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Scott Adams Adventures for the #ColecoAdam


tschak909

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I have released three 160K disk images, containing 15 Scott Adams Adventures, with a port of the ScottFree interpreter for the #ColecoAdam, on bootable CP/M disks.

Disk 1:

1) Adventureland

2) Pirate's Adventure

3) Mission Impossible

4) Voodoo Castle

5) The Count

6) Strange Odyssey

 

Disk 2:

7) Mystery Fun House

8) Pyramid of Doom

9) Ghost Town

10) Savage Island Part 1

11) Savage Island Part 2 Disk 3:

12) Golden Voyage

13) Sorceror of Claymore Castle

14) Return to Pirate's Isle

15) Adventures of Buckaroo Banzai

All of these can be combined onto a larger disk (e.g. 720K) and the games.txt file smashed together, if you wish.

 

The ZIP containing the disks is here:

https://drive.google.com/file/d/12s6wELtu114BSAWexxDyKUqsb_gxg3qx/view?usp=sharing

 

The Source to the whole thing is here:

https://github.com/tschak909/scott-free-adam

 

It is also on adam-apps.irata.online in the Games folder for #FujiNet users, as well.

 

Enjoy.

 

WIN_20220128_19_33_37_Pro.thumb.jpg.8b8cd50eae9dd22f4c651487f5a0c9a0.jpg

 

WIN_20220128_19_34_21_Pro.thumb.jpg.6b3f31798f19a296f4528f3d74239902.jpg

 

WIN_20220128_19_35_38_Pro.thumb.jpg.e6d11b585ba60a6dd76798c057ae9f0b.jpg

 

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34 minutes ago, Tempest said:

Excellent.  Does it support saving to the same disk or do you need a separate one?

The load and save functions are stubbed, but they could be added:

https://github.com/tschak909/scott-free-adam/blob/main/src/ScottZX.c#L708

 

I did the port in roughly half a day, so skipped over that. :)

 

-Thom

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On 1/29/2022 at 10:21 AM, Tempest said:

Excellent.  Does it support saving to the same disk or do you need a separate one?

While it's not a perfect solution seeing as it will require using an emulator versus real hardware, one can use savestates (called snapshots in ADAMem) as a means of saving their progress in these games.

 

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I've added back in the load and save functions.

 

I tried to add a smartkeys display, but ran out of memory.

 

I also found a wraparound bug where the lightsout bit wasn't being set due to the constant value used to shift being improperly casted.

 

So I will spin a release, later today, 

 

-Thom

 

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11 hours ago, tschak909 said:

I've added back in the load and save functions.

 

I tried to add a smartkeys display, but ran out of memory.

 

I also found a wraparound bug where the lightsout bit wasn't being set due to the constant value used to shift being improperly casted.

 

So I will spin a release, later today, 

 

-Thom

 

Updated. Same link. 

-Thom

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