yerzmyey Posted November 15, 2018 Share Posted November 15, 2018 Yo.This is not a typical "gaming stuff", I'd imagine, as it is an interactive novel (called back in the days a text-adventure game, or agame-book in the non-digital world ).DOWNLOAD: http://yerzmyey.i-demo.pl/nihilum_st/nihilum.zipIt's kind of spooky stuff but I hope You'd like it. © 2018 "In nihilum reverteris" - another text-game / interactive novel by Yerzmyey.Platform: ATARI ST / 1 MB RAMControls:Esc - to quit the game,A-D - jump to next chapter,Space - to start the game,Space - to leave last chapter.Text and music by Yerzmyey/H-PRG.Code by Bob_er / MECGraphic by Habib^Joulo/H-PRG (in-game pictures) and Raphis (fonts, the 'book' image)English language help - Gasman/H-PRG.special thanks to: Jad - for tools Larek - for a8 graphicsKind regards.Yerz 5 Quote Link to comment Share on other sites More sharing options...
+davidcalgary29 Posted November 15, 2018 Share Posted November 15, 2018 Love it! Are you going to make us some "feelies" to go with it? Quote Link to comment Share on other sites More sharing options...
Fletch Posted November 15, 2018 Share Posted November 15, 2018 looks really cool. I cannot wait to try it out. Thanks! Quote Link to comment Share on other sites More sharing options...
yerzmyey Posted November 18, 2018 Author Share Posted November 18, 2018 All: thx a lot guys. Davidcalgary29: Hehe, if You mean some 'physical' stuff like figures and stuff -t then I'm afraid I don't plan it, hehe. Regards!! Quote Link to comment Share on other sites More sharing options...
ParanoidLittleMan Posted November 19, 2018 Share Posted November 19, 2018 I like it, it's with style and it's techniqualy advanced - overscan. And what can be improved: it can easily fit on 1 floppy - main exec is well packable. And I did it: NIHILUM.ZIP Other thing: it's better to use capital letters (8.3 file name format) in ZIP with files, to prevent possible problems in TOS - after people depacks/copies it to Atari hard disk. 1 Quote Link to comment Share on other sites More sharing options...
yerzmyey Posted November 21, 2018 Author Share Posted November 21, 2018 ParanoidLittleMan: thank You very much, I added it into the archive! Quote Link to comment Share on other sites More sharing options...
Christos Posted November 21, 2018 Share Posted November 21, 2018 I tried it. Great gfx and music. But was i doing something wrong? It seemed like i was skipping pages. And a question about the engine. Is it hardcoded or can it be reused? If so will it be released? Quote Link to comment Share on other sites More sharing options...
yerzmyey Posted November 23, 2018 Author Share Posted November 23, 2018 Hello, well - the keyboard procedure worked rather just fine here, so theoretically it should work fine everywhere. The coder - Bob_er of MEC might be reading this thread, so he might take a look into the engine, considering this subject-matter. As for the engine itself, it has been coded especially for the game (it was actually related with the one from Atari XL/XE version as far as I know) but I dunno - maybe it might be -reused after all. I will ask Bob_er if he plans to make it public. All the best, Yerz Quote Link to comment Share on other sites More sharing options...
Christos Posted November 23, 2018 Share Posted November 23, 2018 OK, I was trying it on Hataroid with Emutos. Maybe that was the problem. Quote Link to comment Share on other sites More sharing options...
bob_er Posted November 24, 2018 Share Posted November 24, 2018 Hi Guys, I'm the coder of INR. Thanks for you comments . Currently I'm working on issue with TOS 2.06. As far as I know the game doesn't work on TT and Falcon as well. But 2.06 has higher priority for me. My own machine has 1.62. I've tried on hatari with 2.06 and it works . The game was written in pure ASM using VASM just for fun. I can make code public when code will be stable/final. I think it's possible to make engine more generic to support other scenarios. Things to be fixed for that are: 1. Connect chapters and pictures. Now I have an array in the code, should be exported to scenario file. 2. Connections between chapters. Similar to 1st point - now I have a second array. Should be exported to file as well. 3. Text converter should be probably rewritten. I've used tool written for C64 by JAD (thanks!), and modified it a bit to support ST features/customization. Because that tool was written in PHP (which is quite far on my list of favourite languages), my changes weren't nice. Quote Link to comment Share on other sites More sharing options...
ParanoidLittleMan Posted November 24, 2018 Share Posted November 24, 2018 TOS 2.06 needs intact Timer-C, so should use some other timer if needed. And because executable is way too long with large empty space, I recommend that move that area in BSS section (what I did in many cases, like Uridium). That will make it to fit on 1 800 K floppy even without packing. Quote Link to comment Share on other sites More sharing options...
bob_er Posted November 25, 2018 Share Posted November 25, 2018 (edited) Story is a bit more complicated . Indeed, I've touched Timer C and few more interrupts. Still working on this. btw: is there any volunteer to (re)write the converter tool (can be written in any existing language on any existing platform)? Edited November 25, 2018 by bob_er Quote Link to comment Share on other sites More sharing options...
janatari Posted November 25, 2018 Share Posted November 25, 2018 I testet the Disk Version Game. It is playable with an ST and Rainbow-Tos. With an STE the Keyboard wasnt found. Quote Link to comment Share on other sites More sharing options...
swapd0 Posted November 28, 2018 Share Posted November 28, 2018 Story is a bit more complicated . Indeed, I've touched Timer C and few more interrupts. Still working on this. btw: is there any volunteer to (re)write the converter tool (can be written in any existing language on any existing platform)? Where is the tool source code? Quote Link to comment Share on other sites More sharing options...
bob_er Posted December 2, 2018 Share Posted December 2, 2018 (edited) Currently only on my HDD. Could you send e-mail to me: bob_er (at) interia (dot) pl ? edit: main problem is because I have open frames and I want to read data from disk. That works with UltraSatan and Hatari (used by me for ST dev&tests). Unfortunately that combination doesn't work on FDD. This is main issue for me right now. Additionally, I've got some feedback, so I'm working on all fixes right now. I want to make version 1.2 as really final . Edited December 2, 2018 by bob_er Quote Link to comment Share on other sites More sharing options...
ParanoidLittleMan Posted December 16, 2018 Share Posted December 16, 2018 Currently only on my HDD. Could you send e-mail to me: bob_er (at) interia (dot) pl ? edit: main problem is because I have open frames and I want to read data from disk. That works with UltraSatan and Hatari (used by me for ST dev&tests). Unfortunately that combination doesn't work on FDD. This is main issue for me right now. Additionally, I've got some feedback, so I'm working on all fixes right now. I want to make version 1.2 as really final . I already mentioned here that Timer-C is problematic with TOS 2.06 . It is because it is used in floppy access code for dealing with timeouts . And in some hard disk drivers too. In mine it is replaced with other method to measure passed time, right because of problems with SW changing Timer-C . I recommend to use some other MFP Timer instead C for game. This is what I did for instance with Hard 'n' Heavy, so it works now fine from floppy under TOS 2.06. If that's big problem. solution could be to restore normal Timer-C work before disk access, and when it is done to set back game's Timer-C usage . But that may break some things, depending for what Timer-C is used - like music playback, screen ... And I can not resist: this Timer-C problem exists not with my 'combo' TOS versions - where users have TOS 2.06 Desktop and TOS 1.04/1.62 floppy access code. Quote Link to comment Share on other sites More sharing options...
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