CDS Games Posted February 23, 2013 Share Posted February 23, 2013 (edited) If you like Wizard of Wor, this new hack starts where the CBS 2600 version left off.WIzardofWor2.binThe original dungeons have been replaced with 3 and 4 ("The Arena") from the arcade version. Otherwise, the game play is the same as the original.Here's the first screen.And here's "The Arena":Hopefully I got all the movement rules right, but let me know if anyone is going through walls.-Claudio UPDATE: Thanks to Nukey Shay, iesposta, and others, this hack has expanded into the development of a full-fledged 16k "Wizard of Wor Arcade" for the 2600. Features implemented so far include all of the dungeons of the arcade game, improved graphics, title screens, and speech functionality for the AtariVox. See the latest posts for the most current versions. A complete Wizard of Wor "Expansion Pack" is also available here. These are all basically just the 4k CBS 2600 version with different dungeons. http://atariage.com/forums/topic/209266-wizard-of-wor-2-the-arena/page-3?do=findComment&comment=2760814 Edited December 16, 2013 by CDS Games 10 Quote Link to comment Share on other sites More sharing options...
NE146 Posted February 23, 2013 Share Posted February 23, 2013 Hey nice.. this is actually something I've always thought could be done (i.e. change the mazes to the other WoW mazes) but I think the last time I thought about it was over a decade or two ago and now you did it! Cool man. Will try it out. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted February 23, 2013 Share Posted February 23, 2013 Possible expansion: The game is already keeping track of the number of boards...but only the low bit is used when deciding which screen to display and follow "movement rules" for. At 22 bytes for the former and 33 bytes for the latter, you could pack in a lot of screens if the display code is put in a seperate bank. But anyway, you might want to fix the number of scanlines for PAL users. The original runs 263. Killing off an unnecessary WSYNC should do it...change $F9C9 from $02 to $2E. Quote Link to comment Share on other sites More sharing options...
raindog Posted February 23, 2013 Share Posted February 23, 2013 Looks cool, but here's something weird... at least on Stella, the sticks are reversed from the original Wizard of Wor. Instead of moving the P0 stick to start the game, I have to move the P1 stick. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted February 23, 2013 Share Posted February 23, 2013 That is how the original was written. A number of games use reversed ports. Sometimes to save program space...sometimes to appear more-faithful to the game they are based on - which is the case here. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted February 23, 2013 Share Posted February 23, 2013 BTW the original game has the ports adjusted in Stella's profile for it. You can do this for the hack as well...just update the controller setting for it so that P0 uses the left stick. 1 Quote Link to comment Share on other sites More sharing options...
CDS Games Posted February 23, 2013 Author Share Posted February 23, 2013 Sure, I can change that to fix the scanlines. And thanks for the info about the ports...I was wondering why that was happening! I love the expansion idea, but it's way beyond what I can do. I thought of doing a set of separate games with the other screens, though obviously having it all in one 8k ROM would be way better. By the way Nukey, special thanks to you on this. When I changed the maze graphics and saw that the movement wasn't affected, I did a quick search of the archives and found your post explaining the Ms. Pac-man movement rules. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted February 24, 2013 Share Posted February 24, 2013 Something interesting is that this game uses a full left-to-right map instead of just flipping the left portion values for the right...so it's possible to use mirrored playfields in addition to reversed (tho some wall placement is limited when using mirror mode). BTW the score in the original game has a few oddities about it. Indirect pointers for the low 2 digits are set up, but not fully utilized (since scores always end in "00"). Blank bitmap values exist in the digit table, but never read (possible leading zero removal code existed at some point?). The high nybble of each players score is saved in memory, but never displayed (possible 6-digit score display existed at some time?). I just fixed the scores to show all 6 digits...I'll PM something for you to use once bankswitching is added. I need to track down some indirect pointers first. 1 Quote Link to comment Share on other sites More sharing options...
CDS Games Posted February 24, 2013 Author Share Posted February 24, 2013 Awesome thanks! Yeah, having the movement rules go across the whole screen really threw me for a loop at first. Was not expecting that. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted February 24, 2013 Share Posted February 24, 2013 Check yer box. Still needs more work to look good, tho. Quote Link to comment Share on other sites More sharing options...
CDS Games Posted February 24, 2013 Author Share Posted February 24, 2013 Here is another 4k version with two new dungeons. It's called #1a and not #3 because it's really more a variation of the original, and I'm going to save #3 for one with the Worlord dungeons. Hmm....I'm making this too confusing, aren't I? Well anyway, in total there are now 6 dungeons. These will all go into the 8k version that Nukey is developing, where you'll be able to play them straight through. 1 & 2 - Wizard of Wor (the original game) 3 & 4 - Wizard of Wor 2: The Arena 5 & 6 - Wizard of Wor 1a WizardofWor1a.bin Quote Link to comment Share on other sites More sharing options...
NE146 Posted February 24, 2013 Share Posted February 24, 2013 Is there anywhere online that has all the WoW mazes shown? I know I used to have them in a book (which I probably still have somewhere) but who knows where that is. Quote Link to comment Share on other sites More sharing options...
CDS Games Posted February 25, 2013 Author Share Posted February 25, 2013 I had it in a book of video games as well. Can't remember which one either. Here's where I've been getting them: http://wizard-of-wor-fan.blogspot.com/ Quote Link to comment Share on other sites More sharing options...
iesposta Posted February 25, 2013 Share Posted February 25, 2013 I love this expansion idea... because you can play it right away! I'm all for this. There is a thread on here where some were remaking WOW from scratch. I guess it was abandoned and I don't remember any ROM files. I want to remake this also to use AtariVox 2 speech. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted February 25, 2013 Share Posted February 25, 2013 Way back in 2007. John (Champeau) had an impressive kernel put together, but I don't think that he did any work on it since for a playable demo game. Other projects (like Moon Cresta) might have taken priority there...not to mention real life. Quote Link to comment Share on other sites More sharing options...
CDS Games Posted March 1, 2013 Author Share Posted March 1, 2013 Here are two more 4k variations based on the Worlord dungeons (#8 and above) and the Pit (#13) of the arcade version. Wizard of Wor 3: The Worlord Dungeons WizardofWor3.bin Wizard of Wor 4: The Pit WizardofWor4.bin That brings us up to 10 dungeons altogether. Quote Link to comment Share on other sites More sharing options...
+johnnywc Posted March 3, 2013 Share Posted March 3, 2013 (edited) Way back in 2007. John (Champeau) had an impressive kernel put together, but I don't think that he did any work on it since for a playable demo game. Other projects (like Moon Cresta) might have taken priority there...not to mention real life. Good memory Nukey! Here is the original thread that promised plenty of riches: http://www.atariage....-of-wor-arcade/ Unfortunately I haven't worked on this in over 6 years. Here is the BIN that showed some of what I was trying to do: Looks like I attached the ROM incorrectly - hopefully this works: wowarc.bin The current demo has: - 2 players, both can move in the maze and fire a missile - score display both players - countdown timer - escape doors - name display for the level (i.e. "The Arena") - pressing select will toggle between level 1 and The Arena - extra lives display - working radar - right difficulty switch to 'A' will display "DOUBLE SCORE DUNGEON" I ran out of steam trying to write the display kernel to use intelligent flicker when displaying the monsters (which was the original intention of the re-write). Anyway - good to see someone else expanding WoW to include new mazes and features. Good luck! Edited March 3, 2013 by johnnywc 1 Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted March 3, 2013 Share Posted March 3, 2013 For some reason I couldn't download the Good memory Nukey! Here is the original thread that promised plenty of riches: http://www.atariage....-of-wor-arcade/ Unfortunately I haven't worked on this in over 6 years. Here is the BIN that showed some of what I was trying to do: Looks like I attached the ROM incorrectly - hopefully this works: wowarc.bin The current demo has: - 2 players, both can move in the maze and fire a missile - score display both players - countdown timer - escape doors - name display for the level (i.e. "The Arena") - pressing select will toggle between level 1 and The Arena - extra lives display - working radar - right difficulty switch to 'A' will display "DOUBLE SCORE DUNGEON" I ran out of steam trying to write the display kernel to use intelligent flicker when displaying the monsters (which was the original intention of the re-write). Anyway - good to see someone else expanding WoW to include new mazes and features. Good luck! For some reason I couldn't download the rom from the post. I got a warning saying I don't have permission to do that (download the rom). However I can download the other roms in this thread. I finally got the download to work by going outside of the thread, clicking on the paperclip beside the thread, and downloading it from there. Quote Link to comment Share on other sites More sharing options...
CDS Games Posted March 4, 2013 Author Share Posted March 4, 2013 Wow, really nice John! 1 Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 8, 2013 Share Posted March 8, 2013 I gather that in the arcade game, the side doors remain open until a character uses one (which closes them for ~N frames). What is ~N? This aspect is not used in the 2600 game (it just uses a positive/negative framecounter status)...but could easily be added. Are the walls always red in the arcade? Or do those change color at some point? Quote Link to comment Share on other sites More sharing options...
CDS Games Posted March 11, 2013 Author Share Posted March 11, 2013 Progress has been a little slow on the hacks as there's been a lot going on here, but I did manage to add a couple more dungeons. Here's a new 4k version: WizardofWorColumns.bin Quote Link to comment Share on other sites More sharing options...
CDS Games Posted March 11, 2013 Author Share Posted March 11, 2013 Not sure, but the side door walls are always red here, while the regular walls are only red when the Worluk is out. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 11, 2013 Share Posted March 11, 2013 I just kept the framecounter rollover as the trigger to reopen (for now, anyway). 8k's doors close when any character goes through (except for the worluk/wizard stages...when they are always open) Quote Link to comment Share on other sites More sharing options...
CDS Games Posted March 16, 2013 Author Share Posted March 16, 2013 Here's a pair of new dungeons from the beginner levels of the arcade version and some quick and dirty spine art for a CBS-style cartridge. WizardofWorBunkers.bin Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 23, 2013 Share Posted March 23, 2013 Anyone care to create some AtariVOX data strings? Moving the score where it is supposed to be saved some ram...and splitting up PF0, PF1, and PF2 data into seperate pages eliminates the three (indirect),Y pointers (a single index byte is enough to handle all 3 PF registers...since there's only 24 mazes). I can add the driver and subroutine calls to the hack, but I've got no way of testing the speech data. Plenty of free space to include all of the arcade game taunts, I think. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.