+Cafeman Posted November 22, 2018 Author Share Posted November 22, 2018 I've ordered the 5200 version from AtariAge and ordered a 5200 off eBay (neither of which have arrived yet, but waiting...) With the way my life usually works, that means the XE version will come out right afterward... (hint hint). Feel free to write a review in the AA store after you've played it a bit. Unless you hate it. I left Adventure II XE alone for many months, wow where has the time gone. I was busy doing other things, and as I get older I seem to have less energy and drive than I used to. However, lately with the earlier nights and colder weather I have more free time to stay in and code away, and I assure everyone, I am very interested in finishing the game so I can move on to other projects. I will post another update after this long holiday weekend to let you know what kind of progress I've made! 3 Quote Link to comment Share on other sites More sharing options...
leech Posted November 22, 2018 Share Posted November 22, 2018 Awesome! Yeah, I really have been wanting to get the XE version and play that, but I keep looking at videos of the 5200 version and just had to have it... Quote Link to comment Share on other sites More sharing options...
tjlazer Posted November 22, 2018 Share Posted November 22, 2018 Can we atleast get someone to convert the 5200 one over to 8-bit to hold us over? Quote Link to comment Share on other sites More sharing options...
+Cafeman Posted November 22, 2018 Author Share Posted November 22, 2018 The start of this project was actually a direct conversion from the 5200 version that I offered to do for Cafeman. But that was just the first step since he wanted to do some updates to make it different from the 5200 version. Also, the move to A8 introduced VBI and collision timing bugs, not sure why but they seemed worse than the 5200 version. I fixed those problems for the XE version by optimizing all the VBI sprite routines, reducing them by many cycles per frame. So I wouldn't want anyone playing that original version even if it did still exist. Quote Link to comment Share on other sites More sharing options...
Atari Nut Posted April 4, 2019 Share Posted April 4, 2019 Still hoping this project will be completed. 4 Quote Link to comment Share on other sites More sharing options...
leech Posted April 4, 2019 Share Posted April 4, 2019 Same here, even though I broke down and bought a 5200 JUST so I could play this, then bought some more for it... I still want to play the XE version. 1 Quote Link to comment Share on other sites More sharing options...
Atari Nut Posted June 28, 2019 Share Posted June 28, 2019 Any progress updates Cafeman? Quote Link to comment Share on other sites More sharing options...
+Cafeman Posted July 3, 2019 Author Share Posted July 3, 2019 On 6/28/2019 at 5:20 AM, Atari Nut said: Any progress updates Cafeman? Please Stand By. 2 Quote Link to comment Share on other sites More sharing options...
leech Posted July 3, 2019 Share Posted July 3, 2019 26 minutes ago, Cafeman said: Please Stand By. Of course, now that I have a Jaguar pad converted to work on the 5200 to play the game, the XE version is soon to be released! Still will get it! Love it on the 5200. Quote Link to comment Share on other sites More sharing options...
+Cafeman Posted July 3, 2019 Author Share Posted July 3, 2019 (edited) I think you can own and enjoy both versions. The XE version is like a 10th Anniversary edition in a way. An encore mode. There are 2 minor bugs I've not had time to address yet, but once I do, I'll be showing off the XE version more in prep for releasing it. The Atari 8bit computer line was released in November 1979. So why not celebrate the 40th anniversary with the release of Adventure II XE! Edited July 4, 2019 by Cafeman Fixed the year to 1979 which is what I originally intended! 6 Quote Link to comment Share on other sites More sharing options...
tjlazer Posted July 3, 2019 Share Posted July 3, 2019 But will it run on the 400? Quote Link to comment Share on other sites More sharing options...
+Cafeman Posted July 4, 2019 Author Share Posted July 4, 2019 No, needs 48k ram. I wonder how many still actively use the 400? Quote Link to comment Share on other sites More sharing options...
SS Posted July 4, 2019 Share Posted July 4, 2019 18 hours ago, Cafeman said: No, needs 48k ram. I wonder how many still actively use the 400? I have a stock 16K 600XL and intend to get a 400 at some point too. I may or may not leave the 400 stock. Luckily I also have other Ataris with more extensive memory choices to also choose from. 1 Quote Link to comment Share on other sites More sharing options...
Zap! Posted July 6, 2019 Share Posted July 6, 2019 On 7/3/2019 at 11:18 AM, Cafeman said: The Atari 8bit computer line was released in November 1979. So why not celebrate the 40th anniversary with the release of Adventure II XE! Do I see a hint on the release date? Quote Link to comment Share on other sites More sharing options...
leech Posted July 6, 2019 Share Posted July 6, 2019 1 minute ago, Zap! said: Do I see a hint on the release date? Ha, he originally put 1977, and said 40th anniversary, and I was confused... Looking forward to the release! 1 1 Quote Link to comment Share on other sites More sharing options...
SoundGammon Posted July 6, 2019 Share Posted July 6, 2019 Here's a link to get a 400 48k ram kit! https://www.tindie.com/products/tynemouthsw/atari-400-48k-ram-upgrade/ Quote Link to comment Share on other sites More sharing options...
+Cafeman Posted July 16, 2019 Author Share Posted July 16, 2019 https://atariage.com/forums/blogs/entry/16070-advii-xe-testing/ https://atariage.com/forums/blogs/entry/16122-adventure-ii-xe-update-08-02-2019/ https://atariage.com/forums/blogs/entry/16283-adventure-ii-xe-update-10-10-2019/ 1 Quote Link to comment Share on other sites More sharing options...
+Cafeman Posted October 11, 2019 Author Share Posted October 11, 2019 https://atariage.com/forums/blogs/entry/16283-adventure-ii-xe-update-10-10-2019/ Still updating my blog now and then until we finally publish this game. There is a new use for one item / its interaction with Minotaur that I think is fun. 2 Quote Link to comment Share on other sites More sharing options...
Faicuai Posted November 6, 2019 Share Posted November 6, 2019 On 10/11/2019 at 12:37 PM, Cafeman said: https://atariage.com/forums/blogs/entry/16283-adventure-ii-xe-update-10-10-2019/ Still updating my blog now and then until we finally publish this game. There is a new use for one item / its interaction with Minotaur that I think is fun. Have been watching (and testing) the initial demo of this game (for A 400/800/XL/XE) with LOTS of interest, since I found it beautifully presented and rendered on-screen. Pretty well done, so far. However, I must warn that the renderings seem to suffer from the "green castle" syndrome (a product of modern NTSC decode). In other words, the Castle, its surroundings and even the ground appear all mostly green. It seems as if hues $0E,$0F were chosen as the color-basis, instead of $01,$02. What happens is that in modern NTSC decode, the last HUE-row of Atari's color-matrix will not be rendered peach/brownish, as it used to be during the early 80's. Instead, they will lean toward moss, green-brown. For a possible correction of this, you may consider looking at Commando+/XE which also relies on depicting similar surroundings and elements, and for such their colors are rendered realistically on NTSC. Just my 0.02c, for what seems to be a really nice title coming down the line! 1 Quote Link to comment Share on other sites More sharing options...
+Cafeman Posted February 6, 2020 Author Share Posted February 6, 2020 Update - https://atariage.com/forums/topic/213695-adventure-ii-xe-demo-and-testing/ I posted a new DEMO of Adventure II XE on the 1st post of this thread. Enjoy! Feel free to report feedback to me! The game is pretty much finished except for any needed last-minute tweaks or fixes. 4 Quote Link to comment Share on other sites More sharing options...
+Cafeman Posted February 6, 2020 Author Share Posted February 6, 2020 Box Artwork created by AA member liveinabin a few years back. 3 Quote Link to comment Share on other sites More sharing options...
vespertillio Posted February 6, 2020 Share Posted February 6, 2020 Love the progress and the art looks fantastic. Sent from my SM-G960U using Tapatalk 1 Quote Link to comment Share on other sites More sharing options...
Bill Lange Posted February 6, 2020 Share Posted February 6, 2020 I renamed the .bin to .rom and put it on an Ultimate Cartridge. Running it on an Atari 130XE. Works so far. Not sure if I'll run into bank switching issues. 4 Quote Link to comment Share on other sites More sharing options...
+Cafeman Posted February 6, 2020 Author Share Posted February 6, 2020 48 minutes ago, Bill Lange said: I renamed the .bin to .rom and put it on an Ultimate Cartridge. Running it on an Atari 130XE. Works so far. Not sure if I'll run into bank switching issues. It looks great on the Commodore monitor! If it boots up and loads, I don't think you'll have any bank switching issues. Are you using one of the Atarimax formats, or the XEGS format? I mostly play on my XEGS console (with no keyboard hooked up) via composite into my Panasonic 42" Plasma. Last week I dug out my 800XL and it ran, looked and sounded the same, although crappier visual image due to 800XL's RF video out VS XEGS composite. This experience promplted me to order a 5-pin/composite cable on Amazon, received it but haven't tried it out yet. Thanks for the pictures! Quote Link to comment Share on other sites More sharing options...
+Cafeman Posted February 6, 2020 Author Share Posted February 6, 2020 On 11/6/2019 at 2:53 PM, Faicuai said: However, I must warn that the renderings seem to suffer from the "green castle" syndrome (a product of modern NTSC decode). In other words, the Castle, its surroundings and even the ground appear all mostly green. It seems as if hues $0E,$0F were chosen as the color-basis, instead of $01,$02. What happens is that in modern NTSC decode, the last HUE-row of Atari's color-matrix will not be rendered peach/brownish, as it used to be during the early 80's. Instead, they will lean toward moss, green-brown. For a possible correction of this, you may consider looking at Commando+/XE which also relies on depicting similar surroundings and elements, and for such their colors are rendered realistically on NTSC. Just my 0.02c, for what seems to be a really nice title coming down the line! Just to respond to this, I also did not like how Kingdom 1, the "seashore/sand" kingdom, had too green of a hue. I checked a few months ago, and sure enough it was using hues of $E4 and $E6, which looked yellow in some palettes but learn toward yellow/green. I changed the hues to $14 and $16 . It still isn't quite as yellow as I'd want but it is better. If I brighten it too much (hues $18 or higher), it is glaring on the eyes. Thanks for the feedback. Concerning Castle 1, it looks yellow enough to me (and uses $1x hue) and Castle 2 is uses a Green color on purpose. Nothing else I feel I can do to battle NTSC 'greens'. Quote Link to comment Share on other sites More sharing options...
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