Shift838 Posted February 8, 2023 Share Posted February 8, 2023 I was wondering what these adventures were programmed in on the Atari? I have permission from Scott Adams to create sequels to his famous adventures. I have already started on Pyramid of Doom 2 on the TI-99/4A and it’s almost complete, but would like to be able to port it for use on the Atari 8 bits. Thanks 4 Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted February 8, 2023 Share Posted February 8, 2023 Yes, the Atari data that can be run from the existing interpreter can be generated from the standard DAT file, I adapted the Scott2Atari tool from ScottFree to output assembler format for me. 1 Quote Link to comment Share on other sites More sharing options...
thorfdbg Posted February 9, 2023 Share Posted February 9, 2023 Does this include the Scott Adams adventures with graphical output? I would assume that they require an extended version of the interpreter as the rooms need to include rendering information (e.g. Adventureland and Pirates! exist both as pure text adventures as well as text+graphics output). Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted February 9, 2023 Share Posted February 9, 2023 Just the text-only: 1 Quote Link to comment Share on other sites More sharing options...
Shift838 Posted March 5, 2023 Author Share Posted March 5, 2023 Still looking for the answer for this topic. Is there an equivalent program on the Atari 8 bits to be able to code adventures like the Scott Adams adventures (Adventureland, Pirate Adventure, Pyramid of Doom, etc). On the TI-99/4A we had a Adventure Editor that allowed us to do it, but what about Atari? Quote Link to comment Share on other sites More sharing options...
+DjayBee Posted March 5, 2023 Share Posted March 5, 2023 Atarimania has this list of Adventure Creators but I have no idea how sophisticated they are. Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted March 5, 2023 Share Posted March 5, 2023 4 hours ago, Shift838 said: Still looking for the answer for this topic. You didn't answer @thorfdbg's question regarding graphics and if the answer to that was no then I could make the binary executable for you from the DAT file. Quote Link to comment Share on other sites More sharing options...
Shift838 Posted March 5, 2023 Author Share Posted March 5, 2023 9 hours ago, Wrathchild said: You didn't answer @thorfdbg's question regarding graphics and if the answer to that was no then I could make the binary executable for you from the DAT file. i'm just talking about the standard text adventures from Scott Adams like Adventureland, etc.. I have permission from Scott Adams to make any sequels to his games and I am currently coding one for the TI-99/4A, Pyramid of Doom 2. When I am done, I want to port it over to be used on the Atari. But I need to know what is used to create these type of adventures? Does atari have like a Adventure editor for the Scott Adams text adventures or what? Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted March 5, 2023 Share Posted March 5, 2023 you shouldn't need one as existing adventures were portable due to the common format, so if you have a tool already then you should be able to provide something that can be reworked to the Atari target Quote Link to comment Share on other sites More sharing options...
Shift838 Posted March 6, 2023 Author Share Posted March 6, 2023 (edited) 5 hours ago, Wrathchild said: you shouldn't need one as existing adventures were portable due to the common format, so if you have a tool already then you should be able to provide something that can be reworked to the Atari target the tool I have was designed only to be able to be used with the TI-99/4A and using a specific language only available on the TI-99 for adventures (APL). It's not a datafile, it's a program that has all the data wrapped up in it and is ran from a cartridge that interprets the APL. Edited March 6, 2023 by Shift838 Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted March 6, 2023 Share Posted March 6, 2023 Then I'd recommend taking a look at ScottKit and see if there is a tool, or knock one up, to convert your source into that format. 1 Quote Link to comment Share on other sites More sharing options...
devwebcl Posted March 6, 2023 Share Posted March 6, 2023 On 3/5/2023 at 2:57 AM, Shift838 said: Still looking for the answer for this topic. Is there an equivalent program on the Atari 8 bits to be able to code adventures like the Scott Adams adventures (Adventureland, Pirate Adventure, Pyramid of Doom, etc). On the TI-99/4A we had a Adventure Editor that allowed us to do it, but what about Atari? Text-only adventures can be done with AdventureWriter http://www.atarimania.com/game-atari-400-800-xl-xe-adventurewriter_126.html Quote Link to comment Share on other sites More sharing options...
EdwardianDuck Posted March 6, 2023 Share Posted March 6, 2023 If you're looking to have your game run on multiple vintage platforms, have you considered Inform6 + PunyInform + Puddle Build Tools? OK, that's going to give you an Infocom style of game rather than a Scott Adams style of game but at least once you've compiled the .Z3 (game files) using Inform6 + PunyInform, that's a game which can be run on many platforms, including the Atari 8 bits using the Puddle Build Tools to package the .Z3 file up with the relevant interpreter and disk format for each platform. This does mean you'd be writing your game on modern hardware, which might not be what you want to do, but at least the tools are still being maintained / developed. Quote Link to comment Share on other sites More sharing options...
Shift838 Posted March 6, 2023 Author Share Posted March 6, 2023 6 hours ago, EdwardianDuck said: If you're looking to have your game run on multiple vintage platforms, have you considered Inform6 + PunyInform + Puddle Build Tools? OK, that's going to give you an Infocom style of game rather than a Scott Adams style of game but at least once you've compiled the .Z3 (game files) using Inform6 + PunyInform, that's a game which can be run on many platforms, including the Atari 8 bits using the Puddle Build Tools to package the .Z3 file up with the relevant interpreter and disk format for each platform. This does mean you'd be writing your game on modern hardware, which might not be what you want to do, but at least the tools are still being maintained / developed. i have thought about that. I will have to learn the Z-interpreter language. Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted March 6, 2023 Share Posted March 6, 2023 (edited) If you want to have a look at the Scott format then the attached contains the Crystal of Chaos example. map & solution are textual support to the game's "code" in the "sck" source file. this would be compiled to something along the lines of the "dat" file. For the Atari target I transform that to the ".s" (assembler) source file that it linked with the interpreter to produce the "xex" binary. crystal.zip Edited March 6, 2023 by Wrathchild Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted March 6, 2023 Share Posted March 6, 2023 Beings his brother was into Atari, forming Happy Computers line of drive enhancements and copiers... you would thinks all of the Atari building blocks would still be around for all things Adams/Atari. Richard Adams Happy Computing, Scott Adams doing lots of software for his brother own machines and so on. Quote Link to comment Share on other sites More sharing options...
mono Posted March 7, 2023 Share Posted March 7, 2023 (edited) @Wrathchild: I can't decompress this archive (using Ubuntu's unzip) because I got the message once I try: $ unzip crystal.zip Archive: crystal.zip inflating: crystal.dat error: invalid zip file with overlapped components (possible zip bomb) I got only crystal.dat with correct length (7487). Listing of archive content is: $ unzip -v crystal.zip Archive: crystal.zip Length Method Size Cmpr Date Time CRC-32 Name -------- ------ ------- ---- ---------- ----- -------- ---- 7487 Defl:N 3041 59% 2020-10-21 00:27 6580db6f crystal.dat 2282 Defl:N 1159 49% 2023-03-06 20:05 4a0dbdc3 crystal.map 23501 Defl:N 4792 80% 2020-10-25 05:03 868e0bdd crystal.s 13049 Defl:N 4208 68% 2023-03-06 20:05 a179855b crystal.sck 758 Defl:N 289 62% 2023-03-06 20:05 09c68bb5 crystal.solution 15372 Defl:N 9061 41% 2020-10-25 07:26 3886ee3a crystal.xex -------- ------- --- ------- 62449 22550 64% 6 files Could somebody help me? -------------------------------------------- Edit: Forgive me, I can deal with it using 7z tool: $ 7z l crystal.zip 7-Zip [64] 16.02 : Copyright (c) 1999-2016 Igor Pavlov : 2016-05-21 p7zip Version 16.02 (locale=pl_PL.UTF-8,Utf16=on,HugeFiles=on,64 bits,12 CPUs Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (906EA),ASM,AES-NI) Scanning the drive for archives: 1 file, 23382 bytes (23 KiB) Listing archive: crystal.zip -- Path = crystal.zip Type = zip WARNINGS: There are data after the end of archive Physical Size = 20819 Tail Size = 2563 Date Time Attr Size Compressed Name ------------------- ----- ------------ ------------ ------------------------ 2020-10-21 01:27:05 ....A 7487 3106 crystal.dat 2023-03-06 21:05:45 ....A 2282 1159 crystal.map 2020-10-25 06:03:43 ....A 13459 3739 crystal.s 2023-03-06 21:05:45 ....A 13048 4320 crystal.sck 2023-03-06 21:05:45 ....A 758 289 crystal.solution 2020-10-25 08:26:39 ....A 16556 7374 crystal.xex ------------------- ----- ------------ ------------ ------------------------ 2023-03-06 21:05:45 53590 19987 6 files Warnings: 1 But it's absolutely strange that the file is bigger than it should be (look at Tail Size). Neverthless now I have got all files with proper lengths. Edited March 7, 2023 by mono Quote Link to comment Share on other sites More sharing options...
scotty Posted March 7, 2023 Share Posted March 7, 2023 (edited) We talk a couple of times a month on Facebook. Do you want me to ask him for you? There is a multi platform freeware tool for creating text adventures, and it is very powerful (think Infocom ) and super simple to learn. It is older, but still runs on Windows, Mac, Dos, ST and Amiga and maybe even a few more. It is called the Adventure Game Toolkit. It was shareware, but has been freeware for years. Give it a go. I would recommend AGT BIG (more characters, rooms etc...) now that it is free. Edited March 7, 2023 by scotty Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted March 7, 2023 Share Posted March 7, 2023 4 hours ago, mono said: @Wrathchild: I can't decompress this archive (using Ubuntu's unzip) because I got the message once I try: Was a Windows own zip but also files were replaced with same named ones via drag-drop and so might explain the padding. One thing I found thought is that the xex is linked with the Brian Howarth version of the interpreter rather than the Scott Adams one. This highlights something in the example code (which is supposed to exercise the interpreter) in that currently it does not scan the actions again after a successful command. Spoiler This shows when you try and burn the woods when they are all present in one location as one will set the next alight. In the BH interpreter this isn't happening and hence you cannot get the honey from the bees. Quote Link to comment Share on other sites More sharing options...
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