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Opry99er

Atariventure (game collaboration?)

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I want to port Atari's "Adventure." We don't have to keep it 100% accurate, and by that I mean we can improve if we want to... graphically, etc. Anyway, I took a screenshot off the internet and did it up in XB... Here are the two pix

 

adventureatari.jpg

 

Above is the original Atari screenshot

 

 

 

atariventureti.jpg

 

This is the XB mockup

 

If anyone wants to help port it, I'd be willing to do all the graphics. There's about 40 or 50 screens in this game. =)

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The 2600 source code for adventure is on the minidig which contains sources mainly taken from the stella mailing list :-

 

http://www.qotile.net/minidig/

 

All you need now is a 6502 to TI assembly language converter application ;). Atari are actively protecting Adventure. Search the 2600 forum for more information.

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Y'know... I've had this burning in my head for quite a while now... I don't think XB will really work for this game since staying on path / checking would be very difficult or slow in XB... I think if that Basic cartridge maker ever shows up, this would be quick work for sure!

 

But, you've at least shown how much colors suck on the TI :)

 

-H

Edited by unhuman

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Well--- an assembly routine to draw the screens is easy. No matter what we did, the screens could draw faster. Anyway, this game is protected?

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I could have used light yellow, but the gray is too light---and the contrast wasn't good

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Anyway, this game is protected?

Atari recently asked a fan remake of the game (on the PC) to change the look and feel of it. To me that says they are still protecting their copyright and assets.

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Atari recently asked a fan remake of the game (on the PC) to change the look and feel of it.

 

One could do that by changing the original's giant ducks into proper dragons. ;)

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Hahaha!!! Well, we'll call it "Atariventure99." that should be enough to keep anyone from getting pissed off. :)

 

Oh yea.... And change the ducks to dragons....

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Ah, it's just as well, since I would have had to sue them for using Reboot in the title. I already did that with my own RPG remake, which by American law gives me complete and perpetual ownership of the word. :P

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Damn, I was going to call my LoBR game "Helm of Wooldridge Reboot". :)

Edited by Opry99er

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You know since your game has come out, I've made some cool

changes to the storyline. In LoBR, you will have to locate and win one special quest item per level--- except for the Forest World, which is essentially a beginners level. The shield of Wooldridge, the Grieves of Wooldridge, the Gauntlet of Wooldridge, and finally the Sword of Wooldridge. Each of these must be obtained by killing one of the 4 high level enemies--- 1 per world. The high level enemies will have their own music---different from the music that will play during standard level battles. :)

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That sounds like a blast, man! I love the idea of custom themes for each of the bosses, too. Combining that with the unique environment of each world will really give the player the feel for wandering through a wild and diverse landscape. :thumbsup:

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That's what I'm hoping for... I want it to feel like a big massive universe--- while it'll probably stay under 100k for the whole game in XB, and if I do this in assembly, we're talkin' less than half that more than likely. :). But these are all guesses. 4-5k per world in graphics--5 worlds, and then the game routines and music. In XB, it'll be pretty damn big... In assembly, nowhere near as bad

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Hahaha!!! That's my old band "Spirit Wheel," a Native American fusion trio. We played Pow-wows and ceremonies. That song is called "Three Journeys." I'm part Cheyenne on my mother's side, and the flute player is full blooded Mescalero Apache. Haven't seen him in a couple of years. =)

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Always loved this one. Atari 2600 was my first machine. I had 32 cartridges before selling/swapping bundled as early as1982. A 1:1 conversion should fit in 8K without Memory Expansion. Yep, Strawberry will definately and eventually do it relatively easy.

 

:cool:

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I can't wait to see Strawberry in action!! But for now, I could go

ahead and draw up all the screens in XB or Magellan and have them ready for import. :). BTW, whoever said "colors suck" on the TI, look at the black and gray screen! Ours is better. :)

Edited by Opry99er

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But for now, I could go ahead and draw up all the screens in XB or Magellan and have them ready for import. :)

BTW, whoever said "colors suck" on the TI, look at the black and gray screen! Ours is better. :)

Commented disassembly are available, and the screens are already there as data statements. The video mirror and repeat effects are used, so each screen are only a few bytes. The data could be kept as is, though the Atari has 40 columns whereas the TI only has 32 (apart from monochrome text mode, but we want colors and sprites), so the bigger "matrix" has to be adjusted (unless we adapt a 20 column solution, which I experimented with in an old demo (apparently needs a fix for Classic99)).

 

Here's all the glorious map/screens ...

http://www.atariage.com/2600/archives/strategy_adventuremap.html

 

Anyways, before you draw/map all the screens, maybe you should consider designing new levels or updating the graphics, sprites and animation ? I'd love to see new levels with the original design, maybe with some new items thrown in.

 

The TI has only 16 colors, and the Atari has 256, so ...

 

:cool:

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256 colors?!? How in the hell??

Well, don't you have Air Sea Battle ? If you don't start the game, or when a game is over, it will cycle a lot of colors.

 

Here's a color test (found it on wikimedia)

 

Atari2600_PAL_palette_color_test_chart.png

 

:cool:

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