Hi there!
Phew... this took much longer than it should have...
I think I nailed 99% of the code now, maybe 100%. What it definitely does, is create a perfect map of the first GtA dungeon. I still want to verify a handfull more dungeons to make sure that I'm 100% accurate.
New included in this version is the original seedmap, so instead of figuring out the starting seed manually, you can just enter the level (1-8 ) and the dungeon (1-16) numbers you want a map for.
Fans of the game are welcome to try playing with such a map in hands, giving me additional confirmation or error reports
Next on the ToDo list now is tweaking the data output so it will create usable data for some 2600 experiments.
"Difficult" challenges aside, like map-uncovering and scrolling for example, I think there's even one "Impossible" thing on the 2600 version:
Horizontal doors.
Vertical ones might eventually work with the (white) player missile, considering there's enough available kernel cycles left. I could possibly just do more of them to compensate for the missing horizontal doors. Or I just do a few secret vertical doors with the ball.
If you think about it, the "normal" doors in GtA are totally bogus anyway, since your adventurer is running around with a full set of keys to every single door in all 8*16 dungeons!
GTATo2600 V1.0: pac26.zip
Greetings,
Manuel
8 Comments
Recommended Comments