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Adventure Studio

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Support for the CX77/CMI08 would be great...

 

Is the interface compatible with Amiga mouse, ST mouse or Atari Trackball?

I'm asking because such mouse support is almost finished for the version 003.

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Is the interface compatible with Amiga mouse, ST mouse or Atari Trackball?

I'm asking because such mouse support is almost finished for the version 003.

 

Yes, the interface can emulate a ST mouse too. That helps - thank you!

 

The CX77 mode is very easy to support, needs tiny code and saves many CPU cycles.

If you may have performance problems while supporting other features this could be a solution.

(I think, updates like this in the

at 0:30 are nearly impossible with the ST mouse.)

 

Good job

Irgendwer

 

(Edit: And best of all: There is no interference when using the CMI08 and a joystick via Y-cable at the same time (that bugged me with the ST-mouse)).

Edited by Irgendwer

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The past few days I played arround with Adventure Studio,

Got it to rebuild, changed the example game and so far I'm very happy with this sofware and contemplating to create an adventure game with it,

But, at the same time the project seems to be inactive, is it still under development?

Thanks,

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This project looks good!

 

I wonder if it would be possible to include support for the PCIN. MIN, and other Super IRG graphics files that I have been using in my picture demos.

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The past few days I played arround with Adventure Studio,

Got it to rebuild, changed the example game and so far I'm very happy with this sofware and contemplating to create an adventure game with it,

But, at the same time the project seems to be inactive, is it still under development?

 

Then you are the first person except me to seriously try it :-)

The project was finished to a state where you could build a working game with it. Having no feedback I have not implemented any other features.

I will gladly help you with it - drop me a private message or - even better - write your questions here. The answers will be useful for the others :-)

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I wonder if it would be possible to include support for the PCIN. MIN, and other Super IRG graphics files that I have been using in my picture demos.

 

That wouldn't be a problem to add other graphics modes, but I think that flickering modes are not very good for static gaming. That is too tiring for your eyes, especially on PAL.

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Then you are the first person except me to seriously try it :-)

The project was finished to a state where you could build a working game with it. Having no feedback I have not implemented any other features.

I will gladly help you with it - drop me a private message or - even better - write your questions here. The answers will be useful for the others :-)

 

Thanks for the reply, happy to hear the project has not died :-)

My biggest feature wish at this time is to have the ability to save and restore the game state (especially the contents of the Inventory and current room)

Also, perhaps you could explain a bit about the memory limitations; The Atari ofcourse doesnt have so much memory space as a PC

so I wonder what is the maximum number of rooms and objects that can be defined (or how I should estimate).

Possibly, some light on memory management would make things clearer

Ofcourse, having sounds & animation would be great, but imho thats a nice to have feature, what it can do now will do just great for my needs,

Also, I am an experienced C programmer - just no experience what so ever on Atari 800 XL,

 

All the best,

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Thanks for the reply, happy to hear the project has not died :-)

My biggest feature wish at this time is to have the ability to save and restore the game state (especially the contents of the Inventory and current room)

Also, perhaps you could explain a bit about the memory limitations; The Atari ofcourse doesnt have so much memory space as a PC

so I wonder what is the maximum number of rooms and objects that can be defined (or how I should estimate).

Possibly, some light on memory management would make things clearer

Ofcourse, having sounds & animation would be great, but imho thats a nice to have feature, what it can do now will do just great for my needs,

Also, I am an experienced C programmer - just no experience what so ever on Atari 800 XL,

All the best,

 

Save/Restore feature shouldn't be hard to implement. A more important one and related to limited memory should be a common space among different executable parts.

Memory is very limited (about 3-4 screens with graphics and code) and spliting adventure into separate executables is a must. To estimate available memory you can add some large array in the code. The compiler should show you how much did you cross the limit.

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So far, things are going quite well - During the summer I studied your sources and learned a great deal more about the Atari (and the cc65 project)

Now, I'm getting more into the nitty graphic details and would like to convert some of my crude drawings into MIC and DLI files to be loaded into the engine,

The MIC file is rather easy to produce using the RastaConverter tool, but I am not sure how to proceed from there to get a DLI file

The RastaConvert tool does put out a PMG file and I can output palette files with Timanthes, but the dots don't connect

Do I have to generate assembler some how and compile it into a binary ?

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Adventure Studio framework does not support pictures created by RastaConverter. Right now it uses output from the older tool, Quantizator (MIC & COL) that can be imported and edited in Graph2Font program. gfx_slicer tool available in the framework is responsible for converting MIC & COL files to a form usable by the framework (COL file format is converted into compact DLI description).

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