+sramirez2008 Posted February 7, 2018 Share Posted February 7, 2018 This game just gets better and better. Regular and plus ROMs, now available! Thanks to all involved. Quote Link to comment Share on other sites More sharing options...
+cmart604 Posted February 7, 2018 Share Posted February 7, 2018 Pics of box, manual and OLs please. (Seriously though, Rev will have this made into a huge CIB game in no time) 2 Quote Link to comment Share on other sites More sharing options...
+nanochess Posted February 7, 2018 Author Share Posted February 7, 2018 Pics of box, manual and OLs please. (Seriously though, Rev will have this made into a huge CIB game in no time) this time I'll need to stop him. This is a small game ported purely for learning/entertainment purposes Quote Link to comment Share on other sites More sharing options...
+cmart604 Posted February 7, 2018 Share Posted February 7, 2018 this time I'll need to stop him. This is a small game ported purely for learning/entertainment purposes The Super Pro Edition will be awesome! Quote Link to comment Share on other sites More sharing options...
artrag Posted February 7, 2018 Share Posted February 7, 2018 I have finally 5 minutes to give a glance to the code. It seems that #m has values from 0 to 10, while #n has values 0,1 The arrays #m and #n could be merged in one using 5 bits per maze cell. A maze 23*23 gives about 166 words... Not easy to be addressed, but it can fit in a stock console. About sfx, this is my code from deep zone. Changing the data with more fitting sounds it could be reused here '''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' ' sfx init '''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' sfx0step = 0 sfx1step = 0 sfx2step = 0 sfx3step = 0 sfx4step = 0 sfx5step = 0 on frame gosub sfx_isr [main here] ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' ' use this code to start and sfx sfxint0: procedure if (sfx0step=0) then sfx0step = 6 end sfxint1:procedure if (sfx1step=0) then sfx1step = 24 end sfxint2:procedure if (sfx2step=0) then sfx2step = 38 end sfxint3:procedure if (sfx3step=0) then sfx3step = 40 end sfxint4:procedure if (sfx4step=0) then sfx4step = 48 end sfxint5:procedure if (sfx5step=0) then sfx5step = 8 end '''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' ' sfx and ISR '''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' sfx_isr:procedure if (sfx0step) then gosub sfx0 elseif (sfx1step) then gosub sfx1 elseif (sfx2step) then gosub sfx2 elseif (sfx3step) then gosub sfx3 elseif (sfx4step) then gosub sfx4 elseif (sfx5step) then gosub sfx5 else SOUND 2,,0 ' silence end if end '''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' sfx0: procedure sound 2,shoot_t#(6-sfx0step),shoot_v(6-sfx0step) sound 4,shoot_n(6-sfx0step),$18 sfx0step = sfx0step-1 end shoot_t#: ' tone period data $0FFF,$0FFF,$00D5,$00E2,$0120,$00FB shoot_n: ' noise period data $001F,$001C,$0000,$0000,$000D,$0000 shoot_v: ' volume data $000F,$000B,$000D,$000D,$000C,$000C '''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' sfx1: procedure sound 2,sfx1_t#(24-sfx1step),sfx1_v(24-sfx1step) sfx1step = sfx1step-1 end sfx1_t#: data $02d0,$02d0,$01e0,$01e0,$0168,$0168,$00F0,$00F0,$00B4,$00B4,$0078,$0078 data $02d0,$02d0,$01e0,$01e0,$0168,$0168,$00F0,$00F0,$00B4,$00B4,$0078,$0078 sfx1_v: data $000F,$000F,$000F,$000F,$000D,$000D,$000D,$000D,$000C,$000C,$000C,$000C data $0007,$0007,$0007,$0007,$0006,$0006,$0006,$0005,$0005,$0005,$0004,$0005 '''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' sfx2: procedure sound 2,sfx2_t#(38-sfx2step),sfx2_v(38-sfx2step) sound 4,sfx2_n(38-sfx0step),$18 sfx2step = sfx2step-1 end sfx2_t#: data $08A,$08A,$08A,$08A,$0D5,$0D5,$0D5,$0D5,$0FB,$0FB,$114,$12D,$146,$146,$146,$153,$16C,$178,$185,$1AB,$1D0,$1D0,$1D0,$1DD,$203,$235,$267,$2A6,$2CC,$2F1,$349,$3BA,$41f,$445,$547,$5ED,$6A7,$6A7,$777 sfx2_n: data $014,$00E,$00E,$011,$017,$019,$019,$014,$010,$00E,$010,$013,$015,$014,$011,$00D,$009,$009,$00B,$00E,$00E,$00D,$008,$004,$004,$005,$008,$00D,$013,$015,$015,$015,$012,$00F,$00C,$00D,$013,$012,$011 sfx2_v: data $00F,$00F,$00F,$00F,$00F,$00F,$00F,$00F,$00F,$00F,$00F,$00F,$00E,$00E,$00E,$00D,$00D,$00D,$00C,$00C,$00C,$00B,$00B,$00A,$009,$009,$008,$008,$007,$006,$006,$005,$005,$005,$004,$003,$002,$002,$001 '''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' sfx3: procedure sound 2,sfx3_t#((40-sfx3step) and 7),sfx3_v(40-sfx3step) sfx3step = sfx3step-1 end sfx3_t#: data $060,$0A0,$110,$170,$1C0,$200,$230,$250 sfx3_v: data $00F,$00F,$00F,$00F,$00F,$00F,$00F,$00F data $00E,$00E,$00E,$00E,$00E,$00E,$00E,$00E data $00C,$00C,$00C,$00C,$00C,$00C,$00C,$00C data $00D,$00D,$00D,$00D,$00D,$00D,$00D,$00D data $00C,$00C,$00C,$00C,$00C,$00C,$00C,$00C '''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' sfx4: procedure sound 2,sfx4_t#((48-sfx4step) and 7),sfx4_v(48-sfx4step) sfx4step = sfx4step-1 end sfx4_t#: data $200,$1A0,$140,$0E0,$080,$060,$040,$020 sfx4_v: data $00F,$00F,$00F,$00F,$00F,$00F,$00F,$00F data $00E,$00E,$00E,$00E,$00E,$00E,$00E,$00E data $00D,$00D,$00D,$00D,$00D,$00D,$00D,$00D data $00C,$00C,$00C,$00C,$00C,$00C,$00C,$00C data $00B,$00B,$00B,$00B,$00B,$00B,$00B,$00B data $009,$009,$009,$009,$009,$009,$009,$009 '''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' sfx5: procedure sound 2,sfx5_t#(8-sfx5step),sfx5_v(8-sfx5step) sound 4,sfx5_n(8-sfx5step),$18 sfx5step = sfx5step-1 end sfx5_t#: data $00F,$905,$080,$090,$0A0,$000,$000,$000 sfx5_n: data $000,$001,$000,$008,$010,$018,$01E,$001 sfx5_v: data $00D,$000,$00C,$00A,$008,$006,$005,$008 1 Quote Link to comment Share on other sites More sharing options...
Utopia Posted February 7, 2018 Share Posted February 7, 2018 (edited) Do people still play Intellivision? Absolutely, Yes! Edited February 8, 2018 by Utopia Quote Link to comment Share on other sites More sharing options...
artrag Posted February 7, 2018 Share Posted February 7, 2018 (edited) This is a great sfx editor, I use it for intybasic too https://shiru.untergrund.net/software.shtml Just export as csv the psg data Edited February 8, 2018 by artrag Quote Link to comment Share on other sites More sharing options...
artrag Posted February 7, 2018 Share Posted February 7, 2018 (edited) Double post Edited February 7, 2018 by artrag Quote Link to comment Share on other sites More sharing options...
atarifan88 Posted February 7, 2018 Share Posted February 7, 2018 This just keeps getting better quickly! Now if someone could add in game sound effects... Quote Link to comment Share on other sites More sharing options...
+nanochess Posted February 8, 2018 Author Share Posted February 8, 2018 This just keeps getting better quickly! Now if someone could add in game sound effects... And now with sound effects and small corrections check post #1 2 Quote Link to comment Share on other sites More sharing options...
mthompson Posted February 8, 2018 Share Posted February 8, 2018 Just to provide some feedback, I played a couple of games (easy setting) and really enjoyed it. The sound effects are very effective, and the graphics are great. Wanting to know how deep the game goes or if I am even playing correctly, I searched but couldn't find info on the game such as number of dungeons, levels, etc. Are there more details somewhere? What's the difference between "depth reached" and the level number? 2 Quote Link to comment Share on other sites More sharing options...
+KylJoy Posted February 8, 2018 Share Posted February 8, 2018 Wow. Just wow. I love this game. Reminds me of a simpler time even though I love the "plus" version. 1 Quote Link to comment Share on other sites More sharing options...
carlsson Posted February 8, 2018 Share Posted February 8, 2018 Wanting to know how deep the game goes or if I am even playing correctly, I searched but couldn't find info on the game such as number of dungeons, levels, etc. Are there more details somewhere? What's the difference between "depth reached" and the level number? As far as I understand, the original DarkBasic game goes to dungeon level 10, with the option to increase it by another 2 levels. I haven't traversed deep enough into this version to determine if the grail always is found on level 10 as well. The other level counter should refer to experience level which relates to how many hit points you have. The dungeon level and experience level are independent in all rogue type games, though usually it is not recommended to hurry down into the dungeon without gaining enough experience points first. Quote Link to comment Share on other sites More sharing options...
Nyuundere Posted February 8, 2018 Share Posted February 8, 2018 Give me until night to do a few tunes for the game 1 Quote Link to comment Share on other sites More sharing options...
+nanochess Posted February 8, 2018 Author Share Posted February 8, 2018 Just to provide some feedback, I played a couple of games (easy setting) and really enjoyed it. The sound effects are very effective, and the graphics are great. Wanting to know how deep the game goes or if I am even playing correctly, I searched but couldn't find info on the game such as number of dungeons, levels, etc. Are there more details somewhere? What's the difference between "depth reached" and the level number? you died.png The grail is at depth 10 in Easy difficulty, 11 for Medium and 12 for Hard. It's also the same number for the Dungeon message that appears before each dungeon. The level stat is a kind of power level you've reach while wandering thru dungeon doing battles and finding gold. 1 Quote Link to comment Share on other sites More sharing options...
mthompson Posted February 8, 2018 Share Posted February 8, 2018 Ah, I see. "Level" is sort of a power ranking. Is it on a scale of 1-10? Do my chances of success increase as my experience increases? Are hit points good or bad? Forgive my lack of knowledge in this genre, but I haven't yet figured out all of the abbreviations in the status corner. DP = dungeon ______? LV = level XP = ? GD = gold AT = ? AR = armor HP = hit points Sorry for all of the questions. Quote Link to comment Share on other sites More sharing options...
carlsson Posted February 8, 2018 Share Posted February 8, 2018 XP would be experience points. Hit points start at a high number (increasing as you gain experience levels) and is reduced every time a monster hits you. When you're below 0 hit points, you are dead. If you take a healing potion, your hit points are restored to the highest possible at the experience level you currently are at. I think AT is for Attack, i.e. the quality of the weapon you currently are using. AT and AR seem to be reduced to zero as you are fighting, thus you need to pick up new armor and weapons regularly. This is different from more sophisticated games like Nethack where your armor class starts at 10 IIRC and then is reduced for every type of armor you add (it can be a negative value) and only in case you take off the armor or it rusts or otherwise gets destroyed, the AC is increased. Then again Nethack has tons more of stats and interaction so it is just for reference I am making that comparison. Quote Link to comment Share on other sites More sharing options...
atarifan88 Posted February 8, 2018 Share Posted February 8, 2018 Ah, I see. "Level" is sort of a power ranking. Is it on a scale of 1-10? Do my chances of success increase as my experience increases? Are hit points good or bad? Forgive my lack of knowledge in this genre, but I haven't yet figured out all of the abbreviations in the status corner. DP = dungeon ______? LV = level XP = ? GD = gold AT = ? AR = armor HP = hit points Sorry for all of the questions. Good question as I was wondering the same! Quote Link to comment Share on other sites More sharing options...
atarifan88 Posted February 8, 2018 Share Posted February 8, 2018 XP would be experience points. Hit points start at a high number (increasing as you gain experience levels) and is reduced every time a monster hits you. When you're below 0 hit points, you are dead. If you take a healing potion, your hit points are restored to the highest possible at the experience level you currently are at. Can anyone tell me how to take a potion in this game? The only actions I know of are to move about the maze to attack or pick things up... Quote Link to comment Share on other sites More sharing options...
carlsson Posted February 8, 2018 Share Posted February 8, 2018 DP = dungeon depth (or level if you want) LV = experience level XP = experience points on the current level, listed as N/M where N is how many points you currently have and M is the required number of points to gain one level in experience GD = gold AT = attack/weapon level AR = armor level HP = hit points You get about one XP every time you kill a monster or pick up some gold. When you gain a level of experience, the counter is reset but the goal is higher. Healing potions are consumed by just stepping onto it. If you already have maximum hit points for your experience level, you won't see a difference and it pretty much is wasted. 1 Quote Link to comment Share on other sites More sharing options...
+nanochess Posted February 8, 2018 Author Share Posted February 8, 2018 ^ ^ What carlsson said ^ ^ 1 Quote Link to comment Share on other sites More sharing options...
atarifan88 Posted February 8, 2018 Share Posted February 8, 2018 (edited) Thanks for the additional explanation for us beginners! I think the strategy for the potions are wait until you have been hit by monsters before you consume the potions. It's probably a good idea to do battle and get a potion just before you go to the next dungeon level. Well I think I got the hang of it and won my first real attempt! Edited February 8, 2018 by atarifan88 2 Quote Link to comment Share on other sites More sharing options...
carlsson Posted February 8, 2018 Share Posted February 8, 2018 On the early levels, it usually doesn't matter when you take a potion as you gain new experience levels so often. On later levels, you can try to beat "easy" monsters until you gain a level but if you find yourself in a position where you have a long way to go on the XP counter and only difficult monsters left, you will likely want to take the healing potion if you are getting low on hit points. It strikes me that once the game requires JLP support and has 8000 words (16-bit memory) to spend, a much more complex rogue game could be made in the future, if the genre is appreciated. Different potions, scrolls, the option to interact with certain monsters, shopkeepers (never attack one of those unless you have polymorphed your pet dog into a centaur or similar monster... true story) and everything else. 1 Quote Link to comment Share on other sites More sharing options...
mthompson Posted February 8, 2018 Share Posted February 8, 2018 Thanks for the info. That helps a bunch. I took the information contributed here and added it to some I found elsewhere, threw in some screenshots, and made a simple instruction sheet for others who might come here and check out this neat game. Hopefully it helps someone. Now I have to try to find the grail Grail of the Gods for Intellivision.pdf 2 Quote Link to comment Share on other sites More sharing options...
+nanochess Posted February 8, 2018 Author Share Posted February 8, 2018 Thanks for the info. That helps a bunch. I took the information contributed here and added it to some I found elsewhere, threw in some screenshots, and made a simple instruction sheet for others who might come here and check out this neat game. Hopefully it helps someone. Now I have to try to find the grail Cool! Please let me to include it in the ZIP!! 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.