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Atariventure (game collaboration?)


Opry99er

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A character is wasted on this but the dragon looks pretty good. Maybe for a title or credits screen.

REM COLORSET DECLARATIONS

100 DATA 2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,13,1,13,1

REM CHARACTER DATA

500 DATA 128,"00C0C063FF9CF587",129,"00E0D3FFE0FFDC80",130,"66C34321F158F487",131,"8080C0602090E8FC"
510 DATA 132,"9B1519393224657B",133,"C40912A44C780C06",134,"6F4FC2C2858F81FF",135,"83C73BC07F1D0300"
520 DATA 136,"0B04020100000000",137,"0103677128281412",138,"061C7CEEAE4A4B9B",139,"00000001070D3B72"
530 DATA 140,"2A4C9C2870B0A0C0",141,"00380F070F1F1F37",142,"00008044FC00FC70"

REM MAP DATA

REM MAP #1
REM MAP #1 WIDTH, HEIGHT, SCREEN COLOR
900 DATA 32,24,12
REM MAP #1 DATA
910 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
920 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
930 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
940 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
950 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
960 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
970 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
980 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
990 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1000 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1010 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1020 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1030 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1040 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1050 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,139,138,32
1060 DATA 141,142,32,127,127,32,32,32,32,32,32,32,32,32,32,32
1070 DATA 32,32,32,32,32,32,32,32,32,32,32,32,137,133,132,128
1080 DATA 140,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1090 DATA 32,32,32,32,32,32,32,32,32,32,32,32,136,135,134,130
1100 DATA 131,32,32,32,127,32,32,32,32,32,32,32,32,32,32,32
1110 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1120 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1130 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1140 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1150 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1160 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1170 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1180 DATA 32,32,32,127,32,32,32,32,32,32,32,32,32,32,32,32
1190 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1200 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1210 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1220 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1230 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1240 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1250 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1260 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1270 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1280 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1290 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1300 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1310 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1320 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1330 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1340 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1350 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1360 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1370 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1380 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32

REM LOAD COLORSET

1390 RESTORE 100::FOR C=1 TO 14::READ CF,CB::CALL COLOR(C,CF,CB)::NEXT C

REM LOAD CHARACTERS

1400 RESTORE 500::FOR C=1 TO 15::READ CN,CC$::CALL CHAR(CN,CC$)::NEXT C

REM DRAW MAP(S)

1410 CALL CLEAR
1420 RESTORE 900
1430 READ W,H,SC::CALL SCREEN(SC)::CALL CLEAR
1440 FOR Y=1 TO H
1450 FOR X=1 TO W
1460 READ CP::CALL VCHAR(Y,X,CP)
1470 NEXT X
1480 NEXT Y
1490 CALL KEY(0,K,S)::IF S=0 THEN 1490
1500 END

Edited by JamesD
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Hi everyone

 

I've been reading this forum since December, and been wanting to jump in. This Adventure Dragon contest is too good to pass up, so here I am. :-)

 

Here are a few possibilites I made. If shifting the 2 16x16's is OK (like the one example), then that other dragon doesn't have to look so akward.

post-25314-127387669685_thumb.gif

 

Also, a mockup of a screen. I wasn't being too careful with the tiles on the castle, but they could probably be reduced. The little square guy is just a joke. ;-)

post-25314-127387670568_thumb.gif

 

My 2 cents: If the game was going to be as close to the original as possible, it should be done in XB (with some Assem assisting). But since it's going to be a remix, it should be done in Assem.

 

Having said that, I can only contribute graphics or ideas, because I am only (slightly) familiar with XB.

 

--Rich

Are you sure you didn't draw the dragon in Disney's Sleeping Beauty?

That looks awesome.

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well, one would think you'd test these things :P

 

Eh, that's what users are for. ;) I do incremental tests, but I will do more rigorous tests before the official release. This one just surprised me because I was pretty sure Owen and others had used the XB output successfully before.

 

Codex, do you work for zynga by any chance?

<you'd have to play one of their games to understand>

 

Almost sent them a resume once, actually. But I don't think my coding is quite bad enough. (Seriously though, I prefer to work on my own projects game-wise. Doing it for a living would likely kill the fun in it.)

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The new XB export from Magellan... and it seems to work fine!

REM COLORSET DECLARATIONS

100 DATA 13,2,1,14,2,1

REM CHARACTER DATA

500 DATA 128,"00C0C063FF9CF587",129,"00E0D3FFE0FFDC80",130,"66C34321F158F487",131,"8080C0602090E8FC"
510 DATA 132,"9B1519393224657B",133,"C40912A44C780C06",134,"6F4FC2C2858F81FF",135,"83C73BC07F1D0300"
520 DATA 136,"0B04020100000000",137,"0103677128281412",138,"061C7CEEAE4A4B9B",139,"00000001070D3B72"
530 DATA 140,"2A4C9C2870B0A0C0",141,"00380F070F1F1F37",142,"00008044FC00FC70"

REM MAP DATA

REM MAP #1
REM MAP #1 WIDTH, HEIGHT, SCREEN COLOR
900 DATA 32,24,13
REM MAP #1 DATA
910 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
920 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
930 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
940 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
950 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
960 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
970 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
980 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
990 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1000 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1010 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1020 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1030 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1040 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1050 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,139,138,32
1060 DATA 141,142,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1070 DATA 32,32,32,32,32,32,32,32,32,32,32,32,137,133,132,128
1080 DATA 140,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1090 DATA 32,32,32,32,32,32,32,32,32,32,32,32,136,135,134,130
1100 DATA 131,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1110 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1120 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1130 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1140 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1150 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1160 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1170 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1180 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1190 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1200 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1210 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1220 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1230 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1240 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1250 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1260 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1270 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1280 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1290 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1300 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1310 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1320 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1330 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1340 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1350 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1360 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1370 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
1380 DATA 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32

REM LOAD COLORSET

1390 RESTORE 100::FOR C=1 TO 2::READ CS,CF,CB::CALL COLOR(CS,CF,CB)::NEXT C

REM LOAD CHARACTERS

1400 RESTORE 500::FOR C=1 TO 15::READ CN,CC$::CALL CHAR(CN,CC$)::NEXT C

REM DRAW MAP(S)

1410 CALL CLEAR
1420 RESTORE 900
1430 READ W,H,SC::CALL SCREEN(SC)::CALL CLEAR
1440 FOR Y=1 TO H
1450 FOR X=1 TO W
1460 READ CP::CALL VCHAR(Y,X,CP)
1470 NEXT X
1480 NEXT Y
1490 CALL KEY(0,K,S)::IF S=0 THEN 1490
1500 END

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Hey Codex - a suggestion for your tool. I forget what the directives are - I might be able to dig them up... But there used to be a program called Pre-Scan It! from Asgard which you could pump your XB program through and it would automagically add directives to skip the pre-scan for things like data statements. It's otherwise a PITA, but your tool could easily wrap all the data with these codes...

 

I don't remember all the bizarre rules, but variable declarations need to be prescanned, but things like data statements don't... :)

 

-H

 

AHA - found it:

 

http://technologizer.com/2009/06/14/fifteen-classic-pc-design-mistakes/

 

........... recall shoving a dozen lines at the start of my TI XB programs bracketed with !@P+ and !@P- to turn prescan on and off so it wouldn’t freeze for 3 minutes when I typed “RUN

Edited by unhuman
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My thoughts on the dragons so far...

 

One of the problems you run into if you don't keep the dragons the same size will be that you have to write more special cases in the code. Even offsetting the sprites for the dragon for one and not the next may do that. You might want to decide on what you want to do there before asking for dragon images. That way people know what the rules are for their artwork.

 

As for what's been drawn so far... I think Raccoon Lad (was he in the Justice League?) and UnderExtended have the best dragons for the game so far. The Bubble Bobble dragon would be funny (even more so with the right music), a dragon like the original game would pay homage to the original. I didn't really see any that were out of place for an 8 bit game given the graphics of the original it would be tough to rule anything out, however the dragon should have an action pose.

 

BTW, does Magellan have the ability to set a block of characters on the screen and draw on the screen to create the characters? THAT would be awesome! Maybe mark a box on the screen to highlight the area where the characters are you want to draw in? It would make large images like my last dragon much easier to draw.

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I am so very impressed by the talent shown here. I think in seeing UnderExtended's screen mockup, I believe I see a clear direction unfolding. We should keep gameplay and storyline as close to the original as possible--- but the graphics should be entirely new. I like the design of his screen quite a bit, and it feels TI, if that makes any sense. Loving these dragons, guys--- I'm very very impressed. I think we have pretty much decided to do this in assembly. But EVERYONE can chip in... Even without any programming experience at all. If you are interested in helping out, download Magellan now, if you haven't already. Start by playing the original game on the Atari or in emulation. Then please discuss with the group what stuff you want to tackle... Dragons aside, as they are spoken for in this little contest. Anyone can be in on this thing.... Let's just start talking about what we want to do artistically first. Love what we've seen so far. BTW, winners of the dragon contest will have their names Easter egged, and everyone who contributes to programming, layout or design will be credited

in the manual. Good luck, and great work!

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For dragons--- 2 double sized SPRITEs, stacked on top of one another. Essentially 32 pixels tall by 16 wide. This will make things nice and clean. I'm with you on the two wickedest dragons so far. :) Keep

em coming--- we will go with 32x16 dragon designs. Good call. I wanted to see what we could get out of both 16x16 and 32x16, and it looks like the double SPRITE concept will be most flexible.

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Hey Codex - a suggestion for your tool. I forget what the directives are - I might be able to dig them up... But there used to be a program called Pre-Scan It! from Asgard which you could pump your XB program through and it would automagically add directives to skip the pre-scan for things like data statements. It's otherwise a PITA, but your tool could easily wrap all the data with these codes...

 

Hmm, pretty cool, that. Let me try it out and I just might add it at that if it speeds things up. Of course it would only be for the map rendering program, which doesn't do much, but it's still a neat idea and could catch on here.

 

BTW, does Magellan have the ability to set a block of characters on the screen and draw on the screen to create the characters? THAT would be awesome! Maybe mark a box on the screen to highlight the area where the characters are you want to draw in? It would make large images like my last dragon much easier to draw.

 

Sorry, not in Magellan, but something like that does exist in my unreleased sprite editor (Charcot) and forthcoming bitmap editor (Ortelius).

 

You can use the Character Image Import function to load a picture you drew elsewhere and have it convert into characters. The main limitations is that the imported picture has to use the exact same colors as the TI (or be pure black and white), and that it should be the same size as the demo character picture included with Magellan.

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Just a thought on code implementation here...

 

I think the key to doing the "isometrics" is to have a layer of characters that represent where the sprites can go for the graphics screen. The collision detection against objects should be done there. That way it looks isometric but it isn't.

So for each screen there needs to be some sort of boundary map as well. When the player collides with some values, it blocks his path. Others are a value to travel to the next screen. If the player doesn't have the right key, a castle door is the character that blocks him. If he has the right key when he enters the screen, those are changed to a link to the proper screen.

 

If space is an issue we could compress the screen and boundary maps. Decompression of that little amount of data should be pretty fast.

 

<edit>

BTW, sprite collision should be checked by where the base of the sprite is. That way the hardware sprites automatically overlay objects behind them but we can block them from going behind walls that would otherwise be in front of them. This enforces the isometric effect.

Edited by JamesD
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I'm thinking isometric will not be the way to go here. If we want to keep this thing in a streamlied 8 or 16k size to put on cart, I think we should just redesign the original 2d adventure to suit our creative and artistic desires. :) I don't think I'm alone here... What say you all? 2d to keep size and complexity to a minimum? We'll all have our names on a cart. :). What say you? I like the most recent 2d renderings... The iso is gorgeous... And the dragon with the iso is one of my favorites, for sure!!

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When I code isometric games, the memory and data side of things is still a standard 2D grid (or occasionally a 3D matrix). It's only the rendering engine that does all the isometric trickery.

 

regen_screen2.png

 

I find it's a real pain to code as though the isometric landscape is the actual collision space. Given the TI's capabilities and the need to z-buffer real isometric graphics, I think the closest we can get are psuedo-iso landscapes like those in the C64 game Realms Of Impossibility. Not that that's a bad thing, I love that game. But it's a case where the screen looks iso but is really just a bitmap layer, like the original Adventure.

 

realm_of_impossibility_02.jpg

 

To pull off genuine iso rendering, even when the underlying data layer is a simple grid (like the arcade game Crystal Castles), that'd take some clever assembly. Of course, if any group of 99ers can pull that off, it's this lot. :)

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Thanks everyone for the nice comments! It especially means a lot coming from from such a talented group!

 

I wanted to say in my first post (but was in a hurry on a borrowed computer) how cool the isometric castle is. I had made my 2D castle mockup earlier, when Owen was trying out different 2D styles, and I wanted to throw it into the mix. Of course, whichever castle is used is up to the Jedi Masters (programmers :P).

Just a thought: if it is finally decided to go 2D, maybe the isometric castle could be the easter egg screen, with everyone's names shown -- including the programmers, etc. (or maybe it could be the ending screen).

 

Like others have said, maybe some new items could be added (I like Codex's idea of different swords -- maybe have a "skeleton key" sword that kills all -- and the dragons fear it, to kind of mimic that difficulty switch setting), and I like the idea of 4 or 5 dragons instead of 3 (a zombie dragon? Just sayin' ;-)), and maybe add a green and red castle.

OK, I sense light sabres being reached for, so I'll shut up now. :P

 

Owen, I am working on my castle mockup to try it with no shadow, and less tiles used. I will post it probably tomorrow.

 

--Rich

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Great Rich!! Looking forward to what you come up with.

 

By the way guys, we are still taking 32x16 pixel dragon entries. :) I think Racoon and Rich have my favorite two thus far, but there have been some real slick ones from other guys too. I haven't tried a 32x16 dragon yet, but I think I'll leave the Easter Egg acknowledgment for others. :) I reserve the right to implement the Easter eggs into the game though. :) They will not be obvious to unlock. :)

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How's the thought process going? I see there have been several great dragon entries thus far--- we should move on to castle designs. There have been some created that were very close to the original, a lovely isometric design, a different take on 2d, and so on. What do you guys think? I think we could probably do the castle scene as isometric and leave the rest of the game in 2d. That would be a nice touch. What say you all?

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I think we could probably do the castle scene as isometric and leave the rest of the game in 2d. That would be a nice touch. What say you all?

 

Yeah, if only the castles are isometric, maybe the problems Codex talked about wouldn't be an issue, like they might for the mazes.

 

Well, FWIW, here's a rough mockup of the 2D castle without the big shadow (that I started after post 161).

 

The dark green things would be sprites to mask the 2 tiles that need more than 2 colors.

 

A checkerboard ground looks cool, but some colors don't show up well against it.

 

Anyone feel free to edit and repost, or make suggestions. :)

 

--Rich

post-25314-127413738427_thumb.gif

Edited by UnderExtended
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I much prefer a solid background in this case, though the castle looks great, as do the sprites. The checkerboard seems to generate visual noise, though some of that is because you have the fairly limited TI palette to choose from, which further hampers the color combinations that look good on both check colors. Still, something like it could definitely be used to assist the depth illusion.

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I just realised, perhaps the duck dragons resulted from a simple bit of language confusion? After all, what are both a male duck and a male dragon called? A drake!

 

post-25494-127414946968_thumb.png

 

Or not. :)

 

PS - When Rich mentioned "a zombie dragon", that reminded me of a sadistic idea for a dragon I had. What if were a dragon skeleton, and could be "killed" (or rather laid to rest) with the sword, but if you removed the sword from the carcass it would eventually become active again? You'd have to make it the last dragon killed, or give up on the sword after defeating it.

Edited by The Codex
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