Jump to content
slx

Shamus+ - New Mazes for Shamus

Recommended Posts

Thanks to a lot of help and encouragement on AtariAge I can finally present

 

Shamus +

 

which allows to play the "extra" mazes of the C64 version on the Atari, including playing five mazes in a row in a "Tournament" mode.

It also fixes a rare bug.

 

A detailed description of the maze encoding, the history of the patch and its sourcecode are included in the Zip Archive.

 

The ATR version lacks the description and automatically loads the patched XEX file which can be used "stand-alone" as well.

 

Shamus+.zip

Shamus+.atr

  • Like 30

Share this post


Link to post
Share on other sites

Cheers. Will try and give it a look over in the coming hours.

 

Thanks, appreciate any bug reports or other feedback as well, as my testing - especially on real machines - was not that extensive and limited to PAL.

Share this post


Link to post
Share on other sites

Hi Siegfried,

 

Great work. I got a few questions:

 

1. What are the main differences between Atari and C64 versions?

2. Where do the names Holmes, Cluseau, Marlowe and Bond come from?

3. How many new rooms, in total, have you ported/developed for Shamus+?

 

Regards,

 

- Y -

Share this post


Link to post
Share on other sites

Hi Siegfried,

 

Great work. I got a few questions:

 

1. What are the main differences between Atari and C64 versions?

2. Where do the names Holmes, Cluseau, Marlowe and Bond come from?

3. How many new rooms, in total, have you ported/developed for Shamus+?

 

Regards,

 

- Y -

 

A number of these questions are answered in the writeup in the zip file. The names of the mazes is not answered :)

Share this post


Link to post
Share on other sites

Hi Siegfried,

 

Great work. I got a few questions:

 

1. What are the main differences between Atari and C64 versions?

2. Where do the names Holmes, Cluseau, Marlowe and Bond come from?

3. How many new rooms, in total, have you ported/developed for Shamus+?

 

Regards,

 

- Y -

 

 

1) A detailed list of the differences is indeed in the .pdf inside the .zip file. Which are "main" is probably a matter of personal preferences. Regarding gameplay, the lack of speedup (maybe caused by the slower speed of the C64?) is probably most noticeable, with the "non-floating" hat of Shamus coming second, as it doesn't allow enemy bullets to pass between hat and head. Another difference affecting gameplay is the ability of Atari shots to kill enemies touching the other side of walls (maybe caused by P/M collision detection logic) while C64 ION-SHIVs stop at walls (with a splash graphic though).

 

The C64 game ends after killing the Shamus, the Atari game continues for as long as you can stand it (at least with my bugfix), even jumping to a new maze in Tournament mode.

 

2) The names are straight from the C64 version. "Shamus" is apparently US slang for a detective, so all new mazes got names of famous investigators.

 

3) With 128 rooms per maze, that's 512 entirely new rooms plus a few that are different in the "Original" C64 maze. Given the limited number of shapes, there are far less entirely "new" rooms with layouts not used in the Atari version. I have to admit I didn't count those "unique" rooms.

 

There is one more "new" maze each in the VIC-20 and PC (DOS) versions, but the VIC mazes would require more changes to the game engine as VIC mazes are smaller and have different room layouts. (For the PC version I'd need to either learn 8080 assembly or hand-code from existing maps....)

Share this post


Link to post
Share on other sites

Sir, you should be very proud, this is what I love about the retro folk, they care and look to extend the happiness. Being also a c64 / overall retro head I just love when folks make new releases or updated creations on all systems like Savetz, Goochman etc did with the Jumpman on the Atari. This sadly isn't as prolific on the Atari as it is on other systems which makes your work even more welcome, that isn't a dig at the Atari folks, they produce some cracking new titles but the updating of titles is really big on the C64 with games like Commando being bug fixed and updated by a group called Nostalgia a while back BUT we have seen graphical updates to games on my much loved Atari which is wonderful.

 

Hopefully the trend will continue and expand but regardless of that we love what you and others do, you might think of it as a 'hack' but to us its a reopening of the game with new stuff after all this time...

 

Thank you!

 

Paul...

  • Like 4

Share this post


Link to post
Share on other sites

Sir, you should be very proud, this is what I love about the retro folk, they care and look to extend the happiness. Being also a c64 / overall retro head I just love when folks make new releases or updated creations on all systems like Savetz, Goochman etc did with the Jumpman on the Atari. This sadly isn't as prolific on the Atari as it is on other systems which makes your work even more welcome, that isn't a dig at the Atari folks, they produce some cracking new titles but the updating of titles is really big on the C64 with games like Commando being bug fixed and updated by a group called Nostalgia a while back BUT we have seen graphical updates to games on my much loved Atari which is wonderful.

 

Hopefully the trend will continue and expand but regardless of that we love what you and others do, you might think of it as a 'hack' but to us its a reopening of the game with new stuff after all this time...

 

Thank you!

 

Paul...

 

Thanks for the kind words. I don't look across system borders that much although I have amassed some unused "foreign" hardware I found interesting. So far I had the impression that we Atari people have had very generous contributors regarding archived documentation (books, magazines, etc.) and emulation the value of both of which is immeasurable when undertaking any retro project.

 

I find the annual "harvest" of entirely new or extended games for our system amazing and wanted to contribute a tiny little bit. I do have some more ideas but as they are more ambitious than this one and this one took way more time than I expected, I'lll have to ponder when to find time for that.

 

I'll also really need to play the new mazes after all to mark my territory ;)

  • Like 5

Share this post


Link to post
Share on other sites

Flattered to have Shamus+ mentioned in the latest ABBUC magazine booklet and even more so as it was named among the top 10 current games. Most of the credit for that is due to Cathryn Mataga but still...wow! Really an incentive to do a little more coding. Thanks ABBUC!

  • Like 5

Share this post


Link to post
Share on other sites

Thank you very much for making and sharing Shamus+, slx! :thumbsup:

 

Very glad Shamus+ was mentioned in latest ABBUC magazine and named among top 10 current games! :cool:

 

Shamus was one of the few games I had on tape BITD.

Still a favorite and great to have C64 gameplay and extra maps too!

 

To borrow from Spinal Tap, "this one goes to 11"! ;)

 

Not only is this an incredible combination of two excellent versions to play, but it serves to preserve the memory and effort put into the original versions of Shamus!

Thank you to Cathryn Mataga! :thumbsup:

Thank you to all who contributed to this project! :thumbsup:

 

Really interesting reading about your working through developing Shamus+ too in the .pdf.

 

Thank you again for making and sharing this: extraordinary stuff! :jango:

 

Best Regards

Fingolfin

 

edit/addition:

I almost completely forgot one of the very most important additions to Shamus+: you added a pause button! |:)

On behalf of Shamus fans everywhere who (try to) play extended single game sessions, thank you very, very much!!! :thumbsup:

BITD when friends were over, sometimes we'd take shifts at a single game of Shamus to allow for bathroom breaks! ;)

Edited by Fingolfin
  • Like 1

Share this post


Link to post
Share on other sites

Glad you like it, Fingolfin!

 

Shamus was one of the few games I had on tape BITD.

Still a favorite and great to have C64 gameplay and extra maps too!

I still remember loading Nautilus from tape at my friend's place. :sleep: I wonder if i would have played Shamus as much as I did if I had have to load it from tape every time :?

 

The gameplay has remained pure Atari. I did opt to keep the speed increase for the C64 levels as well as it IMHO makes the game more fluid to play. The other C64 differences are way beyond my abilities and understanding of the Atari engine to change anyway. I did not manage to find out how the actual rendering of the rooms works internally, so I wasn't even able to properly transfer the C64 rooms that are not included in the Atari engine (which - plus some other adjustments - would also be necessary to use VIC and PC-DOS levels).

 

As for the pause function, I would have loved to do that with a keyboard interrupt but still don't understand why that didn't work. It also saves you from having to draw maps from memory.

 

I never had anyone proficient enough to take over during bathroom breaks, like the idea though!

Edited by slx
  • Like 2

Share this post


Link to post
Share on other sites

Apart for the game itself, the presentation of it is at least as impressive. You thought about, and included everything.

  • Like 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...