finally, the cart itself. For those of you, who may ask about the unknown donator: in the very last picture of the microfilm there was a slide with the following sentence: After digitizing, destroy everything send to you and there will be more! I did exactly as ordered, and guess what, we can continue in part 3! Not kidding. Check back in here again. :-) Call for help, up to now, we have some problems with assembling, just 4 errors are remaining: Who can help us to get them lost? The BIN-files just run in Altirra with OSS '043M' ; who can create a '034M'-version? :-) MAC_XE_v3.4i_(1986-02-11)(Lawrow,_Stephen)(US).bin MAC-65_v3.6_(1988-01-07)(Lawrow,_Stephen)(US).bin
  17. Hello, I am keen to understand the inner workings of the game Crossfire for the Atari 8-bit computer. I find it to be a great game. I'm then going to try to port it slowly to all the other 8-bit computers, to learn how to program each old 80s micro. As a starting point, unlikely I know, does anyone have the original source code for the game Crossfire? If not, what would be the best software to disassemble this game? Thanks in advance, Nick
  18. To share more on the progress, this is the current output of the tool I am working on: http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_A.html http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_B.html http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_C.html The content in these files is the original commented source code for TI-99/4A System Rom, created by the TI developers. Basically an assembler source code file is read in by TIcode99 and parsed to generate a new assembler source code file. These html files are something I wanted to do for a long time already, they include rich syntax highlighting, which is only possible because the tool actually understands and categorizes the content in the code. The tooltips (hover with the mouse on certain elements) show you detailed information about the opcode, about the symbols and their resolving, the operand type,... The symbols can be clicked on to jump to the location where they are defined. However with the enhanced tooltips you hardly need to jump for and back just to read the definition of the symbol. All this is done automatically and can be done for any Tms9900 source code file. When I change the render options to always render numbers in hexadecimal format, it generates these instead: http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_A%20-%20Hexadecimal.html http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_B%20-%20Hexadecimal.html http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_C%20-%20Hexadecimal.html When I change the render options to always render numbers in decimal format, it generates these instead: http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_A%20-%20Decimal.html http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_B%20-%20Decimal.html http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_C%20-%20Decimal.html Here are the original source files for reference: http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_A.a99 http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_B.a99 http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_C.a99 See also the formerly used thread where people helped me get this far: http://atariage.com/forums/topic/274552-lots-of-assembler-questions/
  19. A post was recently made to the Commodore 8-bit forum regarding the game Icebox Plus. It's a slightly different take on Pengo with even easier controls (Joystick only in game). Nonetheless, it is a lot of fun including a nicely managed difficulty ramp. Reason for posting to this forum is the author has made available the entire 6502 assembly language source code for that port which I thought may be of interest to someone.
  20. One more thing... Charles W. Marslett has released the source code for MyDOS: https://atariwiki.org/wiki/Wiki.jsp?page=MyDOS Charles, for all your contributions, Giga-thanks from the community! You will stay in our hearts forever! :) :)
  21. Hello together, Today is a very special day, because a long, long search and work around the world with many users is now over with a final good end after decades. The community now has a never seen before Integer BASIC from OSS and this time with the source code together! We are very happy about that, because now, just the source code of TurboBasic XL is missing (we are working on that, too), so we can make a final BASIC for the Atari, let's call it: Ultimate BASIC, else Final BASIC? Further, we can interbreed with other source codes, for example ACTION! for an enhanced editor (scrolling) or the EXTEND command from the source code of BASIC XE to get used of the additional RAM with now up to 4 MB! All this is now possible and to your feet. Further, please take into account the source code for the Atari Calculator, wich is now in PD, too for the floating point routines plus the ones from Altirra BASIC and BASIC++. All links to the software can be found here: https://atariwiki.org/wiki/Wiki.jsp?page=OSS%20Integer%20Basic https://atariwiki.org/wiki/Wiki.jsp?page=ACTION%20source%20code https://atariwiki.org/wiki/Wiki.jsp?page=Basic%20XE https://archive.org/details/ColleenCalculator https://archive.org/details/ColleenFloatingPointRoutines http://www.virtualdub.org/altirra.html http://www.xl-project.com/downloads.html Enjoy and have fun. :-))) This service was brought to you by Kevin, a good soul (who would like to stay anonymously), JAC!, Tomasz 'KrOtki' Krasuski, a still unknown donator of the hex codes, which enabled us to restore the code, the files and later from that, finally, the cart itself. For those of you, who may ask about the unknown donator: in the very last picture of the microfilm there was a slide with the following sentence: After digitizing, destroy everything send to you and there will be more! I did exactly as ordered, and now we are waiting for more… Call for help: who can create a cart out of the source code? Thank you very much in advance. :-) Integer_BASIC_1.00_with_DOS_2.5_MD.atr int-basic-master-03oct86.atr int-basic-slave-03oct86.atr
  22. Hi together! Again, the 'Atari strike force' did a major hit: https://atariwiki.org/wiki/Wiki.jsp?page=WSFN Therefore, we greatly thank Harry B. Stewart for given the program and the source code into PD, we thank Kevin Savetz for doing that job, contacting Harry and interviewing him, we thank Atari_Ace for typing in the source code, verify it and making a rom and a cart image of it and last, but not least, Allan Bushman for preserving the APX version of Extended WSFN including the manual. Wow, what a time. It proves again, how much can be done, if we all work together! :-))) So, as of 2017, just the APX cas version is missing to make it complete. Any hints about it are very welcome at any time. A giant leap further for the 100 % digitizing project. :-)))
  23. Hi together! Yesterday was historic, after > 31 years a dream came true, we now have the Turbo-Basic XL - Source Code online in PD with permission from the Ostrowski family. :-))) https://atariwiki.org/wiki/Wiki.jsp?page=TURBO-BASIC%20XL What a time! :-) So, now just 4 are missing here: https://atariwiki.org/wiki/Wiki.jsp?page=Articles#section-Articles-SourceCode - Atari Assembler Editor - Atari Macro Assembler and Program Text Editor (AMAC) - OSS EASMD - OSS Basic A+ to complete the OSS vision, which all started with the Atari Basic Source Book. :-) Any help of any kind, even any hint for this goal is very welcome at any time. With this I would like to say thank you to the community for all the help you gave the AtariWiki. It is you, who made Atari great and who keep Atari great. Thank you all.
  24. For those unaware, Warren Robinett has been beavering away on a book about his masterpiece for the Atari 2600, the game simply titled Adventure. According to his website the e-book should be released this year. Last September I sent him an e-mail to have my name placed on the mailing list for the eventual announcement of the book's completion, and I couldn't resist adding some "fan mail" stuff to the message. Mr. Robinett was kind enough to send me a reply, some of which I will now share as I (and hopefully many other Adventure fans) eagerly await his first-hand account of the genesis of one of the most popular video games ever made. I hope these excerpts will serve as a sort of preview of the book (or perhaps a mini-interview). I gather he is putting the book together on the side as he stays busy with professional engineering work, so patience with the process has been my way of looking at it. ************************ EBM: "Dear Mr. Robinett, I anxiously await your e-book The Annotated Adventure. I like your idea of having the C and assembly versions run parallel on the pages, for comparison's sake. Most important to me is your commentary: I have enjoyed your various writings and lectures concerning the game and I'm eager to learn more. One of my favorite aspects of the game is the translational symmetry of two rooms in the grey dungeon (including the dot room), contrasted with the reflectional symmetry of the majority of rooms in the kingdom. An interesting choice... I wonder if there was a reason behind it. I also enjoy exploring the way the rooms align for all the non-player objects as they travel unhindered by walls. It is fun to discover how these paths devolve into loops, and to map these paths using different methods: graphical, symbolic, numerical, etc. Starting in any given room, and determining which rooms lie along a path of travel in one compass direction, reveals many interesting aspects of the kingdom's layout. As of course you are aware of, some paths of travel are revealed to go from screen to screen in a "circular" pattern i.e. 01-02-03-01-02-03, whereas other paths follow an initially linear pattern that falls into a subordinate "circular" pattern i.e. 01-02-03-04-05-03-04-05. Some paths are lengthy, while others (originating in the gold castle room and the number room [game select screen]) are abbreviated greatly. What I am most eager to learn from you and your e-book is how you made decisions regarding the manner in which the rooms communicate in an architectural sense (ignoring the walls, of course). Some of the reasoning seems easy for me to suss out, but some of it eludes me. Limiting access to the castle rooms is sensible for gameplay reasons. The horizontal loop of the main hallway directly south of the gold castle seems intuitive. Many areas of the kingdom constitute somewhat self-contained realms like this, lending a sense of place to a potentially bewildering layout. But there are some long routes, like moving south from the black castle through the blue labyrinth which ultimately results in a small "circular" route that doesn't revisit most of the screens that preceded it. Was every path like these strategically planned, or are there any "accidental" results that follow from other layout decisions in a natural way?" WR: "One thing I can tell you is that you have analyzed this topic more deeply than I did when making the game. I did make the castle gates the only way in and out of the castle interior regions. And I did try to make regions like the Blue Maze mostly link to themselves (but there had to be at least 2 exits from the Blue Maze, since it stood between the Yellow Castle and the Black Castle). Beyond that, every room had to have 4 links that went somewhere, because a Dragon or the Bat was going to sooner or later cross every edge of every room. If there was an apparent problem, I fixed it. But beyond the foregoing stuff, the precise topology of the game world just sort of evolved, as I added new regions during development. Regarding the 2 rooms that did not have reflectional symmetry in the Catacombs (dark maze) inside the Black Castle, I had an attribute bit in my room-list data structure that controlled which Playfield symmetry was used. I had never used anything but reflectional symmetry up to the point I added this attribute bit to the data structure. I didn't really need the one you call "translational symmetry". But the Atari VCS platform didn't give you much to work with. I was trying everything I could think of to make the game more interesting. It was really quite pitifully boring in its earliest stages. So I added the alternate symmetry in a dark maze so that it would not be instantly obvious that I had the broken the symmetry — it would slowly dawn on the player that those two rooms were different. So my reason was not all that deep. I was just grabbing some low-hanging fruit to add just another little piece of variety to the game." ************************ I believe the forthcoming book has been discussed elsewhere in the forums, but I am writing this to remind everyone about the book and to encourage those who are interested to sign up to Mr. Robinett's mailing list and confirm interest in the project. As I said, it's not like it can be rushed (nor would I want it to be) but making it known that interest is there will no doubt help the work see the light of day in good time.
  25. If anyone is interested in doing a conversion of this new, original 5200 game for the 8-bit computers, the author has provided the source code and his blessing. Thread here: Ratcatcher 5200
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