StanJr Posted August 28, 2003 Share Posted August 28, 2003 Yep, another Adventure Hack. But I'm sort of proud of this one, being my first attempt at hacking and all. I even wrote a LENGTHY manual for it (ala Snider-man's Venture II manual) with plenty of story which you will find below. Its just a graphic hack, but I like it. I recommend you play Game 3 (of course!) to get the full effect! I hope you enjoy it as much as I enjoyed hacking it! Undersea Adventure Manual The Hero is back! Upon thwarting the Evil Magician and returning the Enchanted Chalice to its rightful home, the Hero relaxed for a good long while. Oh sure, there were other Adventures to come along, for a time the Hero was even Indentured, but for the most part there was much rest and relaxation as he kicked back and enjoyed stories of the early days. But now, all that has changed! A new (well sort of) Adventure awaits the Hero. Far to the east of the Kingdom lies the Great Sea. For centuries the world beneath the waves was ruled by a benevolent Merman. The Undersea Kingdom was a beautiful place inhabited by magnificent creatures and fantastic treasures and all who gazed out across the water could see it shimmer with magic from that amazing place. But now the Great Sea has darkened. The waters no longer sparkle and the very waves seem to swallow sunlight. It seems the Evil Magician was not defeated at all, he has merely been hiding in wait, biding his time, preparing for a new way to plunge the Kingdom into blackness. And it would appear he has found it! The Evil Magician has cast a dark spell over the Undersea Kingdom. Gone are the kind Mermen and creatures of the Sea. They have been replaced by twisted evil monsters of the Evil Magician’s design. Where once playful seahorses pranced about, Evil Giant Squids now lurk. These horrible beasts were created to keep the Sea clear of all who oppose the Evil Magician. They have long, deadly tentacles that will reach out and grab you. If they grab you, you will be unable to escape their merciless grip, as they pull you into their beak-like mouths! The Undersea Kingdom must be freed! And its up to the Hero to get the job done. Carefully locked away in one of the Undersea Kingdom’s Castles is an Enchanted Chest. Trapped in that Chest is the Legendary Sea Song, a mystical spell and the only thing that can break the Evil Magician’s grasp on the Undersea Kingdom. But finding the Chest will not be easy! The Magician’s agents are hard at work patrolling the seabed for intruders. The Undersea Kingdom is a vast land, full of deep chasms and coral reef mazes. The Hero will have to be very careful just to survive beneath the Sea! But all is not lost. Before he was banished, the benevolent Merman King was able to scatter some of the Undersea Kingdom’s most powerful treasures across the ocean floor. There is the Magic Pearl, a giant gemstone whose powers are so great that nothing beneath the waves can resist it! The Hero may also have need of the Coral Bridge, a rigid structure used to cross the deep trenches in the ocean floor. But maybe the most important item of all, is the Merman King’s Mystical Trident. When armed with this ancient weapon, the Evil Magician’s minions will surely fall. You are the Hero, and it is your job to locate the Enchanted Chest and return it to the Merman King’s throne room in the Main Castle. You will have to navigate the Undersea Kingdom, exploring the Dark Coral Reef Mazes, the Ocean Floor Trenches, and the two other Undersea Castles on your quest. Along the way be sure to watch for the Evil Magician’s Giant Squid Horde. If one of them grabs you, you’ll have to try again from the Main Castle Entrance. Try to find the various Treasures from the Undersea Kingdom, they will help you greatly in your mission. And most of all, be on the look out for the Slimy Sea Snake! Well known throughout the Undersea Kingdom for centuries, the Slimy Sea Snake is a troublemaker. He is infamous for grabbing things with his sticky tongue and then taking off. He has no allegiance, so he may save you from the tentacles of a Giant Squid one moment and then steal your Mystic Trident the next! You will also need to locate the tiny Jewel Keys in order to open the Castle Gates. The Evil Magician has locked them tight with the Seal of the Squid and only the scattered Jewel Keys can break those dark Seals! So, get going Hero! A new (sort of) Adventure awaits you beneath the waves! (all gameplay mechanics and variations operate under normal Adventure rules) ucadventure.zip Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted August 28, 2003 Share Posted August 28, 2003 WooHoo! Another hack of Adventure! Very creative story, I'll download it now and check it out. But why are there "Mermen" and no "mermaids"? AM Quote Link to comment Share on other sites More sharing options...
oesii Posted August 28, 2003 Share Posted August 28, 2003 man, after all that reading I'm too tired to try the game I'll give it a try later tonight, looks interesting Quote Link to comment Share on other sites More sharing options...
+Cafeman Posted August 28, 2003 Share Posted August 28, 2003 It should be mandatory to post sample screenshots for those of us stuck at work to see! Quote Link to comment Share on other sites More sharing options...
Inky Posted August 28, 2003 Share Posted August 28, 2003 One of these days I'll get back around to completeing my Pigs In Space hack.. Of course the name would be changed to ATHF... Quote Link to comment Share on other sites More sharing options...
Krytol Posted August 31, 2003 Share Posted August 31, 2003 It would be cool to figure out a way to hack the gray background to blue. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 31, 2003 Share Posted August 31, 2003 Um...you could read through the disassembly posted at The Dig $F13D (the 318th value) is the address for the background color for all screens...and room border/object colors are in the tables at the end of the file. Quote Link to comment Share on other sites More sharing options...
Krytol Posted September 1, 2003 Share Posted September 1, 2003 $F13D (the 318th value) is the address for the background color for all screens...and room border/object colors are in the tables at the end of the file. *fires up HOM2* Thanks! Quote Link to comment Share on other sites More sharing options...
StanJr Posted September 4, 2003 Author Share Posted September 4, 2003 UPDATE: I've reworked Undersea Adventure a bit, mostly adjusting colors to more reflect the underwater theme. Some castles have changed color, and some items, mostly, but I think all of the changes are for the better! Enjoy! ucadventure.zip Quote Link to comment Share on other sites More sharing options...
Krytol Posted September 5, 2003 Share Posted September 5, 2003 Um...you could read through the disassembly posted at The Dig $F13D (the 318th value) is the address for the background color for all screens...and room border/object colors are in the tables at the end of the file. This didn't seem to translate to HOM2. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted September 10, 2003 Share Posted September 10, 2003 The disassembly shows what values you should be looking for in HOM2. Find them & change them. $F13D is the address of the value to be used for the background. In a .bin file, it should be at byte 013D ...zero, F, whatever Quote Link to comment Share on other sites More sharing options...
moycon Posted September 10, 2003 Share Posted September 10, 2003 Very nice Stan Jr Those Squids are very evil looking. One thing that I think might add more of an underwater feel to the game it the addition of "sea-weed" along the walls ala Fathom... Of course I'm not sure that would be possible but if it was the under-sea atmosphere would increase IMO. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted September 10, 2003 Share Posted September 10, 2003 Not really...since the screens in Adventure are designed to be chunky rather than having thin pixels here and there. That would take a kernal modification (and also eat up much more Rom space per screen). Quote Link to comment Share on other sites More sharing options...
moycon Posted September 10, 2003 Share Posted September 10, 2003 Not really...since the screens in Adventure are designed to be chunky rather than having thin pixels here and there. That would take a kernal modification (and also eat up much more Rom space per screen). Hmmmm Too bad. You have to admit, It gives it that coral rough sea bed look. Quote Link to comment Share on other sites More sharing options...
Krytol Posted September 10, 2003 Share Posted September 10, 2003 @Stan I hacked to background color to an acceptable blue (doesn't clash with blue maze.) I'll submit it to you first so you can post it if you like it. Quote Link to comment Share on other sites More sharing options...
StanJr Posted September 12, 2003 Author Share Posted September 12, 2003 Hey, cool! Since I couldn't find an easy way to hack that color-wise, I was willing to settle for an ocean floor of gray sand. If you've got something better, please submit it so we can all enjoy! And if you would, share with us just HOW you did it! Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted September 12, 2003 Share Posted September 12, 2003 It's in the disassembly One final note: The "color" bytes are also checked for a value of $08 to determine which screens call the invisible surround sprite...even if B&W is toggled. Therefore, you couldn't have seperate game modes that have more "invisible" screens between the two (I tried a hack in which if B&W is selected, ALL screens would be invisible. This won't work, since the "color" value is used to call up the sprite). Quote Link to comment Share on other sites More sharing options...
StanJr Posted September 12, 2003 Author Share Posted September 12, 2003 Maybe I'm just crazy, but why would anyone want to play Adventure in Black and White anyway? Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted September 12, 2003 Share Posted September 12, 2003 Didn't TV's used to be B&W? But yeah, that was the inspiration to change it to something else (i.e. Adventure After Dark)...since nobody would be using it anyway. A good portion of Rom space can be "reclaimed" by removing this altogether (one byte for every room and object, as well as a shorter display routine). That space could be used for a few extra rooms or whatever. Coupled with some shorter routines that Thomas worked out (one...no TWO years ago) to remove some of the redundancy, and the Easter Egg message, nearly a quarter of the rom can be used for something else. That's a lotta rooms Quote Link to comment Share on other sites More sharing options...
StanJr Posted September 13, 2003 Author Share Posted September 13, 2003 Didn't TV's used to be B&W? Yes Nukey, back in 1971, when you were like 30! Seriuosly though, I haven't even SEEN a B/W TV in at least 7 years! I can't imagine anyone having one, or even gaming on one these days. I'd LOVE to be able to free up that extra space! Maybe that extra space is why homebrews these days are so darn good! Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted September 13, 2003 Share Posted September 13, 2003 Correction...Joel, not Thomas (tho I think that he may have helped a bit). Shoot him an email...he's probably still got the .asm laying around Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted September 22, 2003 Share Posted September 22, 2003 Correction...Joel, not Thomas (tho I think that he may have helped a bit). Shoot him an email...he's probably still got the .asm laying around Do you have Joel's email address? I've been toying with the idea of revisiting Adventure Plus and making some additional changes, including more rooms. I'd love to see if I could add some music like Paul did with Combat Rock & Mr. Roboto, but I've had a hard time figuring it out even with the info on his website. I love my synthcart, if only I could transfer those tunes to a hack easily! If I could see the optimized code that Joel & Thomas worked on, that would be a big help. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted September 22, 2003 Share Posted September 22, 2003 It's in his profile You can see the announcement regarding the source he was working on here: http://www.atariage.com/forums/viewtopic.php?t=9912 And the number of bytes freed by losing the signature and B&W support here: http://www.atariage.com/forums/viewtopic.php?t=10401 He was also thinking of trimming out game variations to further free up some space. Those suggestions were here: http://www.atariage.com/forums/viewtopic.php?t=5666 Quote Link to comment Share on other sites More sharing options...
ATARI TROLL Posted September 22, 2003 Share Posted September 22, 2003 Nice work stan!! Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted September 22, 2003 Share Posted September 22, 2003 It's in his profile Duh. Thanks. Quote Link to comment Share on other sites More sharing options...
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