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Hunt the Wumpus v0.05


TROGDOR

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htw05vz5.jpg

 

post-2194-1093636913_thumb.jpg

Features:

htw02.asm 07/22/06

- Added random number generator.

- Mazes are randomly created. Hold down the reset switch to generate a new maze.

- Unexplored caverns are concealed.

 

htw03.asm 07/23/06

- Added screen wrapping so all 64 cells are displayed across 4 screens.

 

htw04.asm 07/24/06

- Switched to 2LK, freeing up many cycles in the kernel.

- Added delay to joystick read to slow down player.

 

htw05.asm 07/27/06

- Added compensation for playfield mirroring so displayed tunnel graphics always match what's in the maze data (left turning tunnels vs. right).

- Added partial display of tunnel graphics, so the upper and lower portions of a tunnel tile have to be discovered independently.

 

To Do:

- Add clue display.

- Hide tiles that haven't been explored yet.

 

Known Issues:

- There are black lines on the screen at the top of unexplored tiles. This is coming from the kernel preloader for each row of tiles. I should be able to integrate the preloader into the guts of the kernel so it can be removed, and with it, the lines.

 

Development Notes:

My source code has become a convoluted maze of calculations. But it works. :)

 

When I switched to a 2LK, I had to go from 5 scanlines per cell block to 4 scanlines per cell block. So the maze portion of the screen is noticeably smaller. This will leave me plenty of room for information displays, and I'll figure out a way to expand the maze if necessary.

4 Comments


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I enjoyed that. I felt compelled to explore EVERY single cell. Funny how that works. Wether wumpus or not, an exploring game is always compelling.

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You know, I can see this *very* easily turning into a port of the 'Advanced D&D: Cloudy Mountain' game... That was my favorite game on the Intellivision, and I've always wanted to see if the 2600 could pull that off...

 

:D

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djmips, I've got the same problem when I'm play testing. I keep wanting to explore all the caverns. :D You'll be happy to know that as an employee of the Frobozz Dungeon Delving Corporation, you will be compensated for cavernous cartography (i.e., you'll get extra points for every cavern explored.)

 

PacManPlus, did you see my first blog post about this game? I mentioned that Intellivision game. It wouldn't be too hard to do, as long as there isn't any horizontal scrolling. For the main screen, the mountains and forest could be done in background graphics (left side of screen gray, right side green), and the rivers could be drawn with a wide missile and a series of shifting HMOVEs. I'll add that as a possible game in the future. :D

 

The original Intellivision AD&D game probably started as an attempt to port Hunt the Wumpus. This is evident in the "clues" that you see in the caverns adjacent to the dragons and zombies, and the fact that shooting at creatures in unexplored caverns is necessary to survive on the hardest level. I've always considered that AD&D game to be the grandfather of dungeon crawl games like Diablo. And that would make Hunt the Wumpus the great grandfather. :D

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